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/ or production/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
/brainstorm does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes: /brainstorm open for fully open exploration, or /brainstorm [hint] if they have even a vague theme (e.g., "space", "cozy", "horror").
- Recommend running
/brainstorm open as 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)
/prototype — throwaway concept build: validate the core idea is fun before designing (1–3 days)
/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)
/vertical-slice — production-quality end-to-end build to validate the full game loop
/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
/prototype — throwaway concept build: validate the core idea is fun before designing (1–3 days)
/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)
/vertical-slice — production-quality end-to-end build to validate the full game loop
/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
AskUserQuestion to 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)
/prototype — throwaway concept build: validate the core idea is fun before designing (1–3 days)
/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)
/vertical-slice — production-quality end-to-end build to validate the full game loop
/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):
- Recommend
/setup-engine first if engine not configured
- Then
/project-stage-detect for a gap inventory
Sub-case D2 — GDDs, ADRs, or stories already exist:
- 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:
/project-stage-detect — understand what phase and what's missing entirely
/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 3c: Write Initial Stage File
After confirming the starting path (and before asking about review mode), write the initial stage to production/stage.txt. Create the production/ directory if it does not exist.
Stage mapping:
- Path A, B, or C (starting from scratch): write
Concept
- Path D, existing project, engine not configured or only a game concept exists: write
Concept
- Path D, existing project with GDDs but no architecture documents: write
Systems Design
- Path D, existing project with full architecture (ADRs, architecture doc): write
Technical Setup
Do this silently — no "May I write?" needed for this single-line file.
Say: "I've set production/stage.txt to [stage] — this anchors your status line and stage detection."
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 → write full
Lean (recommended) → write lean
Solo → write solo
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-plan or 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
1---2name: start3description: First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions.4---5
6# Guided Onboarding
7
8This skill writes one file: `production/review-mode.txt` (review mode config set in Phase 3b).
9
10This 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.
11
12---
13
14## Phase 1: Detect Project State
15
16Before 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.
17
18Check:
19- **Engine configured?** Read `.claude/docs/technical-preferences.md`. If the Engine field contains `[TO BE CONFIGURED]`, the engine is not set.
20- **Game concept exists?** Check for `design/gdd/game-concept.md`.
21- **Source code exists?** Glob for source files in `src/` (`*.gd`, `*.cs`, `*.cpp`, `*.h`, `*.rs`, `*.py`, `*.js`, `*.ts`).
22- **Prototypes exist?** Check for subdirectories in `prototypes/`.
23- **Design docs exist?** Count markdown files in `design/gdd/`.
24- **Production artifacts?** Check for files in `production/sprints/` or `production/milestones/`.
25
26Store these findings internally to validate the user's self-assessment and tailor recommendations.
27
28---
29
30## Phase 2: Ask Where the User Is
31
32This is the first thing the user sees. Use `AskUserQuestion` with these exact options so the user can click rather than type:
33
34- **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?"
35- **Options**:
36 - `A) No idea yet` — I don't have a game concept at all. I want to explore and figure out what to make.
37 - `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.
38 - `C) Clear concept` — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.
39 - `D) Existing work` — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.
40
41Wait for the user's selection. Do not proceed until they respond.
42
43---
44
45## Phase 3: Route Based on Answer
46
47#### If A: No idea yet
48
49The user needs creative exploration before anything else.
50
511. Acknowledge that starting from zero is completely fine
522. Briefly explain what `/brainstorm` does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes: `/brainstorm open` for fully open exploration, or `/brainstorm [hint]` if they have even a vague theme (e.g., "space", "cozy", "horror").
533. Recommend running `/brainstorm open` as the next step, but invite them to use a hint if something comes to mind
544. Show the recommended path:
55 **Concept phase:**
56 - `/brainstorm open` — discover your game concept
57 - `/setup-engine` — configure the engine (brainstorm will recommend one)
58 - `/prototype` — throwaway concept build: validate the core idea is fun before designing (1–3 days)
59 - `/art-bible` — define visual identity (uses the Visual Identity Anchor brainstorm produces)
60 - `/map-systems` — decompose the concept into systems
61 - `/design-system` — author a GDD for each MVP system
62 - `/review-all-gdds` — cross-system consistency check
63 - `/gate-check` — validate readiness before architecture work
64 **Architecture phase:**
65 - `/create-architecture` — produce the master architecture blueprint and Required ADR list
66 - `/architecture-decision (×N)` — record key technical decisions, following the Required ADR list
67 - `/create-control-manifest` — compile decisions into an actionable rules sheet
68 - `/architecture-review` — validate architecture coverage
69 **Pre-Production phase:**
70 - `/ux-design` — author UX specs for key screens (main menu, HUD, core interactions)
71 - `/vertical-slice` — production-quality end-to-end build to validate the full game loop
72 - `/playtest-report (×1+)` — document each vertical slice playtest session
73 - `/create-epics` — map systems to epics
74 - `/create-stories` — break epics into implementable stories
75 - `/sprint-plan` — plan the first sprint
76 **Production phase:** → pick up stories with `/dev-story`
77
78#### If B: Vague idea
79
801. Ask them to share their vague idea — even a few words is enough
812. Validate the idea as a starting point (don't judge or redirect)
823. Recommend running `/brainstorm [their hint]` to develop it
834. Show the recommended path:
84 **Concept phase:**
85 - `/brainstorm [hint]` — develop the idea into a full concept
86 - `/setup-engine` — configure the engine
87 - `/prototype` — throwaway concept build: validate the core idea is fun before designing (1–3 days)
88 - `/art-bible` — define visual identity (uses the Visual Identity Anchor brainstorm produces)
89 - `/map-systems` — decompose the concept into systems
90 - `/design-system` — author a GDD for each MVP system
91 - `/review-all-gdds` — cross-system consistency check
92 - `/gate-check` — validate readiness before architecture work
93 **Architecture phase:**
94 - `/create-architecture` — produce the master architecture blueprint and Required ADR list
95 - `/architecture-decision (×N)` — record key technical decisions, following the Required ADR list
96 - `/create-control-manifest` — compile decisions into an actionable rules sheet
97 - `/architecture-review` — validate architecture coverage
98 **Pre-Production phase:**
99 - `/ux-design` — author UX specs for key screens (main menu, HUD, core interactions)
100 - `/vertical-slice` — production-quality end-to-end build to validate the full game loop
101 - `/playtest-report (×1+)` — document each vertical slice playtest session
102 - `/create-epics` — map systems to epics
103 - `/create-stories` — break epics into implementable stories
104 - `/sprint-plan` — plan the first sprint
105 **Production phase:** → pick up stories with `/dev-story`
106
107#### If C: Clear concept
108
1091. Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
1102. Acknowledge the concept, then use `AskUserQuestion` to offer two paths:
111 - **Prompt**: "How would you like to proceed?"
112 - **Options**:
113 - `Formalize it first` — Run `/brainstorm [concept]` to structure it into a proper game concept document
114 - `Jump straight in` — Go to `/setup-engine` now and write the GDD manually afterward
1153. Show the recommended path:
116 **Concept phase:**
117 - `/brainstorm` or `/setup-engine` — (their pick from step 2)
118 - `/prototype` — throwaway concept build: validate the core idea is fun before designing (1–3 days)
119 - `/art-bible` — define visual identity (after brainstorm if run, or after concept doc exists)
120 - `/design-review` — validate the concept doc
121 - `/map-systems` — decompose the concept into individual systems
122 - `/design-system` — author a GDD for each MVP system
123 - `/review-all-gdds` — cross-system consistency check
124 - `/gate-check` — validate readiness before architecture work
125 **Architecture phase:**
126 - `/create-architecture` — produce the master architecture blueprint and Required ADR list
127 - `/architecture-decision (×N)` — record key technical decisions, following the Required ADR list
128 - `/create-control-manifest` — compile decisions into an actionable rules sheet
129 - `/architecture-review` — validate architecture coverage
130 **Pre-Production phase:**
131 - `/ux-design` — author UX specs for key screens (main menu, HUD, core interactions)
132 - `/vertical-slice` — production-quality end-to-end build to validate the full game loop
133 - `/playtest-report (×1+)` — document each vertical slice playtest session
134 - `/create-epics` — map systems to epics
135 - `/create-stories` — break epics into implementable stories
136 - `/sprint-plan` — plan the first sprint
137 **Production phase:** → pick up stories with `/dev-story`
138
139#### If D: Existing work
140
1411. Share what you found in Phase 1:
142 - "I can see you have [X source files / Y design docs / Z prototypes]..."
143 - "Your engine is [configured as X / not yet configured]..."
144
1452. **Sub-case D1 — Early stage** (engine not configured or only a game concept exists):
146 - Recommend `/setup-engine` first if engine not configured
147 - Then `/project-stage-detect` for a gap inventory
148
149 **Sub-case D2 — GDDs, ADRs, or stories already exist:**
150 - 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."
151 - Recommend:
152 1. `/project-stage-detect` — understand what phase and what's missing entirely
153 2. `/adopt` — audit whether existing artifacts are in the right internal format
154
1553. Show the recommended path for D2:
156 - `/project-stage-detect` — phase detection + existence gaps
157 - `/adopt` — format compliance audit + migration plan
158 - `/setup-engine` — if engine not configured
159 - `/design-system retrofit [path]` — fill missing GDD sections
160 - `/architecture-decision retrofit [path]` — add missing ADR sections
161 - `/architecture-review` — bootstrap the TR requirement registry
162 - `/gate-check` — validate readiness for next phase
163
164---
165
166## Phase 3c: Write Initial Stage File
167
168After confirming the starting path (and before asking about review mode), write the initial stage to `production/stage.txt`. Create the `production/` directory if it does not exist.
169
170Stage mapping:
171- **Path A, B, or C (starting from scratch)**: write `Concept`
172- **Path D, existing project, engine not configured or only a game concept exists**: write `Concept`
173- **Path D, existing project with GDDs but no architecture documents**: write `Systems Design`
174- **Path D, existing project with full architecture (ADRs, architecture doc)**: write `Technical Setup`
175
176Do this silently — no "May I write?" needed for this single-line file.
177
178Say: "I've set `production/stage.txt` to `[stage]` — this anchors your status line and stage detection."
179
180---
181
182## Phase 3b: Set Review Mode
183
184Check if `production/review-mode.txt` already exists.
185
186**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.
187
188**If it does not exist**: Use `AskUserQuestion`:
189
190- **Prompt**: "One setup choice: how much design review would you want as you work through the workflow?"
191- **Options**:
192 - `Full` — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision.
193 - `Lean (recommended)` — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams.
194 - `Solo` — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.
195
196Write the choice to `production/review-mode.txt` immediately after the user
197selects — no separate "May I write?" needed, as the write is a direct
198consequence of the selection:
199- `Full` → write `full`
200- `Lean (recommended)` → write `lean`
201- `Solo` → write `solo`
202
203Create the `production/` directory if it does not exist.
204
205---
206
207## Phase 4: Confirm Before Proceeding
208
209After presenting the recommended path, use `AskUserQuestion` to ask the user which step they'd like to take first. Never auto-run the next skill.
210
211- **Prompt**: "Would you like to start with [recommended first step]?"
212- **Options**:
213 - `Yes, let's start with [recommended first step]`
214 - `I'd like to do something else first`
215
216---
217
218## Phase 5: Hand Off
219
220When 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.
221
222Verdict: **COMPLETE** — user oriented and handed off to next step.
223
224---
225
226## Edge Cases
227
228- **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?"
229- **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)?"
230- **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-plan` or just tell me what you'd like to work on."
231- **User doesn't fit any option**: Let them describe their situation in their own words and adapt.
232
233---
234
235## Collaborative Protocol
236
2371. **Ask first** — never assume the user's state or intent
2382. **Present options** — give clear paths, not mandates
2393. **User decides** — they pick the direction
2404. **No auto-execution** — recommend the next skill, don't run it without asking
2415. **Adapt** — if the user's situation doesn't fit a template, listen and adjust