process

Use when

The project starts from something you can already see, hear, or feel — a sprite you can't stop flipping, a chord that sets a mood, a mechanic that's fun in a grey box — and no concept exists yet. Run this instead of intent-to-brief.

The Seed — atom-first design

The pipeline has two lawful entries. process-intent-to-brief parses a request into a brief — concept-first, the classic door. This module is the other door: the project begins with an atom — a small authored thing, iterated until it’s good in isolation — and the concept is grown out of it. A protagonist silhouette becomes a platformer; a wistful motif becomes a farewell game; a card that reads at a glance becomes a deckbuilder. Gamedev does not always start with a design document. Sometimes it starts with something you made on a Tuesday and couldn’t put down.

Both doors lead to the same gate: no loop assembly until a spine holds (process-the-spine). What changes is the direction of travel — intent-first derives elements from a tension; seed-first discovers the tension inside an element that already exists.

Why an atom outranks a pitch

The spine’s old ordering law said never twist-first, or you get a pitch in search of a loop. The refined law is never pitch-first — and an atom is not a pitch. A pitch is an unfelt sentence; an atom is felt evidence. It has survived iterations. Someone kept touching it. It carries real information about what is interesting — information no brief can contain, because briefs describe intentions and atoms demonstrate results. That evidence is exactly what earns the atom its entry: you are not designing from a guess, you are designing from the one part of the game that already works.

The method

1 · Author the atom until it’s good alone. In the project, from day zero — an atom is a module in atoms/, visible in the Workshop the moment it exists (see the project anatomy in docs/CONVENTIONS.md). Iterate with the knobs, the vision judge, the audio gates — whichever proof fits its kind. Do not start concepting from a mediocre atom; the whole method rests on the atom being genuinely good.

2 · Interrogate what it radiates. An atom that’s good in isolation is radiating something — name it. Ask, in order:

Write the answer as one line in the atom’s declaration (radiates:) — the machine-readable hook the tooling surfaces. If, after honest iteration, the atom radiates nothing — it’s pretty but implies no fantasy, no verb, no tension — archive it with a note. A dead seed costs a day; a game grown from a dead seed costs a month.

3 · Run the spine backwards. process-the-spine normally derives elements from a tension. Here you invert it: audition tensions in which this atom is structural, not decorative. For each candidate spine, ask the seed gate:

If I removed this atom from this spine, would the spine survive unchanged?

If yes, the atom is decoration in that spine — the exact failure antipattern-decoration names — and you keep auditioning. You want the spine where the atom sits inside the tension: the lantern-carrier’s flame IS the scarcity; the motif’s swell IS the renewal beat; the card’s cost IS the spend. From there the spine runs forward as normal — objective · superpower · scarcity · obstacle · renewal, the gate, the resonance table.

4 · Write the concept into the Timeline. When a spine holds, open the project’s TIMELINE.md and write the Original Concept as its first entry — dated, honest, and allowed to stale. The Timeline is a log, not a contract: later pivots are appended as new entries, never edited into the original. The concept you write today is the record of what you meant, not a rail the project must run on.

5 · Proceed as usual. Compose, shape, handoff — the rest of the pipeline (process-refine-and-handoff) neither knows nor cares which door you came through.

The pivot rule

Before loop assembly, atoms outrank concepts: when iterating an atom teaches you something the concept can’t absorb — the character you can’t nail gives way to a cooler one that implies a different game — the concept yields. Re-run this module from the new atom and append the pivot to the Timeline. This is why atom iteration happens before assembly: it is when pivots cost a paragraph instead of a rewrite.

After loop assembly, the ranking flips: the spine outranks atoms. A new atom that fights the shipped tension is scope creep wearing inspiration’s clothes — park it in the Timeline’s Future section for the next game.

Traps

This module rendersthe repo's markdowndirectly — edit it there, it changes here.