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godot-brainstorming

Use when designing a new Godot feature or system — guides scene tree planning, node type selection, and architectural decisions

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# Godot Brainstorming

A structured design process for Godot 4.3+ features and systems — from blank slate to a clear scene tree, signal map, and data flow before you write a single line of implementation code.

> **Related skills:** **godot-grill** for settling open design decisions first, **scene-organization** for scene tree composition patterns, **component-system** for component-based architecture, **event-bus** for signal-based communication design.

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## Process: How to Brainstorm

Do NOT jump straight to designing. Follow these steps:

### Step 1: Settle the decisions
If the request has open design decisions (scope, dimension, authority, data home, …), invoke `godot-prompter:godot-grill` and let it run to its end. Skip it when a record in the project's decisions or ADR directory already covers this feature, or the user has stated the decisions. Either way, check what already exists (code, scenes, assets). Carry the record into Step 2 — approaches must respect its settled rows.
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