Guided Onboarding
This skill writes one file: production/review-mode.txt (review mode config set in Phase 3b).
This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.
Phase 1: Detect Project State
Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.
Check:
- Engine configured? Read
.claude/docs/technical-preferences.md. If the Engine field contains[TO BE CONFIGURED], the engine is not set. - Game concept exists? Check for
design/gdd/game-concept.md. - Source code exists? Glob for source files in
src/(*.gd,*.cs,*.cpp,*.h,*.rs,*.py,*.js,*.ts). - Prototypes exist? Check for subdirectories in
prototypes/. - Design docs exist? Count markdown files in
design/gdd/. - Production artifacts? Check for files in
production/sprints/orproduction/milestones/.
Store these findings internally to validate the user's self-assessment and tailor recommendations.
Phase 2: Ask Where the User Is
This is the first thing the user sees. Use AskUserQuestion with these exact options so the user can click rather than type:
- Prompt: "Welcome to Claude Code Game Studios! Before I suggest anything, I'd like to understand where you're starting from. Where are you at with your game idea right now?"
- Options:
- A) No idea yet — I don't have a game concept at all. I want to explore and figure out what to make. - B) Vague idea — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete. - C) Clear concept — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet. - D) Existing work — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.
Wait for the user's selection. Do not proceed until they respond.
Phase 3: Route Based on Answer
If A: No idea yet
The user needs creative exploration before anything else.
- Acknowledge that starting from zero is completely fine
- Briefly explain what
/brainstormdoes (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes:/brainstorm openfor fully open exploration, or/brainstorm [hint]if they have even a vague theme (e.g., "space", "cozy", "horror"). - Recommend running
/brainstorm openas the next step, but invite them to use a hint if something comes to mind - Show the recommended path: Concept phase:
- /brainstorm open — discover your game concept - /setup-engine — configure the engine (brainstorm will recommend one) - /art-bible — define visual identity (uses the Visual Identity Anchor brainstorm produces) - /map-systems — decompose the concept into systems - /design-system — author a GDD for each MVP system - /review-all-gdds — cross-system consistency check - /gate-check — validate readiness before architecture work Architecture phase: - /create-architecture — produce the master architecture blueprint and Required ADR list - /architecture-decision (×N) — record key technical decisions, following the Required ADR list - /create-control-manifest — compile decisions into an actionable rules sheet - /architecture-review — validate architecture coverage Pre-Production phase: - /ux-design — author UX specs for key screens (main menu, HUD, core interactions) - /prototype — build a throwaway prototype to validate the core mechanic - /playtest-report (×1+) — document each vertical slice playtest session - /create-epics — map systems to epics - /create-stories — break epics into implementable stories - /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story
If B: Vague idea
- Ask them to share their vague idea — even a few words is enough
- Validate the idea as a starting point (don't judge or redirect)
- Recommend running
/brainstorm [their hint]to develop it - Show the recommended path: Concept phase:
- /brainstorm [hint] — develop the idea into a full concept - /setup-engine — configure the engine - /art-bible — define visual identity (uses the Visual Identity Anchor brainstorm produces) - /map-systems — decompose the concept into systems - /design-system — author a GDD for each MVP system - /review-all-gdds — cross-system consistency check - /gate-check — validate readiness before architecture work Architecture phase: - /create-architecture — produce the master architecture blueprint and Required ADR list - /architecture-decision (×N) — record key technical decisions, following the Required ADR list - /create-control-manifest — compile decisions into an actionable rules sheet - /architecture-review — validate architecture coverage Pre-Production phase: - /ux-design — author UX specs for key screens (main menu, HUD, core interactions) - /prototype — build a throwaway prototype to validate the core mechanic - /playtest-report (×1+) — document each vertical slice playtest session - /create-epics — map systems to epics - /create-stories — break epics into implementable stories - /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story
If C: Clear concept
- Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
- Acknowledge the concept, then use
AskUserQuestionto offer two paths:
- Prompt: "How would you like to proceed?" - Options: - Formalize it first — Run /brainstorm [concept] to structure it into a proper game concept document - Jump straight in — Go to /setup-engine now and write the GDD manually afterward
- Show the recommended path: Concept phase:
- /brainstorm or /setup-engine — (their pick from step 2) - /art-bible — define visual identity (after brainstorm if run, or after concept doc exists) - /design-review — validate the concept doc - /map-systems — decompose the concept into individual systems - /design-system — author a GDD for each MVP system - /review-all-gdds — cross-system consistency check - /gate-check — validate readiness before architecture work Architecture phase: - /create-architecture — produce the master architecture blueprint and Required ADR list - /architecture-decision (×N) — record key technical decisions, following the Required ADR list - /create-control-manifest — compile decisions into an actionable rules sheet - /architecture-review — validate architecture coverage Pre-Production phase: - /ux-design — author UX specs for key screens (main menu, HUD, core interactions) - /prototype — build a throwaway prototype to validate the core mechanic - /playtest-report (×1+) — document each vertical slice playtest session - /create-epics — map systems to epics - /create-stories — break epics into implementable stories - /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story
If D: Existing work
- Share what you found in Phase 1:
- "I can see you have [X source files / Y design docs / Z prototypes]..." - "Your engine is [configured as X / not yet configured]..."
- Sub-case D1 — Early stage (engine not configured or only a game concept exists): Sub-case D2 — GDDs, ADRs, or stories already exist:
- Recommend /setup-engine first if engine not configured - Then /project-stage-detect for a gap inventory - Explain: "Having files isn't the same as the template's skills being able to use them. GDDs might be missing required sections. /adopt checks this specifically." - Recommend: 1. /project-stage-detect — understand what phase and what's missing entirely 2. /adopt — audit whether existing artifacts are in the right internal format
- Show the recommended path for D2:
- /project-stage-detect — phase detection + existence gaps - /adopt — format compliance audit + migration plan - /setup-engine — if engine not configured - /design-system retrofit [path] — fill missing GDD sections - /architecture-decision retrofit [path] — add missing ADR sections - /architecture-review — bootstrap the TR requirement registry - /gate-check — validate readiness for next phase
Phase 3b: Set Review Mode
Check if production/review-mode.txt already exists.
If it exists: Read it and show the current mode — "Review mode is set to [current]." — then proceed to Phase 4. Do not ask again.
If it does not exist: Use AskUserQuestion:
- Prompt: "One setup choice: how much design review would you want as you work through the workflow?"
- Options:
- Full — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision. - Lean (recommended) — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams. - Solo — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.
Write the choice to production/review-mode.txt immediately after the user selects — no separate "May I write?" needed, as the write is a direct consequence of the selection:
Full→ writefullLean (recommended)→ writeleanSolo→ writesolo
Create the production/ directory if it does not exist.
Phase 4: Confirm Before Proceeding
After presenting the recommended path, use AskUserQuestion to ask the user which step they'd like to take first. Never auto-run the next skill.
- Prompt: "Would you like to start with [recommended first step]?"
- Options:
- Yes, let's start with [recommended first step] - I'd like to do something else first
Phase 5: Hand Off
When the user confirms their next step, respond with a single short line: "Type [skill command] to begin." Nothing else. Do not re-explain the skill or add encouragement. The /start skill's job is done.
Verdict: COMPLETE — user oriented and handed off to next step.
Edge Cases
- User picks D but project is empty: Gently redirect — "It looks like the project is a fresh template with no artifacts yet. Would Path A or B be a better fit?"
- User picks A but project has code: Mention what you found — "I noticed there's already code in
src/. Did you mean to pick D (existing work)?" - User is returning (engine configured, concept exists): Skip onboarding entirely — "It looks like you're already set up! Your engine is [X] and you have a game concept at
design/gdd/game-concept.md. Review mode:[read from production/review-mode.txt, or 'lean (default)' if missing]. Want to pick up where you left off? Try/sprint-planor just tell me what you'd like to work on." - User doesn't fit any option: Let them describe their situation in their own words and adapt.
Collaborative Protocol
- Ask first — never assume the user's state or intent
- Present options — give clear paths, not mandates
- User decides — they pick the direction
- No auto-execution — recommend the next skill, don't run it without asking
- Adapt — if the user's situation doesn't fit a template, listen and adjust