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brainstorm

Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.

55

Quality

63%

Does it follow best practices?

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SecuritybySnyk

Passed

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tessl review fix ./.claude/skills/brainstorm/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

77%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is a well-engineered, highly actionable multi-phase workflow with explicit validation gates and feedback loops, scoring top marks on actionability and workflow clarity. Its main weakness is conciseness — it explains background concepts Claude already knows — and a monolithic structure that keeps long reference-style content inline.

Suggestions

Cut concept background Claude already knows (the AAA-studio pillars anecdote, full MDA/Bartle/SDT enumerations) down to a one-line pointer, keeping only the framework names and how this skill applies them.

Move the Path A / Path B next-steps pipeline and the detailed gate pass-payload lists into a referenced file (e.g., references/pipeline.md) referenced one level deep, so the main body stays an overview.

Tighten Phase 6's feasibility bullet list by merging overlapping items (art pipeline, content scope, MVP, risks) into a compact checklist.

DimensionReasoningScore

Conciseness

The body is mostly efficient and task-specific, but it explains concepts Claude already knows — 'Game pillars are used by real AAA studios (God of War, Hades, The Last of Us)...', MDA aesthetic lists, Bartle taxonomy, and Self-Determination Theory — which is exactly the padding the rubric penalizes; not as bad as tutorial-style verbosity, so a 2 rather than 1, but not lean enough for a 3.

2 / 3

Actionability

Provides fully concrete, copy-paste-ready guidance: exact AskUserQuestion prompts, literal tab labels ("Experience", "Timeline", "Dev level"), enumerated option strings, explicit Task-spawn instructions with named gates and pass payloads, and exact template/gate file paths; matches the 'fully executable / specific examples' anchor.

3 / 3

Workflow Clarity

Sequenced as explicit Phases 1-6 plus numbered steps 4-7, with review-mode checks before each gate, validation checkpoints via CD-PILLARS / AD-CONCEPT-VISUAL / TD-FEASIBILITY / PR-SCOPE, and explicit feedback loops (repeat-until-'Lock these in', revise-section-then-reconfirm); matches the clear-sequence-with-explicit-validation anchor.

3 / 3

Progressive Disclosure

No bundle files exist (references/scripts/assets absent), and external docs are referenced one level deep and clearly signaled (.claude/docs/director-gates.md, .claude/docs/templates/game-concept.md), but large blocks that could arguably be split — the full Path A/B next-steps pipelines and the long Phase 6 feasibility lists — are inline in the monolithic SKILL.md; fits the 'some structure but content that should be separate is inline' anchor.

2 / 3

Total

10

/

12

Passed

Description

50%

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description clearly conveys the skill's purpose (game concept ideation leading to a structured document) but is written without an explicit "Use when..." trigger and leans on abstract language over concrete actions, capping several dimensions at 2. Adding explicit trigger phrasing and concrete verbs would lift it toward the top anchors.

Suggestions

Append a "Use when..." clause naming natural trigger phrases (e.g., 'Use when you want to brainstorm a game idea, generate game concepts, or start a concept document from scratch').

Replace abstract phrases like 'professional studio ideation techniques' and 'structured creative exploration' with concrete actions (e.g., 'Generate distinct concept pitches, design core loops, define pillars, and produce a game concept document').

Add the trigger term "brainstorm a game" or "game idea" so the description matches what a user would naturally say.

DimensionReasoningScore

Specificity

Names the domain and outcome ("Guided game concept ideation", "structured game concept document") but relies on abstract language like "ideation", "creative exploration", and "professional studio ideation techniques" rather than listing multiple concrete actions; not as vague as "Helps with documents" but not the concrete action list of a 3.

2 / 3

Completeness

Clearly states what the skill does but provides no "Use when..." clause or equivalent trigger guidance, so the "when" is missing; per the judging guidelines a missing Use-when clause caps completeness at 2.

2 / 3

Trigger Term Quality

Contains relevant terms ("game concept", "ideation") but omits natural phrasings a user would actually say ("game idea", "brainstorm a game", "concept doc") and has no explicit trigger keyword coverage; matches the "some relevant keywords but missing common variations" anchor.

2 / 3

Distinctiveness Conflict Risk

The game-design niche is fairly specific but the description could still overlap with related game-design skills (art-bible, design-system, map-systems) since it lacks distinct triggers; fits the "somewhat specific but could still overlap" anchor.

2 / 3

Total

8

/

12

Passed

Validation

87%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation14 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

allowed_tools_field

'allowed-tools' contains unusual tool name(s)

Warning

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

14

/

16

Passed

Repository
Donchitos/Claude-Code-Game-Studios
Reviewed

Table of Contents

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