Claude-Code-Game-Studios start
First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.
git clone https://github.com/Donchitos/Claude-Code-Game-Studios
T=$(mktemp -d) && git clone --depth=1 https://github.com/Donchitos/Claude-Code-Game-Studios "$T" && mkdir -p ~/.claude/skills && cp -r "$T/.claude/skills/start" ~/.claude/skills/donchitos-claude-code-game-studios-start && rm -rf "$T"
.claude/skills/start/SKILL.mdGuided Onboarding
This skill writes one file:
production/review-mode.txt (review mode config set in Phase 3b).
This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.
Phase 1: Detect Project State
Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.
Check:
- Engine configured? Read
. If the Engine field contains.claude/docs/technical-preferences.md
, the engine is not set.[TO BE CONFIGURED] - Game concept exists? Check for
.design/gdd/game-concept.md - Source code exists? Glob for source files in
(src/
,*.gd
,*.cs
,*.cpp
,*.h
,*.rs
,*.py
,*.js
).*.ts - Prototypes exist? Check for subdirectories in
.prototypes/ - Design docs exist? Count markdown files in
.design/gdd/ - Production artifacts? Check for files in
orproduction/sprints/
.production/milestones/
Store these findings internally to validate the user's self-assessment and tailor recommendations.
Phase 2: Ask Where the User Is
This is the first thing the user sees. Use
AskUserQuestion with these exact options so the user can click rather than type:
- Prompt: "Welcome to Claude Code Game Studios! Before I suggest anything, I'd like to understand where you're starting from. Where are you at with your game idea right now?"
- Options:
— I don't have a game concept at all. I want to explore and figure out what to make.A) No idea yet
— I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.B) Vague idea
— I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.C) Clear concept
— I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.D) Existing work
Wait for the user's selection. Do not proceed until they respond.
Phase 3: Route Based on Answer
If A: No idea yet
The user needs creative exploration before anything else.
- Acknowledge that starting from zero is completely fine
- Briefly explain what
does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes:/brainstorm
for fully open exploration, or/brainstorm open
if they have even a vague theme (e.g., "space", "cozy", "horror")./brainstorm [hint] - Recommend running
as the next step, but invite them to use a hint if something comes to mind/brainstorm open - Show the recommended path:
Concept phase:
— discover your game concept/brainstorm open
— configure the engine (brainstorm will recommend one)/setup-engine
— define visual identity (uses the Visual Identity Anchor brainstorm produces)/art-bible
— decompose the concept into systems/map-systems
— author a GDD for each MVP system/design-system
— cross-system consistency check/review-all-gdds
— validate readiness before architecture work Architecture phase:/gate-check
— produce the master architecture blueprint and Required ADR list/create-architecture
— record key technical decisions, following the Required ADR list/architecture-decision (×N)
— compile decisions into an actionable rules sheet/create-control-manifest
— validate architecture coverage Pre-Production phase:/architecture-review
— author UX specs for key screens (main menu, HUD, core interactions)/ux-design
— build a throwaway prototype to validate the core mechanic/prototype
— document each vertical slice playtest session/playtest-report (×1+)
— map systems to epics/create-epics
— break epics into implementable stories/create-stories
— plan the first sprint Production phase: → pick up stories with/sprint-plan/dev-story
If B: Vague idea
- Ask them to share their vague idea — even a few words is enough
- Validate the idea as a starting point (don't judge or redirect)
- Recommend running
to develop it/brainstorm [their hint] - Show the recommended path:
Concept phase:
— develop the idea into a full concept/brainstorm [hint]
— configure the engine/setup-engine
— define visual identity (uses the Visual Identity Anchor brainstorm produces)/art-bible
— decompose the concept into systems/map-systems
— author a GDD for each MVP system/design-system
— cross-system consistency check/review-all-gdds
— validate readiness before architecture work Architecture phase:/gate-check
— produce the master architecture blueprint and Required ADR list/create-architecture
— record key technical decisions, following the Required ADR list/architecture-decision (×N)
— compile decisions into an actionable rules sheet/create-control-manifest
— validate architecture coverage Pre-Production phase:/architecture-review
— author UX specs for key screens (main menu, HUD, core interactions)/ux-design
— build a throwaway prototype to validate the core mechanic/prototype
— document each vertical slice playtest session/playtest-report (×1+)
— map systems to epics/create-epics
— break epics into implementable stories/create-stories
— plan the first sprint Production phase: → pick up stories with/sprint-plan/dev-story
If C: Clear concept
- Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
- Acknowledge the concept, then use
to offer two paths:AskUserQuestion- Prompt: "How would you like to proceed?"
- Options:
— RunFormalize it first
to structure it into a proper game concept document/brainstorm [concept]
— Go toJump straight in
now and write the GDD manually afterward/setup-engine
- Show the recommended path:
Concept phase:
or/brainstorm
— (their pick from step 2)/setup-engine
— define visual identity (after brainstorm if run, or after concept doc exists)/art-bible
— validate the concept doc/design-review
— decompose the concept into individual systems/map-systems
— author a GDD for each MVP system/design-system
— cross-system consistency check/review-all-gdds
— validate readiness before architecture work Architecture phase:/gate-check
— produce the master architecture blueprint and Required ADR list/create-architecture
— record key technical decisions, following the Required ADR list/architecture-decision (×N)
— compile decisions into an actionable rules sheet/create-control-manifest
— validate architecture coverage Pre-Production phase:/architecture-review
— author UX specs for key screens (main menu, HUD, core interactions)/ux-design
— build a throwaway prototype to validate the core mechanic/prototype
— document each vertical slice playtest session/playtest-report (×1+)
— map systems to epics/create-epics
— break epics into implementable stories/create-stories
— plan the first sprint Production phase: → pick up stories with/sprint-plan/dev-story
If D: Existing work
-
Share what you found in Phase 1:
- "I can see you have [X source files / Y design docs / Z prototypes]..."
- "Your engine is [configured as X / not yet configured]..."
-
Sub-case D1 — Early stage (engine not configured or only a game concept exists):
- Recommend
first if engine not configured/setup-engine - Then
for a gap inventory/project-stage-detect
Sub-case D2 — GDDs, ADRs, or stories already exist:
- Explain: "Having files isn't the same as the template's skills being able to use them. GDDs might be missing required sections.
checks this specifically."/adopt - Recommend:
— understand what phase and what's missing entirely/project-stage-detect
— audit whether existing artifacts are in the right internal format/adopt
- Recommend
-
Show the recommended path for D2:
— phase detection + existence gaps/project-stage-detect
— format compliance audit + migration plan/adopt
— if engine not configured/setup-engine
— fill missing GDD sections/design-system retrofit [path]
— add missing ADR sections/architecture-decision retrofit [path]
— bootstrap the TR requirement registry/architecture-review
— validate readiness for next phase/gate-check
Phase 3b: Set Review Mode
Check if
production/review-mode.txt already exists.
If it exists: Read it and show the current mode — "Review mode is set to
[current]." — then proceed to Phase 4. Do not ask again.
If it does not exist: Use
AskUserQuestion:
- Prompt: "One setup choice: how much design review would you want as you work through the workflow?"
- Options:
— Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision.Full
— Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams.Lean (recommended)
— No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.Solo
Write the choice to
production/review-mode.txt immediately after the user
selects — no separate "May I write?" needed, as the write is a direct
consequence of the selection:
→ writeFullfull
→ writeLean (recommended)lean
→ writeSolosolo
Create the
production/ directory if it does not exist.
Phase 4: Confirm Before Proceeding
After presenting the recommended path, use
AskUserQuestion to ask the user which step they'd like to take first. Never auto-run the next skill.
- Prompt: "Would you like to start with [recommended first step]?"
- Options:
Yes, let's start with [recommended first step]I'd like to do something else first
Phase 5: Hand Off
When the user confirms their next step, respond with a single short line: "Type
[skill command] to begin." Nothing else. Do not re-explain the skill or add encouragement. The /start skill's job is done.
Verdict: COMPLETE — user oriented and handed off to next step.
Edge Cases
- User picks D but project is empty: Gently redirect — "It looks like the project is a fresh template with no artifacts yet. Would Path A or B be a better fit?"
- User picks A but project has code: Mention what you found — "I noticed there's already code in
. Did you mean to pick D (existing work)?"src/ - User is returning (engine configured, concept exists): Skip onboarding entirely — "It looks like you're already set up! Your engine is [X] and you have a game concept at
. Review mode:design/gdd/game-concept.md
. Want to pick up where you left off? Try[read from production/review-mode.txt, or 'lean (default)' if missing]
or just tell me what you'd like to work on."/sprint-plan - User doesn't fit any option: Let them describe their situation in their own words and adapt.
Collaborative Protocol
- Ask first — never assume the user's state or intent
- Present options — give clear paths, not mandates
- User decides — they pick the direction
- No auto-execution — recommend the next skill, don't run it without asking
- Adapt — if the user's situation doesn't fit a template, listen and adjust