Game Design Brainstorm Methods
Use named brainstorming methods, not generic idea spray.
This skill helps choose and run a well-known ideation methodology that fits the design problem. The goal is not to mention frameworks for show. The goal is to use the right method to unlock better game design options, surface hidden assumptions, and produce a practical shortlist worth exploring next.
Read references/method-selection.md when choosing a method.
Read references/method-patterns.md when you need the exact structure for a method output.
What to produce
Produce:
- Problem frame - what the team is trying to solve
- Method choice - which brainstorming method is best and why
- Method run - the actual brainstorm output in that method's format
- Idea clusters - themes, repeated patterns, or promising directions
- Shortlist - strongest candidates to pursue next
- Next move - recommendation, prototype, or follow-up question
Process
1. Frame the ideation problem
Clarify:
- what design problem, feature, or system is under discussion
- whether the need is divergence, reframing, critique, or narrowing
- what constraints matter most
- whether the user wants novelty, structure, speed, or alignment
2. Choose the right method
Pick one primary method. Use a second method only when it adds clear value.
Typical fits:
- SCAMPER - improve or mutate an existing feature
- How Might We - turn fuzzy problems into opportunity prompts
- Crazy 8s - force fast variation and volume
- Six Thinking Hats - structure discussion across multiple lenses
- Brainwriting 6-3-5 - generate many ideas without one dominant voice
- Worst Possible Idea - break fixation by inverting bad ideas into useful principles
- Forced connections - inject novelty through random or adjacent stimuli
- Lotus Blossom - expand one central idea into adjacent branches
- Morphological matrix - combine dimensions systematically into new concepts
3. Run the method properly
Do not collapse the method into generic bullets.
Preserve the logic of the method.
For example:
- SCAMPER should actually walk through substitute, combine, adapt, modify, put to other use, eliminate, reverse/rearrange
- Six Thinking Hats should clearly separate hat modes
- Brainwriting should show rounds, seeds, or parallel idea contributions
- Morphological matrix should define dimensions before combining them
4. Extract the design value
After the method run, identify:
- repeated themes
- strongest directions
- strange but interesting outliers
- weak ideas worth discarding
- what should be prototyped, discussed, or parked
5. Convert brainstorm into action
End with one of these:
- best 3 candidates
- one recommended direction and why
- next prototype question
- follow-up method if the first method created useful ambiguity but not enough convergence
Response structure
Problem Frame
Chosen Method
- Method: ...
- Why this method fits: ...
Method Run
Idea Clusters
Strongest Candidates
- ...
- ...
- ...
Recommended Next Move
Fast mode
- What kind of ideation problem is this?
- Which method fits best?
- Run that method clearly.
- Pull out the 3 strongest design directions.
- Recommend what to do next.
Working principle
Different brainstorming problems need different tools.
Do not default to freeform ideation when a specific method would produce better thinking.
1---2name: game-design-brainstorm-methods3description: Apply established brainstorming and ideation methodologies to game design problems, features, systems, UX flows, live-ops ideas, content concepts, and stuck team discussions. Use when the user wants a specific brainstorming method rather than generic ideation, or when you should choose and run a method such as SCAMPER, How Might We, Crazy 8s, Six Thinking Hats, Brainwriting 6-3-5, Worst Possible Idea, forced connections, Lotus Blossom, or a morphological matrix.4---56# Game Design Brainstorm Methods78Use named brainstorming methods, not generic idea spray.910This skill helps choose and run a well-known ideation methodology that fits the design problem. The goal is not to mention frameworks for show. The goal is to use the right method to unlock better game design options, surface hidden assumptions, and produce a practical shortlist worth exploring next.1112Read `references/method-selection.md` when choosing a method.13Read `references/method-patterns.md` when you need the exact structure for a method output.1415## What to produce1617Produce:181. **Problem frame** - what the team is trying to solve192. **Method choice** - which brainstorming method is best and why203. **Method run** - the actual brainstorm output in that method's format214. **Idea clusters** - themes, repeated patterns, or promising directions225. **Shortlist** - strongest candidates to pursue next236. **Next move** - recommendation, prototype, or follow-up question2425## Process2627### 1. Frame the ideation problem28Clarify:29- what design problem, feature, or system is under discussion30- whether the need is divergence, reframing, critique, or narrowing31- what constraints matter most32- whether the user wants novelty, structure, speed, or alignment3334### 2. Choose the right method35Pick one primary method. Use a second method only when it adds clear value.3637Typical fits:38- **SCAMPER** - improve or mutate an existing feature39- **How Might We** - turn fuzzy problems into opportunity prompts40- **Crazy 8s** - force fast variation and volume41- **Six Thinking Hats** - structure discussion across multiple lenses42- **Brainwriting 6-3-5** - generate many ideas without one dominant voice43- **Worst Possible Idea** - break fixation by inverting bad ideas into useful principles44- **Forced connections** - inject novelty through random or adjacent stimuli45- **Lotus Blossom** - expand one central idea into adjacent branches46- **Morphological matrix** - combine dimensions systematically into new concepts4748### 3. Run the method properly49Do not collapse the method into generic bullets.50Preserve the logic of the method.51For example:52- SCAMPER should actually walk through substitute, combine, adapt, modify, put to other use, eliminate, reverse/rearrange53- Six Thinking Hats should clearly separate hat modes54- Brainwriting should show rounds, seeds, or parallel idea contributions55- Morphological matrix should define dimensions before combining them5657### 4. Extract the design value58After the method run, identify:59- repeated themes60- strongest directions61- strange but interesting outliers62- weak ideas worth discarding63- what should be prototyped, discussed, or parked6465### 5. Convert brainstorm into action66End with one of these:67- best 3 candidates68- one recommended direction and why69- next prototype question70- follow-up method if the first method created useful ambiguity but not enough convergence7172## Response structure7374### Problem Frame75- ...7677### Chosen Method78- Method: ...79- Why this method fits: ...8081### Method Run82- ...8384### Idea Clusters85- ...8687### Strongest Candidates881. ...892. ...903. ...9192### Recommended Next Move93- ...9495## Fast mode96- What kind of ideation problem is this?97- Which method fits best?98- Run that method clearly.99- Pull out the 3 strongest design directions.100- Recommend what to do next.101102## Working principle103104Different brainstorming problems need different tools.105Do not default to freeform ideation when a specific method would produce better thinking.