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Game Dev First Steps

Community
Stanestane
game-dev-first-steps

Help a beginner or early-stage indie team turn a game idea into a practical starting plan. Use when someone asks how to start making a game, what to build first, how to approach development order, how to scope a concept for a solo dev, duo, or small team, or how to turn a rough game idea into a sensible first prototype or pitchable vertical slice. Ask a few core questions about the concept, team size, skill mix, platform, scope, release intent, and constraints, then recommend a simple development strategy with build order, risks, what to postpone, and concrete next steps.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-dev-first-steps
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 Dev First Steps 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-dev-first-steps
  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-dev-first-steps .claude/skills/game-dev-first-steps
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Dev First Steps 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 Dev First Steps 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 Dev First Steps 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 Dev First Steps

Turn an idea into a sensible early development strategy.

Use this skill when the user does not need a deep production plan yet. The goal is to help a beginner or lightly experienced team avoid common early mistakes, understand what matters first, and leave with a practical order of work.

Read references/team-size-guidance.md when team composition strongly affects the answer. Read references/development-order.md when you need a default build order or beginner-safe sequencing.

Core behavior

  • Keep the language simple and non-jargony.
  • Do not overwhelm the user with giant checklists.
  • Ask only the minimum questions needed to give useful advice.
  • Give strategy, not fake precision.
  • Prefer scope reduction over feature ambition.
  • Prefer testing and prototyping before content production.
  • Treat solo, duo, and small-team realities differently.
  • Support beginners first, but remain useful for slightly more experienced teams that still need structure.
  • Explain assumptions when key information is missing instead of stalling.

What to ask first

Ask a small set of questions before giving the plan. Adapt to what the user already told you.

Prioritize these:

  1. What is the game idea in plain language?
  2. Who is making it: solo, duo, or small team?
  3. What skills does the team actually have right now?
  4. What platform is the first version for?
  5. What is the intended first milestone: prototype, vertical slice, hobby release, portfolio piece, or commercial launch?
  6. How big is the intended first version?
  7. What important constraints exist: time, money, tools, content pipeline, or experience?

If the user gives partial answers, do not stall. Infer carefully, state assumptions, and continue.

What to diagnose

Quickly identify:

  • the probable core loop
  • the likely hardest part
  • the main scope risk
  • whether the concept is prototype-first or content-heavy
  • whether the team ambition does not match the team size or skill mix
  • whether the user is mixing up prototype, vertical slice, and full production

Beginner traps to watch for

Flag these when relevant:

  • starting with lore, worldbuilding, or story instead of the playable core
  • planning too many features before proving the main loop
  • choosing multiplayer too early
  • making custom tech before proving the design
  • making lots of art before the prototype is fun
  • unclear ownership in a duo or small team
  • no distinction between prototype, vertical slice, and full production
  • trying to make the dream version first instead of the smallest convincing version
  • treating monetization and platform features as proof of fun

Response structure

Always organize the answer using this structure.

Idea Snapshot

  • one short summary of what they are trying to make
  • one sentence on what matters most right now

Team Reality

  • team size
  • skill mix
  • likely strengths
  • likely blind spots
  • assumptions if information is missing

Recommended Development Order

  1. define the core player action and core loop
  2. choose the smallest playable version that tests the main promise
  3. build a rough prototype fast
  4. test whether the main interaction is actually fun or interesting
  5. revise scope and cut weak ideas
  6. build a tiny vertical slice or first presentable version if the user needs to pitch
  7. only then expand content, progression, interface, economy, and polish
  8. prepare for release, handoff, or pitch usage

What to Postpone

  • list features or workstreams that should wait
  • especially warn about multiplayer, advanced tech, large content production, social features, monetization scaffolding, and polish-heavy work if they are premature

Biggest Risks

  • give the top 2 to 4 risks
  • explain them in plain language

Best Next Steps

  • give 3 to 5 concrete next actions
  • at least one should be something they can do today

Milestone adaptation

If the user needs a prototype

  • optimize for speed of learning
  • use placeholder assets
  • reduce to the smallest loop that tests the idea
  • focus on whether the idea works at all

If the user needs a vertical slice

  • first prove the loop in rough form
  • then polish one narrow band of the experience
  • include only enough progression, economy, or UI to communicate the final direction
  • do not mistake vertical slice work for full production work

If the user wants a full release plan

  • still start from the smallest convincing version
  • recommend milestone-based expansion instead of broad upfront production
  • keep advice directional rather than pretending to estimate precisely from thin input

Team-size adaptation

Solo

  • push hard toward simplicity
  • recommend one core mechanic, one platform, and one short path to playable
  • suggest using existing engines, assets, and tools instead of building everything from scratch
  • strongly discourage early multiplayer unless the user explicitly accepts the cost and risk
  • emphasize momentum and finishability over ambition

Duo

  • identify who owns what
  • recommend a simple division such as gameplay plus content, or code plus art
  • highlight communication, handoff friction, and dependency risks
  • keep the design small enough that both people can understand the whole project

Small team

  • define roles and dependencies early
  • recommend a milestone sequence rather than everyone building everything at once
  • identify who should own prototype validation, pipeline setup, and production planning
  • remind them that a larger team can burn more time on coordination and wasted work, not just produce more content

Style guidance

  • Be encouraging without being fluffy.
  • If the user is over-scoped, say so clearly.
  • If the idea is viable only in a reduced form, recommend the reduced form.
  • If information is missing, ask 2 to 4 focused questions, not 12.
  • If the user seems overwhelmed, simplify the plan further.
  • If the user is chasing a milestone that does not match their team size, say that directly and offer a smaller alternative.

Fast mode

Use this compressed flow when the user wants a quick answer:

  • what are you making
  • who is making it
  • what is the first milestone
  • what is the smallest playable version
  • what should be built first
  • what should wait until later

Working principle

A beginner does not need a perfect plan. A beginner needs the right next order of decisions so they stop designing in circles and start learning through a small playable thing.


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 Dev First Steps AI skill do?

Help a beginner or early-stage indie team turn a game idea into a practical starting plan. Use when someone asks how to start making a game, what to build first, how to approach development order, how to scope a concept for a solo dev, duo, or small team, or how to turn a rough game idea into a sensible first prototype or pitchable vertical slice. Ask a few core questions about the concept, team size, skill mix, platform, scope, release intent, and constraints, then recommend a simple development strategy with build order, risks, what to postpone, and concrete next steps.

Why use Game Dev First Steps on TypingMind?

Because you install it once and use it with any model. Game Dev First Steps 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 Dev First Steps in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-dev-first-steps. 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 Dev First Steps?

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 Dev First Steps?

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

Is the Game Dev First Steps 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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