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surasakchosurasakcho/claude-skills/game-concept-interview/SKILL.md

game-concept-interview

Skill0 starsChanged 5 months agoMITView on GitHub

Structured, staged interview to turn a rough game/marketing-short idea into a locked visual + narrative spec (game style guide + short concept). Use when the user wants to develop a game concept into T2I/animation-ready prompts, define or extend a game's visual identity, or plan a marketing short's narrative beat before scripting.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Keep visual/narrative continuity across multiple shorts of the *same* game separate from per-short specifics:

    line 23
  2. Distinctive:

    If no style guide exists yet for this game, the interview is establishing the baseline — treat every art/style question as locking in …

    line 29

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Interview the user one question at a time to build a concrete, T2I-ready spec — for a marketing short, a piece of game concept art, or general game design exploration. Never ask multiple questions at once. For each question, give a recommended answer with reasoning, and let the user confirm, redirect, or push back before moving to the next question. If the user pushes back with a real concern (e.g. "does this fit the mechanic?", "is this an IP risk?"), stop and reason it through explicitly before resuming — don't just re-ask.

Explore the codebase/project first (existing game design docs, prior shorts, an existing style guide) before asking anything that's already answered there.

Inside a content-pipeline project: if the project has a project.md (pipeline config — niche, format, budget) and context.md (decision log + glossary), read both before interviewing — context.md overrides on conflict. They carry project-level direction and constraints this stage must honor, alongside the game canon (style_guide.md / the real dev project) you already use.

Step 0 — check for a real dev project BEFORE asking anything

Before any interview question, check whether this game has a real development project already (a Unity/Unreal/Godot project folder, a game repo — ask the user if it's not obvious, e.g. "is there a dev project for this game yet, and if so where?"). This determines who owns canon:

  • A real dev project exists: its design docs (CLAUDE.md, design specs, README, whatever it has) are the source of truth for mechanics, visual style, and terminology — not this interview. Read them first. The interview's job becomes translating that canon into marketing/concept-art terms (e.g. "the game is pixel-sprite HD-2D, but concept art can still be cinematic 3D since it's not gameplay capture — what specifically needs to stay accurate vs. what has creative license?"), not inventing a fresh identity. Skip/reframe any question below that the real project already answers, and flag explicitly which answers come from canon vs. are new marketing-only choices. If a style_guide.md/design.md in this repo already exists and predates the check, diff it against the real project's current docs — direction can drift as the real project evolves, and stale assumptions (wrong terminology, wrong signal colors, wrong render style) are expensive to unwind after prompts/assets are already built on them.
  • No real dev project yet (concept-only): this repo's games/{slug}/ files ARE canon, same as before — proceed with the full interview below.

When a game's status flips from concept-only to "has a real dev project," the existing style_guide.md/design.md needs a reconciliation pass against the new canon (don't just leave it stale) — treat this the same as a normal interview session: walk through what changed, one topic at a time, get confirmation, and preserve any solid-but-now-superseded direction in games/_reusable-styles/ rather than deleting it, since it may fit a different game later.

Two-tier output structure

Keep visual/narrative continuity across multiple shorts of the same game separate from per-short specifics:

  • Per-game style_guide.md (create once, update whenever a new short establishes a new visual element): art medium/render style, color palette (and what each color means, not just what it looks like), camera/lens language, character/unit design, established locations, IP-safety notes for anything genre-adjacent to existing media. If a real dev project is canon, open with a pointer to it and a note that this file is a derived translation, not the source of truth.
  • Per-game design.md (only when a real dev project exists): a thin pointer to the real design docs plus narrative/tone notes established through short production — deliberately does NOT duplicate exact numeric formulas/mechanics from the real project, since those will drift out of sync as development continues.
  • Per-short concept.txt: which mechanic/system this short demonstrates and why, the concrete narrative beat (a specific, visualizable action — not an abstract system description), setting for this specific scene, and a breakdown of what each asset slot (per the project's asset budget) needs to show.

If no style guide exists yet for this game, the interview is establishing the baseline — treat every art/style question as locking in precedent for all future shorts of that game, and say so explicitly when asking.

Question sequence (adapt order to what's already known; skip anything already answered)

  1. Mechanic/system focus — which one concrete mechanic does this concept/short center on? Recommend the option that's most visually dramatic and legible in a single still frame over one that's mechanically important but visually abstract (e.g. an internal stat vs. a unit visibly disobeying).
  2. Art medium/render style — concrete rendering technique (e.g. stylized 3D cinematic vs. flat illustration vs. photoreal), tied to the actual dev stack where relevant (an engine-rendered look reads as "real game footage").
  3. Color palette — not just colors, but what each signal color means mechanically (e.g. one accent color = stable/good state, another = danger/failure state), so palette choices double as legible in-universe signals.
  4. Camera/lens language — may need to split by shot purpose: cinematic/dramatic framing for mood-setting shots vs. mechanically-accurate framing (e.g. real gameplay UI/perspective) for any shot whose job is to prove a mechanic is real, not just imply mood. If the user pushes back that a stylistic choice risks misrepresenting the actual game, this is the right moment to work through that tension explicitly rather than picking one blanket rule.
  5. Character/unit design — silhouette, and critically: does the design make the mechanic being demonstrated visually legible in a still frame (e.g. a physical indicator light/marker tied to the stat in question)? If the user references an existing IP/genre aesthetic for inspiration, separate what's safe (genre convention, mood, generic silhouette elements) from what isn't (specific insignia, named characters, unique gear mechanisms) — state the split explicitly, don't just avoid the topic.
  6. Setting/environment — concrete location, not generic. Push toward something that reinforces the mechanic's stakes rather than a neutral backdrop.
  7. Lighting/time-of-day/mood — tie back to the palette's signal colors: make sure "meaningful" colors (danger states, mechanic indicators) stay reserved for their meaning and aren't diluted by ambient scene lighting using the same hue decoratively.
  8. Concrete narrative beat — the specific action/moment to depict. Prefer beats that are easy to stage as a clean still/short loop over complex multi-stage action, and that serve whatever comes next in the pipeline (e.g. a script's Hook/Twist/Trap structure, or a marketing dilemma/CTA).
  9. Asset-slot breakdown — map the locked narrative beat onto the project's actual asset budget/slots, assigning each slot a specific shot description (subject, camera language from Q4, what beat/moment it captures).

Wrapping up

Once the sequence is exhausted (or the user says to move on), write/update the output files immediately — don't leave the locked decisions only in conversation. If a style_guide.md for this game already existed, only append/amend the parts that changed or that this short newly established; don't regenerate the whole file from scratch. If a real dev project is canon for this game, make sure style_guide.md's opening lines name its path explicitly, so the next session (which starts with zero memory of this one) knows immediately to check it before trusting anything else in the file.

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