Plan, design, and implement A/B tests and experiments with statistical rigor. Covers hypothesis frameworks, sample sizing, metrics, and result analysis.
日本語の概要は準備中です。原文の説明を表示しています。
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
日本語の概要は準備中です。原文の説明を表示しています。
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roguelike, space survival, open). Resolve review mode: --review flag → production/review-mode.txt → default lean.design/gdd/game-concept.md (resume), design/gdd/game-pillars.md (build on).AskUserQuestion at key decision points.Studio principles: withhold judgment, encourage unusual ideas, "yes and...", constraints as creative fuel, time-box phases.
Emotional anchors (plain text, not constrained): moment in a game that moved/thrilled you, fantasy never quite found.
Taste profile: 3 most-played games (plain text — no preset options), genres loved/avoided.
Practical constraints (single multi-tab AskUserQuestion):
Synthesize into Creative Brief (3-5 sentences: emotional goals, taste, constraints). Read back and confirm.
Generate 3 concepts using ideation techniques:
| Technique | Approach |
|---|---|
| Verb-First | Core player verb (build/fight/explore/solve) → build outward |
| Mashup | Genre A + Theme B tension creates unique hook |
| MDA Backward | Target emotion → dynamics → mechanics |
Per concept present: Working Title, Elevator Pitch (1-2 sentences), Core Verb, Core Fantasy, Unique Hook ("Like X, AND ALSO Y"), Primary MDA Aesthetic, Estimated Scope, Why It Could Work, Biggest Risk.
Present all three → AskUserQuestion plain list (NO tabs): pick one, combine, or fresh directions.
For chosen concept, structured questioning:
| Loop | Focus |
|---|---|
| 30-second | Core action feel (AskUserQuestion with concept-derived options), key design dimension |
| 5-minute | What structures cycles, "one more turn" psychology, choices |
| Session (30-120 min) | Complete session shape, stopping points, between-session hook |
| Progression (days/weeks) | Growth type (power/knowledge/options/story), long-term goal, "done" condition |
Player motivation (SDT): autonomy (meaningful choice), competence (skill growth), relatedness (connection).
Define 3-5 pillars: name + one-sentence definition + design test ("If debating X vs Y, this pillar says choose __"). Pillars should create tension with each other.
3+ anti-pillars: "We will NOT do [thing] because it would compromise [pillar]."
Pillar confirmation via AskUserQuestion → iterate until user selects "Lock these in."
→ Read references/review-mode-gates.md for review mode gate details (Phase 4 + Phase 6)
Using Bartle taxonomy + Quantic Foundry: primary player type, secondary appeal, who this is NOT for, market validation (successful games serving similar type).
/scaffold-unity for Unity or /ue-project-context for Unreal). Don't second-guess if they pick one.Generate game concept using template at .claude/skills/_templates/game-concept.md. Include Visual Identity Anchor section. Scope consistency rule: Estimated Scope must match full-vision timeline.
AskUserQuestion for write approval → if "revise" → iterate until approved → write to design/gdd/game-concept.md.
The pipeline's skills that ship with other profiles may not be installed: check .claude/skills/<name>/ first, and if it is missing offer /arcane-add <name> instead of running it.
→ Read references/next-steps-pipeline.md for the full 11-step pipeline after concept creation
If context ≥70%: note that design/gdd/game-concept.md is saved, suggest fresh session.
Verdict: COMPLETE — game concept created and handed off.
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Plan, design, and implement A/B tests and experiments with statistical rigor. Covers hypothesis frameworks, sample sizing, metrics, and result analysis.
日本語の概要は準備中です。原文の説明を表示しています。
Web/mobile accessibility decision guide: WCAG 2.2 AA, ARIA, keyboard nav, focus management, contrast, testing. Use for: a11y, accessibility, wcag, aria, screen reader, keyboard, contrast.
日本語の概要は準備中です。原文の説明を表示しています。
Generate, iterate, and scale ad creative for paid advertising across Google, Meta, LinkedIn, and X. Covers platform specs, creative frameworks, and quality validation.
日本語の概要は準備中です。原文の説明を表示しています。
Musica interactiva para juegos: layering vertical, re-secuenciacion horizontal, stingers, reglas de transicion con sync points, y mapeo de estados de gameplay a musica. Usar para: musica adaptativa, sistema de musica dinamica, transiciones musicales, combat music.
日本語の概要は準備中です。原文の説明を表示しています。
Design multi-agent systems, create agent architectures, define communication patterns, and build autonomous agent workflows with structured evaluation frameworks.
日本語の概要は準備中です。原文の説明を表示しています。
Inter-agent communication protocol for C-suite agent teams. Defines invocation syntax, loop prevention, isolation rules, response formats, and quality loops.
日本語の概要は準備中です。原文の説明を表示しています。