Skill: stanestane/game-design-option-generation (version 1.0.0)

--- name: game-design-option-generation description: Generate multiple game design solution paths before committing to one direction. Use when a feature, live-ops idea, UX problem, economy issue, or design challenge feels too quickly narrowed, when a team is looping around one favorite answer, or when you need several credible options with tradeoffs instead of a single premature recommendation. --- # Game Design Option Generation Generate multiple credible ways forward before choosing one. Use this skill to expand the solution space around a game design problem, feature pitch, or design goal. Keep the work practical. The aim is not random brainstorming. The aim is to produce several plausible options, clarify what makes them different, and expose tradeoffs early. Read `references/family-conventions.md` when you need the shared conventions for this GROW-derived skill family. ## What to produce Generate: 1. **Problem framing** - what needs solving 2. **Option set** - at least 3 credible solution paths 3. **Tradeoff summary** - player value, business value, cost, risk, strategic fit 4. **Recommendation** - which path is strongest and why ## Process ### 1. Frame the problem Clarify: - what outcome is desired - what constraint or tension matters most - what existing system context cannot be ignored ### 2. Generate multiple options Always produce several options before deciding. Use one or more of these lenses: - **Five-options** - compare several existing ideas - **Obstacle** - imagine the main blocker removed, then derive paths around it - **Ideal outcome** - work backward from the best player-facing result - **Transformative reuse** - adapt or extend what already exists - **Outside-the-box** - deliberately include non-obvious options ### 3. Compare options For each option, describe: - summary - strengths - weaknesses - likely player effect - implementation burden - strategic fit ### 4. Recommend a path Choose the strongest option, or recommend a sequence such as test one now, hold one in reserve, discard the rest. ## Response structure ### Problem Framing - ... ### Options 1. ... 2. ... 3. ... ### Tradeoffs - Option A: ... - Option B: ... - Option C: ... ### Recommendation - ... ## Fast mode - What problem are we actually solving? - What are 3-5 plausible ways to solve it? - Which one is best now, and why? ## Working principle Do not confuse the first decent answer with the best available direction.

path: references/family-conventions.md
content: # GROW-Derived Family Conventions

Use this family of skills as workflow tools for game design thinking and decision-making.

## Shared stance
- Prefer practical design movement over abstract theory.
- Keep outputs decision-oriented.
- Avoid pretending rough judgments are precise truths.
- When possible, distinguish player value, business value, implementation cost, risk, and strategic fit.
- Prefer several credible paths before commitment.
- Treat these skills as complements, not strict silos.

## How this skill family fits together
- **game-design-goal-framing**: clarify what the feature is for
- **game-design-option-generation**: expand the solution space
- **game-design-five-options**: force explicit comparison across several candidate paths
- **game-design-roadblock-reframing**: get unstuck when one blocker dominates thinking
- **game-design-ideal-outcome-backcasting**: work backward from the best believable future
- **game-design-transformative-reuse**: adapt or recombine what already exists
- **game-design-feature-prioritization**: choose what to do now, later, or not at all

## Recommendation
Start with the narrowest skill that matches the user's real need. If several apply, use them in sequence rather than collapsing everything into one bloated answer.

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