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·4분 읽기·GXAI Studio

Step 1 — The Idea

Every game starts with one sentence. If it doesn't fit, we don't build it. Here's how to find the sentence.

processideation

The first thing we do with any new game is try to kill the idea.

If we can describe the game in one sentence, it has a chance. If we need a paragraph, it's too complicated for mobile. Players won't read.

The one-sentence test

our-games.txt
# BOP Tap to bounce. Survive 100 levels.

# Mole Bash Whack moles to the beat.

# Mirror Match The mirror moves with you.

# Dodge or Die Endless dodging arena.

✓ All four ideas fit in one line. ✓ All four shipped. ✓ All four playable in 5 seconds.

/the-rule

One sentence or it's dead.

Mobile players decide in 5 seconds. If we need a paragraph to explain the game, the player already left the App Store page.

Long ideas hide complexity. Short ideas force focus. The discipline of fitting your idea into one sentence reveals what it's actually about.

Examples of bad ideas

killed-ideas.txt
# Killed in week 1

"An RPG where you build relationships while crafting items in a fantasy world with rotating seasons..." → too many words. Too many systems.

"A puzzle game with new mechanics every 10 levels." → what's the core mechanic? Unclear.

"Like Wordle but with shapes." → ok one sentence. But "like X but Y" usually means we don't have an idea.

/red-flags

Watch for these patterns.

If your idea has "and" or "with" connecting multiple systems, it's two ideas. Pick the stronger one.

"Like X but Y" is often a sign you don't have a real hook — you're just remixing.

The 5-question filter

After the one-sentence test, we ask 5 questions. If any answer is unclear, the idea goes back to the drawing board.

5-questions.txt
1. Has anyone shipped this exact mechanic? 2. What's the hook in 5 seconds? 3. iOS, Android, or web first? 4. What's the riskiest assumption? 5. Can it work with one input?

✓ Pass all 5 → start building ✗ Stuck on any → re-discuss

# Question 4 is the most important.

It surfaces what could kill the game

before we spend a week building it.

/filter

5 questions, then go or no-go.

This kills 80% of ideas in the first hour. That's a feature, not a bug.

Better to throw away a bad idea on day 1 than to ship a confused game on day 7.

Real example — how BOP passed

bop-pitch.txt
Idea: Tap to bounce. Survive 100 levels.

Q1. Has anyone shipped this? Yes — but no one with bosses. ✓ differentiation

Q2. Hook in 5 seconds? Ball falling. Tap = it bounces. ✓ instantly clear

Q3. Platform? iOS first. Mobile-native feel. ✓ decided

Q4. Riskiest assumption? Boss fights need feel different. ✓ flagged for design phase

Q5. One input? Yes — single tap. ✓ mobile-friendly

All 5 pass → green-light to build

/case-study

BOP took 12 minutes to validate.

From "I had this idea on a walk" to "we're building it" was a 12-minute back-and-forth with the AI. No 30-page design document. No mood boards.

The 12 minutes saved us 3 days of work that would have died in week 2.

Common pitfalls

✗ Falling in love with the idea before testing it
✗ Adding features to "make it more fun"
✗ "What if it also had..." (kills it)
✗ Skipping question 4 because you're excited

The discipline is harder than it sounds. Killing your own idea on day 1 feels bad. Shipping a confused game on day 14 feels worse.

What you can copy

If you have a game idea right now:

  1. Write it as one sentence. Out loud. To yourself.
  2. If it doesn't fit, cut something.
  3. Ask the 5 questions. Be honest.
  4. If you stall on question 4, the idea isn't ready. Iterate.

That's the whole step. Tomorrow we discuss it with the AI.

← Meet the Team · Step 2 — The Discussion →

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