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SKILL verified MIT Self-run

Aigd Concept

skill-prodazhang-aigd-aigd-concept · by ProdaZhang

AIGD Phase 1 · brainstorming & top-level design. Use this when you want to set the concept for a new game, fix the core loop / platform / target users, or split the game into a system list + dependency graph and start the project spine. Produces / revises the project charter + manifest (system list). Part of the aigd package; methodology in ../aigd/references/.

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Install

$ agentstack add skill-prodazhang-aigd-aigd-concept

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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About

AIGD · concept (brainstorming + top-level design) [minimal skeleton]

> Package contract: install the whole aigd package (the orchestrator aigd/+references/ and the 6 sub-skills (including aigd-ui-capture) placed at the same level in this environment's skills directory, following the host agent, e.g. Claude Code's .claude/skills/), don't copy this skill alone — the body's ../aigd/references/ depends on aigd/ at the same level, copying it alone breaks the link.

Positioning

Phase 1. Diverge in discussion → converge into "what to make + which systems it's made of". Low-frequency but repeatedly revisable (deeper discussion will circle back to change the concept / platform / system list) — it writes the live spine, not a one-shot artifact.

Read / produce / write back

  • Read: existing spine (if any); ../aigd/references/methodology.md (the naming / numbering / spec parts).
  • Produce / write back (fill per template, see ../aigd/references/templates/):
  • project-charter.md (per project-charter.tpl.md): concept / core loop / pillars / platform / target users / project-specific conventions (naming / units / quality system…).
  • manifest.md (per manifest.tpl.md): system list + dependency graph + number-range pre-allocation + cross-layer index placeholders (Status = Draft).

Recipe

  1. Interview: core experience / core loop / design pillars / monetization / art direction; cut the weak directions.
  2. Split into systems: per the "system-splitting rules" below, fix boundaries → list the systems, draw the dependency graph (edge set), fix the build order; cycle detection → common types are registered first in the project layer (global spec) to break cycles (made concrete as proto/common.proto later at handoff). Also flag "emergent combinations" (those that only make sense when several systems are combined, e.g. combat = movement + skills + damage + AI) — register them as "combination points", leaving them for sync to do up-front integration design rather than patching them in afterward.
  3. Per template, write project-charter.md + manifest.md (one row per system, Status = Draft) + stand up the global-spec skeleton (enum / naming / unit placeholders).

System-splitting rules (the ruler for "one system" in the manifest)

Must meet ≥2 of the following to stand alone as a system, otherwise merge into the parent:

  • Has its own config table (not just consuming someone else's table);
  • Has an independent rule boundary (can be explained apart from other systems);
  • Can be playtested independently (if the game still runs with it turned off, it's an optional module, not a system);
  • Has an independent state machine / lifecycle.

Meets all of them → consider splitting further into subsystems (system/subsystem two levels). Counter-examples: "damage formula" is a rule of combat, not a system; "red-dot notification" is a cross-system mechanic, belongs in the global spec.

Admission / exit

  • Admission: none (starting from scratch), or an existing old spine (then it's a revision).
  • Exit: project-charter.md + manifest.md (system list + dependency graph + number-range pre-allocation) complete → only then proceed to aigd-system.

Boundary

Produces only the spine and top-level design, doesn't get into single-system detail (that's aigd-system).

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.