Game Design Ideation Toolkit
Get beyond the first obvious idea. This 9-skill creative design bundle gives your AI agent structured methods for brainstorming, generating genuinely different options, reframing roadblocks, backcasting from ideal outcomes, transforming existing ideas, exploring extreme directions, simplifying designs, and breaking creative deadlocks. Use it when you have a problem to solve but not yet a solution—or when every solution your team produces feels suspiciously similar.
Works with every agent that reads SKILL.md — Claude Code, Cursor, Codex CLI, Gemini CLI, GitHub Copilot, Windsurf, OpenClaw, and more.
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What's included
9 skillsStructured game design ideation using formal frameworks like SCAMPER, Lotus Blossom, and Six Thinking Hats.
Generate and evaluate multiple game design solution paths with detailed tradeoff analysis.
Generate five distinct, evaluated design solutions for game mechanics, UX, and live-ops challenges.
Reframes game design roadblocks by simulating unblocked states to discover realistic technical and UX workarounds.
Reverse-engineer game systems by starting from the ideal player experience and mapping the dependencies backward.
Solve game design problems by adapting, extending, and recombining existing systems instead of starting from scratch.
Stress-test game designs with provocative, ambition-seeking critiques to turn safe mechanics into memorable fantasies.
Improve your game design by identifying the single most high-leverage element to remove for clarity and focus.
Break game design creative blocks using oblique strategies, sideways reframing, and non-linear provocations.
See it in action
game design brainstorm methods
Example session with this skill installed
Our RPG's crafting system feels like a chore. We need to make it more engaging. Run a SCAMPER session to find ways to fix the friction and add some excitement.
- Read your context and instructions
- Compiled the game design brainstorm
- Generated the UI component
I have analyzed the friction points in your crafting system. To move beyond incremental tweaks, I applied the SCAMPER method to challenge the "gather-and-wait" loop.
Crafting System Re-Design (SCAMPER)
| SCAMPER Action | Proposed Modification | Design Impact |
|---|---|---|
| Substitute | Replace static recipes with "Experimental Mixing" where ingredients have hidden properties. | Encourages player discovery over wiki-searching. |
| Combine | Merge the crafting UI with the combat screen (e.g., "Field Alchemy" during downtime). | Reduces menu fatigue and keeps players in the game world. |
| Adapt | Adapt the "Overclock" mechanic from our combat system into crafting for high-tier gear. | Creates a skill-based mini-game for better quality items. |
| Modify | Change crafting time from real-world minutes to "World Actions" (e.g., steps taken or enemies killed). | Aligns crafting progression with active gameplay. |
| Put to Other Use | Use "Failed Crafts" as consumable volatile explosives in combat. | Removes the sting of RNG failure and creates a secondary resource loop. |
| Eliminate | Remove the "Crafting Station" requirement. Allow crafting anywhere but with varying efficiency. | Increases player agency and flow. |
| Reverse | Instead of gathering for a recipe, start with a "Base Core" and extract ingredients from it to refine. | Flips the gathering loop on its head. |
Idea Clusters
- Skill-Based Outcomes: Moving away from binary success/failure toward player-driven quality (Adapt, Modify).
Combat Integration: Closing the gap between the "boring" menu work and the "fun" combat loop (Combine, Put to Other Use).
- Discovery Mechanics: Rewarding experimentation over rote memorization (Substitute).
Strongest Candidates
- Volatile Failures: Converting crafting junk into combat items solves the "waste of time" feeling immediately.
- Field Alchemy: Allowing basic crafting during exploration maintains momentum.
- Action-Based Completion: Tying progress to gameplay rather than timers removes the "mobile game" friction.
Next steps
- Define the "Action-Based" conversion rates (e.g., 100 steps = 1 minute of progress).
- Prototype the UI for "Field Alchemy" to see if it clutters the HUD.
- Draft a list of 5 "Failed Craft" items and their combat effects.
game-design-brainstorm-methods.tsx
TSX · React component
Example file from a real run - the skill writes it into your workspace.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
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- 2
Unzip into your skills folder
Every agent reads skills from one folder on your machine. Drop the unzipped folder in there.
- 3
Ask your agent to use it
Restart the agent if it was already running. It picks the skill up automatically - no config needed.
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Click the path to copy it. Create the folder if it does not exist yet.
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