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Gat Brainstorm

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Yuki001
gat-brainstorm

Develop or refine a game concept through a one-question-at-a-time design interview, then create GAT game overview, systems index, and global art direction documents; also supports discussion-only exploration. Use for game concepts, core loops, system boundaries, scope, or visual direction in a GAT project.

Overview

PublisherYuki001
Repositorygame-dev-skills
Skill namegat-brainstorm
Stars
104
Forks
13
Bundled files
1
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.

  • 1 bundled files

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

  • Open source

    Published by Yuki001 on GitHub. Read the source before you install it.

Installation

Install the Gat Brainstorm 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/Yuki001/game-dev-skills/tree/main/gat/.agents/skills/gat-brainstorm
  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/Yuki001/game-dev-skills.git /tmp/game-dev-skills
mkdir -p .claude/skills
cp -r /tmp/game-dev-skills/gat/.agents/skills/gat-brainstorm .claude/skills/gat-brainstorm
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Gat Brainstorm 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 Gat Brainstorm 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 Gat Brainstorm 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.

Brainstorm

Codex Runtime

This skill is fully contained in the installed .agents directory. Resolve all linked resources relative to this SKILL.md; do not read workflow resources outside this packaged directory.

Before acting, read GAT Workflow. Read Directory Structure or Workflow Catalog only when their structure or ownership details are needed.

Use these packaged role profiles for every role-specific pass:

When the workflow says to spawn one of these roles, create a Codex subagent with that exact task name when collaboration is available. Give it the complete role profile, relevant source documents, confirmed decisions, template, and exact target paths; wait for it and review its result before continuing. This skill explicitly authorizes those named workflow subagents. If subagents are unavailable, perform the same pass yourself using the packaged role profile.

Treat the directory containing .agents as the repository root. All GAT project documents live under that root's gat/ directory. Use Codex filesystem tools and the environment's supported patch editor while preserving unrelated user changes.

Interpret AskUserQuestion in the procedure as a single concise user question. Use a structured choice UI only for a genuine 2-3 option decision; otherwise ask in ordinary dialogue and wait. Command examples use Codex skill syntax ($gat-*).

This skill explores a game concept through open-ended designer interview. Spawn gat-designer for design reasoning and gat-artist for visual direction. Pick questions from the angle table below — follow the conversation, not a script.

Phase 1: Resolve Mode

  • If argument is discuss → Mode: discuss (no files written, exploration only)
  • If argument is a hint or empty → Mode: design (produces foundational design docs and global art direction)

Check whether gat/overview/game.md, gat/overview/systems-index.md, or gat/overview/art-direction.md already exist. If so, note them — the interview may refine or replace existing decisions instead of starting from scratch.

Phase 2: The Interview

Core Rules

  • One question at a time. Never batch. Wait for the answer before the next question.
  • Provide a recommended answer with each question. Explain the design reasoning.
  • Prefer open-ended questions. Let the user type free-form responses. Reserve AskUserQuestion (multiple-choice) for when you are presenting concrete solution options and need the user to pick one. Most of the interview should be dialogue, not forms.
  • Pick angles, don't follow steps. Use the angle table as a menu. Jump to whatever dimension is most useful next — chase what's interesting or ambiguous.
  • If a question can be answered by reading existing design files, read them instead of asking.
  • Spawn gat-designer when you need a design reasoning pass: drafting a core loop, proposing systems, evaluating a trade-off, or checking consistency.
  • Spawn gat-artist when visual identity needs synthesis: art references, palette, readability, asset groups, production standards, or conflicts between style and gameplay clarity.

Drilling into Vague Ideas

When the user has a fuzzy idea — about the whole game or a single system — your job is to make it concrete through relentless, curious questioning. This is the core of the interview.

How to drill:

  • When the user says something vague ("combat should feel impactful"), ask what specifically makes it impactful — is it animation, sound, damage numbers, controller rumble, enemy reaction, time-to-kill? Keep asking until the abstraction bottoms out in concrete mechanics.
  • When the user proposes a system, ask about its boundaries. What does it NOT do? What system owns the adjacent responsibility? A system without edges is still fuzzy.
  • When the user describes a player experience ("I want the player to feel lost"), ask what the game does to create that feeling. What does the player see, hear, and do? What information is withheld? What mechanics produce the emotion?
  • When the user references another game ("like Dark Souls but..."), isolate what exactly they want to keep and what they want to change. The reference is a shortcut — unpack it.
  • Ask about edge cases and failure states. What happens when the player ignores the system? What happens when they optimize it to the extreme? The answers reveal whether the system is understood or still hazy.
  • Ask about the player's moment-to-moment decisions. If the user can't describe what choices the player makes inside the system, the system isn't clear yet.
  • If an answer opens three new questions, pick the most foundational one first. Resolve dependencies before details.

Signals that something is still vague and needs more drilling:

  • The user uses abstract adjectives without mechanics behind them ("fun", "smooth", "deep", "cool")
  • A system is named but its inputs, outputs, and rules are undefined
  • Two systems have overlapping or unclear boundaries
  • The user can describe what the system IS but not what the player DOES in it
  • Numbers are absent where they matter (how many? how long? how much?)

Seed Extraction

If a concept hint was provided, first spawn gat-designer to extract what the hint already answers. Briefly summarize what's established so the user can confirm or correct before diving in. Skip if no hint.

Interview Angles

Pick questions from any angle below. There is no fixed order — follow the thread that matters most at each moment. The table is a palette, not a checklist.

#AnglePurposeExample prompts
1Genre & StyleEstablish the game's design identity and reference pointsWhat genre(s) does this live in? What games should it feel like mechanically? Real-time or turn-based? 2D or 3D? Single-player, co-op, or competitive?
2Visual DirectionEstablish the global art identity that will become art-direction.mdWhat should the game look like at a glance? Which art references fit or should be avoided? What palette, shape language, camera, readability, and production constraints matter?
3Core Player VerbPin down the primary action the player repeatsWhat does the player actually DO moment-to-moment — shoot, build, explore, talk, craft, steer, command? What makes that action satisfying?
4Target FeelingDefine the emotional experienceWhat should the player feel during play — tension, mastery, wonder, power, relaxation, social connection, fear, curiosity? When do they feel it most?
5Fantasy & RoleClarify who the player is in the worldWhat fantasy does the game fulfill? Who is the player — hero, commander, survivor, creator, investigator, merchant?
6Scope & ConstraintsSet boundaries earlyRough scope (jam, indie, commercial)? Platform? Timeline? Team size? Content rating? Hard constraints? Any visual production constraints like pixel art, low-poly, UI-heavy, asset reuse, or resolution limits?
7Core LoopMap the repeatable cycle that drives engagementWhat's the 30-second loop? The 5-minute loop? The session loop? What pulls the player back in?
8Systems & MechanicsExplore what systems the game needsWhat systems does the core loop imply? Which are essential vs. nice-to-have? What does each system depend on?
9Progression & GoalsDefine how the player grows and what they strive forShort-term goals? Long-term goals? Skill tree or gear-based? Linear or branching? How does difficulty ramp?
10Economy & ResourcesMap currencies, sinks, and sourcesWhat resources does the player manage? How are they earned and spent? Is there inflation risk?
11Risk & RewardBalance tension against payoffWhat does the player risk losing? What do they gain for taking risks? Is failure interesting or just punishing?
12Player AgencyHow much control and choice the player hasWhere do players make meaningful choices? Are choices tactical (moment-to-moment) or strategic (long-term)? Emergent or scripted?
13Feedback & JuiceHow the game communicates back to the playerHow does the player know they did something right? What visual/audio hooks sell the actions? Screen shake, particles, sound? Which of those hooks should drive the global art direction?
14Onboarding & ClarityHow the player learns the gameTutorial or discovery? How do you teach without lecturing? What's the first thing a new player does? What must be readable instantly in the UI or scene?
15Narrative & WorldStory, setting, and toneIs there a story? Player-driven or authored? What's the tone? How does the world reinforce the mechanics and visual identity?
16Multiplayer & SocialOther humans in the experienceCooperative, competitive, or solo with social features? Synchronous or asynchronous? How do players interact?
17Replayability & DepthWhat keeps players coming backProcedural generation, build variety, difficulty modes, secrets? What's different on run #2 vs. run #50?
18AccessibilityWho can play and howDifficulty options? Color independence? Remappable controls? Reaction-time accommodations? What visual signals must not rely on color alone?
19MonetizationBusiness model (if applicable)Premium, F2P, subscription? If F2P, what's sold and does it affect gameplay? Any dark patterns to avoid?
20Platform & ControlsInput method and platform constraintsMouse/keyboard, controller, touch? How many buttons does the design assume? Platform-specific constraints?
21Content VolumeHow much stuff the game needsHow many levels, enemies, items, abilities? Is content hand-crafted, procedural, or both? What's the MVP slice? Which asset groups must be planned globally?

Navigating the Interview

  • Start where the energy is. If the user leads with a mechanic, start at Systems. If they describe a feeling, start at Target Feeling. If they mention a reference game, start at Genre & Style.
  • Drill, don't move on. When the user gives a vague or high-level answer, stay on that thread. Ask the follow-up that forces them to be specific. See "Drilling into Vague Ideas" above — this is where most of the value comes from.
  • Dive when something is interesting. A throwaway answer about "the world is post-apocalyptic" might open a rich thread about Narrative & World, Economy (scarcity), or Fantasy & Role. Follow it.
  • Ask open-ended, resolve with options. Most questions should be free-form dialogue — the user types their thoughts. Use AskUserQuestion only when you have 2-3 concrete design proposals and need the user to choose among them (e.g. picking a core loop direction, choosing between two system architectures).
  • Spawn gat-designer mid-interview when you need to synthesize answers into a concrete proposal (core loop draft, system list, trade-off analysis). Present what the agent returns, then ask about it.
  • Spawn gat-artist mid-interview when the visual identity is too vague or conflicting. Ask for a concise art-direction proposal: references, palette, shape language, readability priorities, asset groups, and production limits. Present the proposal, then ask the user what to keep or change.
  • Loop back naturally. If a later answer contradicts an earlier assumption, point it out and resolve the tension. Don't pretend consistency exists when it doesn't.
  • Know when to stop. The interview has covered enough when:
    • The core loop is clear and the user can describe it in their own words
    • The system list is named with rough dependencies
    • The global visual direction has references, palette or mood, readability priorities, and asset group strategy
    • Scope boundaries are set
    • The user starts repeating themselves rather than adding new information

Phase 3: Write or Summarize

If Mode is design

Before writing, summarize what's been decided across gameplay, systems, scope, and visual direction. Ask:

"Ready to write the design docs?" Options: Yes, write them / Let me keep discussing

If yes, read templates:

  • ../../assets/templates/design/game-overview.md
  • ../../assets/templates/design/systems-index.md
  • ../../assets/templates/design/global-art.md

Step 1 — Spawn gat-designer to write both foundational design files in one pass:

  • gat/overview/game.md
  • gat/overview/systems-index.md

Pass all interview answers, the confirmed system list with dependencies, and the game overview and systems index templates.

Instruct the designer to populate the Key Design Decisions section in game.md: record each foundational choice as a short paragraph, and add a Why: note when the rationale or rejected alternatives need to be stated — drawing from the interview's tension-resolution moments.

Step 2 — Spawn gat-artist to write the global art direction:

  • gat/overview/art-direction.md

Pass all interview answers, gat/overview/game.md, gat/overview/systems-index.md, the confirmed visual identity decisions, and the global-art template. The artist should establish the shared visual identity, references, palette, readability rules, asset groups, production standards, and constraints for later system art docs.

If Mode is discuss

Summarize what was decided and what remains open. No files written.

Suggest:

  • $gat-brainstorm (without discuss) to turn this discussion into foundational design docs and global art direction
  • $gat-story if the game needs narrative (after foundational design docs exist)
  • $gat-milestone to plan milestone slices (after foundational design docs, and narrative if needed, exist)

Phase 4: Hand Off

Summarize what was created or discussed.

If design docs were written, suggest next steps:

  • $gat-story if the game needs story, lore, worldbuilding, characters, quests, dialogue, or authored narrative content
  • $gat-milestone to break the game into milestone slices (milestone planning runs BEFORE per-system design; do NOT run $gat-design directly from here)

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 Gat Brainstorm AI skill do?

Develop or refine a game concept through a one-question-at-a-time design interview, then create GAT game overview, systems index, and global art direction documents; also supports discussion-only exploration. Use for game concepts, core loops, system boundaries, scope, or visual direction in a GAT project.

Why use Gat Brainstorm on TypingMind?

Because you install it once and use it with any model. Gat Brainstorm 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 Gat Brainstorm in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Yuki001/game-dev-skills/tree/main/gat/.agents/skills/gat-brainstorm. 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 Gat Brainstorm?

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 Gat Brainstorm?

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

Is the Gat Brainstorm AI skill free?

It is published on GitHub by Yuki001. 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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