Claude-Code-Game-Studios start

First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.

install
source · Clone the upstream repo
git clone https://github.com/Donchitos/Claude-Code-Game-Studios
Claude Code · Install into ~/.claude/skills/
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"
manifest: .claude/skills/start/SKILL.md
source content

Guided 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
    .claude/docs/technical-preferences.md
    . If the Engine field contains
    [TO BE CONFIGURED]
    , the engine is not set.
  • 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
    production/sprints/
    or
    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:
    • A) No idea yet
      — I don't have a game concept at all. I want to explore and figure out what to make.
    • B) Vague idea
      — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.
    • C) Clear concept
      — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.
    • D) Existing work
      — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the 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.

  1. Acknowledge that starting from zero is completely fine
  2. Briefly explain what
    /brainstorm
    does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes:
    /brainstorm open
    for fully open exploration, or
    /brainstorm [hint]
    if they have even a vague theme (e.g., "space", "cozy", "horror").
  3. Recommend running
    /brainstorm open
    as the next step, but invite them to use a hint if something comes to mind
  4. Show the recommended path: Concept phase:
    • /brainstorm open
      — discover your game concept
    • /setup-engine
      — configure the engine (brainstorm will recommend one)
    • /art-bible
      — define visual identity (uses the Visual Identity Anchor brainstorm produces)
    • /map-systems
      — decompose the concept into systems
    • /design-system
      — author a GDD for each MVP system
    • /review-all-gdds
      — cross-system consistency check
    • /gate-check
      — validate readiness before architecture work Architecture phase:
    • /create-architecture
      — produce the master architecture blueprint and Required ADR list
    • /architecture-decision (×N)
      — record key technical decisions, following the Required ADR list
    • /create-control-manifest
      — compile decisions into an actionable rules sheet
    • /architecture-review
      — validate architecture coverage Pre-Production phase:
    • /ux-design
      — author UX specs for key screens (main menu, HUD, core interactions)
    • /prototype
      — build a throwaway prototype to validate the core mechanic
    • /playtest-report (×1+)
      — document each vertical slice playtest session
    • /create-epics
      — map systems to epics
    • /create-stories
      — break epics into implementable stories
    • /sprint-plan
      — plan the first sprint Production phase: → pick up stories with
      /dev-story

If B: Vague idea

  1. Ask them to share their vague idea — even a few words is enough
  2. Validate the idea as a starting point (don't judge or redirect)
  3. Recommend running
    /brainstorm [their hint]
    to develop it
  4. Show the recommended path: Concept phase:
    • /brainstorm [hint]
      — develop the idea into a full concept
    • /setup-engine
      — configure the engine
    • /art-bible
      — define visual identity (uses the Visual Identity Anchor brainstorm produces)
    • /map-systems
      — decompose the concept into systems
    • /design-system
      — author a GDD for each MVP system
    • /review-all-gdds
      — cross-system consistency check
    • /gate-check
      — validate readiness before architecture work Architecture phase:
    • /create-architecture
      — produce the master architecture blueprint and Required ADR list
    • /architecture-decision (×N)
      — record key technical decisions, following the Required ADR list
    • /create-control-manifest
      — compile decisions into an actionable rules sheet
    • /architecture-review
      — validate architecture coverage Pre-Production phase:
    • /ux-design
      — author UX specs for key screens (main menu, HUD, core interactions)
    • /prototype
      — build a throwaway prototype to validate the core mechanic
    • /playtest-report (×1+)
      — document each vertical slice playtest session
    • /create-epics
      — map systems to epics
    • /create-stories
      — break epics into implementable stories
    • /sprint-plan
      — plan the first sprint Production phase: → pick up stories with
      /dev-story

If C: Clear concept

  1. Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
  2. Acknowledge the concept, then use
    AskUserQuestion
    to offer two paths:
    • Prompt: "How would you like to proceed?"
    • Options:
      • Formalize it first
        — Run
        /brainstorm [concept]
        to structure it into a proper game concept document
      • Jump straight in
        — Go to
        /setup-engine
        now and write the GDD manually afterward
  3. Show the recommended path: Concept phase:
    • /brainstorm
      or
      /setup-engine
      — (their pick from step 2)
    • /art-bible
      — define visual identity (after brainstorm if run, or after concept doc exists)
    • /design-review
      — validate the concept doc
    • /map-systems
      — decompose the concept into individual systems
    • /design-system
      — author a GDD for each MVP system
    • /review-all-gdds
      — cross-system consistency check
    • /gate-check
      — validate readiness before architecture work Architecture phase:
    • /create-architecture
      — produce the master architecture blueprint and Required ADR list
    • /architecture-decision (×N)
      — record key technical decisions, following the Required ADR list
    • /create-control-manifest
      — compile decisions into an actionable rules sheet
    • /architecture-review
      — validate architecture coverage Pre-Production phase:
    • /ux-design
      — author UX specs for key screens (main menu, HUD, core interactions)
    • /prototype
      — build a throwaway prototype to validate the core mechanic
    • /playtest-report (×1+)
      — document each vertical slice playtest session
    • /create-epics
      — map systems to epics
    • /create-stories
      — break epics into implementable stories
    • /sprint-plan
      — plan the first sprint Production phase: → pick up stories with
      /dev-story

If D: Existing work

  1. 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]..."
  2. Sub-case D1 — Early stage (engine not configured or only a game concept exists):

    • Recommend
      /setup-engine
      first if engine not configured
    • Then
      /project-stage-detect
      for a gap inventory

    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.
      /adopt
      checks this specifically."
    • Recommend:
      1. /project-stage-detect
        — understand what phase and what's missing entirely
      2. /adopt
        — audit whether existing artifacts are in the right internal format
  3. Show the recommended path for D2:

    • /project-stage-detect
      — phase detection + existence gaps
    • /adopt
      — format compliance audit + migration plan
    • /setup-engine
      — if engine not configured
    • /design-system retrofit [path]
      — fill missing GDD sections
    • /architecture-decision retrofit [path]
      — add missing ADR sections
    • /architecture-review
      — bootstrap the TR requirement registry
    • /gate-check
      — validate readiness for next phase

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:
    • Full
      — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision.
    • Lean (recommended)
      — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams.
    • Solo
      — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.

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:

  • Full
    → write
    full
  • Lean (recommended)
    → write
    lean
  • Solo
    → write
    solo

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
    src/
    . Did you mean to pick D (existing work)?"
  • 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
    design/gdd/game-concept.md
    . Review mode:
    [read from production/review-mode.txt, or 'lean (default)' if missing]
    . Want to pick up where you left off? Try
    /sprint-plan
    or just tell me what you'd like to work on."
  • User doesn't fit any option: Let them describe their situation in their own words and adapt.

Collaborative Protocol

  1. Ask first — never assume the user's state or intent
  2. Present options — give clear paths, not mandates
  3. User decides — they pick the direction
  4. No auto-execution — recommend the next skill, don't run it without asking
  5. Adapt — if the user's situation doesn't fit a template, listen and adjust