Skill: stanestane/game-design-brainstorm-methods (version 1.0.0)

--- name: game-design-brainstorm-methods description: 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. --- # 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: 1. **Problem frame** - what the team is trying to solve 2. **Method choice** - which brainstorming method is best and why 3. **Method run** - the actual brainstorm output in that method's format 4. **Idea clusters** - themes, repeated patterns, or promising directions 5. **Shortlist** - strongest candidates to pursue next 6. **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 1. ... 2. ... 3. ... ### 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.


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