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Claude-Code-Game-Studios/.claude/docs/templates/game-brief.md
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DonchitosandClaude Opus 5.5 b21fa0f7f2 Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
2026-09-29 21:32:19 +10:00

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# Game Brief: [Working Title]
<!--
THE ONE-PAGE BRIEF. At the `minimal` workflow tier this is the ENTIRE design doc —
it replaces the full concept doc, systems decomposition, and per-system GDDs.
Keep it to one screen. If a field needs a second paragraph, you're writing a GDD,
not a brief. Fill every REQUIRED field; the three RECOMMENDED one-liners are cheap
but optional. Engine is set separately (project.yaml / /setup-engine) — don't restate it.
Field set grounded in industry practice — Tim Ryan (*Anatomy of a Design Document*),
Stone Librande (GDC *One-Page Designs*: the one-page constraint forces the real
thinking and cuts ceremony), and lean/agile GDD practice.
-->
**One-sentence pitch:** [Describe the game in one excited sentence. If it takes two, cut until it's one — "the longer your pitch, the more diluted your vision."]
## Core loop
<!-- The cycle the player repeats. What they do → what they get → why they do it again. 2–4 bullets. -->
-
## Player goal & fail state — what "working" looks like
<!-- What the player is trying to achieve (the win, the score, or the point) and how a run ends or fails. Even a cozy or sandbox game has a "a session feels complete when…". This is the one field your stories' ACCEPTANCE CRITERIA trace back to — it turns "the game works" into something testable. One or two lines. -->
-
## MVP — what must exist to be the game
<!-- The ruthlessly short list of features without which this ISN'T the game yet. Each one becomes a story. Longer than ~7 and it's not an MVP. -->
-
## Out of scope — not building this
<!-- What you're deliberately NOT doing. The list that saves the project. Be specific: "no multiplayer", "no save system", "one level only". -->
-
## Build order
<!-- The sequence to build the MVP. Risky / core-fun thing FIRST — prove it's fun before you polish. -->
1.
---
<!-- RECOMMENDED — one line each, delete a line only if it's truly N/A for this game. -->
**Who it's for / what they feel:** [One line: the player and the feeling. e.g. "solo puzzle fans who want a cozy 20-minute sitting."]
**Art & audio direction:** [One line of aesthetic intent — drives asset choices. e.g. "flat pastel vector art, lo-fi ambient."]
**Reference game:** [One shipped game this is closest to, and the ~10% of it the MVP keeps. e.g. "Vampire Survivors — the auto-attack loop on one map; no meta-progression." Scoping against a real game is the fastest honest MVP check.]