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Game Design Brainstorm Methods

Community
Stanestane
game-design-brainstorm-methods

Apply established brainstorming and ideation methodologies to game design problems, features, systems, UX flows, live-ops ideas, content concepts, and stuck team discussions. Use when the user wants a specific brainstorming method rather than generic ideation, or when you should choose and run a method such as SCAMPER, How Might We, Crazy 8s, Six Thinking Hats, Brainwriting 6-3-5, Worst Possible Idea, forced connections, Lotus Blossom, or a morphological matrix.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-design-brainstorm-methods
Stars
87
Forks
18
Bundled files
2
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Stanestane on GitHub. Read the source before you install it.

Installation

Install the Game Design Brainstorm Methods AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-design-brainstorm-methods
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Stanestane/game-design-skills-bundle.git /tmp/game-design-skills-bundle
mkdir -p .claude/skills
cp -r /tmp/game-design-skills-bundle/game-design-brainstorm-methods .claude/skills/game-design-brainstorm-methods
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Design Brainstorm Methods in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Design Brainstorm Methods on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Design Brainstorm Methods is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game Design Brainstorm Methods

Use named brainstorming methods, not generic idea spray.

This skill helps choose and run a well-known ideation methodology that fits the design problem. The goal is not to mention frameworks for show. The goal is to use the right method to unlock better game design options, surface hidden assumptions, and produce a practical shortlist worth exploring next.

Read references/method-selection.md when choosing a method. Read references/method-patterns.md when you need the exact structure for a method output.

What to produce

Produce:

  1. Problem frame - what the team is trying to solve
  2. Method choice - which brainstorming method is best and why
  3. Method run - the actual brainstorm output in that method's format
  4. Idea clusters - themes, repeated patterns, or promising directions
  5. Shortlist - strongest candidates to pursue next
  6. Next move - recommendation, prototype, or follow-up question

Process

1. Frame the ideation problem

Clarify:

  • what design problem, feature, or system is under discussion
  • whether the need is divergence, reframing, critique, or narrowing
  • what constraints matter most
  • whether the user wants novelty, structure, speed, or alignment

2. Choose the right method

Pick one primary method. Use a second method only when it adds clear value.

Typical fits:

  • SCAMPER - improve or mutate an existing feature
  • How Might We - turn fuzzy problems into opportunity prompts
  • Crazy 8s - force fast variation and volume
  • Six Thinking Hats - structure discussion across multiple lenses
  • Brainwriting 6-3-5 - generate many ideas without one dominant voice
  • Worst Possible Idea - break fixation by inverting bad ideas into useful principles
  • Forced connections - inject novelty through random or adjacent stimuli
  • Lotus Blossom - expand one central idea into adjacent branches
  • Morphological matrix - combine dimensions systematically into new concepts

3. Run the method properly

Do not collapse the method into generic bullets. Preserve the logic of the method. For example:

  • SCAMPER should actually walk through substitute, combine, adapt, modify, put to other use, eliminate, reverse/rearrange
  • Six Thinking Hats should clearly separate hat modes
  • Brainwriting should show rounds, seeds, or parallel idea contributions
  • Morphological matrix should define dimensions before combining them

4. Extract the design value

After the method run, identify:

  • repeated themes
  • strongest directions
  • strange but interesting outliers
  • weak ideas worth discarding
  • what should be prototyped, discussed, or parked

5. Convert brainstorm into action

End with one of these:

  • best 3 candidates
  • one recommended direction and why
  • next prototype question
  • follow-up method if the first method created useful ambiguity but not enough convergence

Response structure

Problem Frame

  • ...

Chosen Method

  • Method: ...
  • Why this method fits: ...

Method Run

  • ...

Idea Clusters

  • ...

Strongest Candidates

  1. ...
  2. ...
  3. ...

Recommended Next Move

  • ...

Fast mode

  • What kind of ideation problem is this?
  • Which method fits best?
  • Run that method clearly.
  • Pull out the 3 strongest design directions.
  • Recommend what to do next.

Working principle

Different brainstorming problems need different tools. Do not default to freeform ideation when a specific method would produce better thinking.


Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See https://github.com/Stanestane/game-design-skills-bundle for terms.

Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Design Brainstorm Methods AI skill do?

Apply established brainstorming and ideation methodologies to game design problems, features, systems, UX flows, live-ops ideas, content concepts, and stuck team discussions. Use when the user wants a specific brainstorming method rather than generic ideation, or when you should choose and run a method such as SCAMPER, How Might We, Crazy 8s, Six Thinking Hats, Brainwriting 6-3-5, Worst Possible Idea, forced connections, Lotus Blossom, or a morphological matrix.

Why use Game Design Brainstorm Methods on TypingMind?

Because you install it once and use it with any model. Game Design Brainstorm Methods is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Design Brainstorm Methods in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-design-brainstorm-methods. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Design Brainstorm Methods?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Design Brainstorm Methods?

As many as you like. As long as a model supports skills, you can use Game Design Brainstorm Methods with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Design Brainstorm Methods AI skill free?

It is published on GitHub by Stanestane. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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