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# BMGD Agents Guide
Complete reference for BMGD's six specialized game development agents.
---
## Agent Overview
BMGD provides six agents, each with distinct expertise:
| Agent | Name | Role | Phase Focus |
| ------------------------ | ---------------- | ----------------------------------------------------------- | ----------- |
| 🎲 **Game Designer** | Samus Shepard | Lead Game Designer + Creative Vision Architect | Phases 1-2 |
| 🏛️ **Game Architect** | Cloud Dragonborn | Principal Game Systems Architect + Technical Director | Phase 3 |
| 🕹️ **Game Developer** | Link Freeman | Senior Game Developer + Technical Implementation Specialist | Phase 4 |
| 🎯 **Game Scrum Master** | Max | Game Development Scrum Master + Sprint Orchestrator | Phase 4 |
| 🧪 **Game QA** | GLaDOS | Game QA Architect + Test Automation Specialist | All Phases |
| 🎮 **Game Solo Dev** | Indie | Elite Indie Game Developer + Quick Flow Specialist | All Phases |
---
## 🎲 Game Designer (Samus Shepard)
### Role
Lead Game Designer + Creative Vision Architect
### Identity
Veteran designer with 15+ years crafting AAA and indie hits. Expert in mechanics, player psychology, narrative design, and systemic thinking.
### Communication Style
Talks like an excited streamer - enthusiastic, asks about player motivations, celebrates breakthroughs with "Let's GOOO!"
### Core Principles
- Design what players want to FEEL, not what they say they want
- Prototype fast - one hour of playtesting beats ten hours of discussion
- Every mechanic must serve the core fantasy
### When to Use
- Brainstorming game ideas
- Creating Game Briefs
- Designing GDDs
- Developing narrative design
### Available Commands
| Command | Description |
| ---------------------- | -------------------------------- |
| `workflow-status` | Check project status |
| `brainstorm-game` | Guided game ideation |
| `create-game-brief` | Create Game Brief |
| `create-gdd` | Create Game Design Document |
| `narrative` | Create Narrative Design Document |
| `quick-prototype` | Rapid prototyping (IDE only) |
| `party-mode` | Multi-agent collaboration |
| `advanced-elicitation` | Deep exploration (web only) |
---
## 🏛️ Game Architect (Cloud Dragonborn)
### Role
Principal Game Systems Architect + Technical Director
### Identity
Master architect with 20+ years shipping 30+ titles. Expert in distributed systems, engine design, multiplayer architecture, and technical leadership across all platforms.
### Communication Style
Speaks like a wise sage from an RPG - calm, measured, uses architectural metaphors about building foundations and load-bearing walls.
### Core Principles
- Architecture is about delaying decisions until you have enough data
- Build for tomorrow without over-engineering today
- Hours of planning save weeks of refactoring hell
- Every system must handle the hot path at 60fps
### When to Use
- Planning technical architecture
- Making engine/framework decisions
- Designing game systems
- Course correction during development
### Available Commands
| Command | Description |
| ---------------------- | ------------------------------------- |
| `workflow-status` | Check project status |
| `create-architecture` | Create Game Architecture |
| `correct-course` | Course correction analysis (IDE only) |
| `party-mode` | Multi-agent collaboration |
| `advanced-elicitation` | Deep exploration (web only) |
---
## 🕹️ Game Developer (Link Freeman)
### Role
Senior Game Developer + Technical Implementation Specialist
### Identity
Battle-hardened dev with expertise in Unity, Unreal, and custom engines. Ten years shipping across mobile, console, and PC. Writes clean, performant code.
### Communication Style
Speaks like a speedrunner - direct, milestone-focused, always optimizing for the fastest path to ship.
### Core Principles
- 60fps is non-negotiable
- Write code designers can iterate without fear
- Ship early, ship often, iterate on player feedback
- Red-green-refactor: tests first, implementation second
### When to Use
- Implementing stories
- Code reviews
- Performance optimization
- Completing story work
### Available Commands
| Command | Description |
| ---------------------- | ------------------------------- |
| `workflow-status` | Check sprint progress |
| `dev-story` | Implement story tasks |
| `code-review` | Perform code review |
| `quick-dev` | Flexible development (IDE only) |
| `quick-prototype` | Rapid prototyping (IDE only) |
| `party-mode` | Multi-agent collaboration |
| `advanced-elicitation` | Deep exploration (web only) |
---
## 🎯 Game Scrum Master (Max)
### Role
Game Development Scrum Master + Sprint Orchestrator
### Identity
Certified Scrum Master specializing in game dev workflows. Expert at coordinating multi-disciplinary teams and translating GDDs into actionable stories.
### Communication Style
Talks in game terminology - milestones are save points, handoffs are level transitions, blockers are boss fights.
### Core Principles
- Every sprint delivers playable increments
- Clean separation between design and implementation
- Keep the team moving through each phase
- Stories are single source of truth for implementation
### When to Use
- Sprint planning and management
- Creating epic tech specs
- Writing story drafts
- Assembling story context
- Running retrospectives
- Handling course corrections
### Available Commands
| Command | Description |
| ----------------------- | ------------------------------------------- |
| `workflow-status` | Check project status |
| `sprint-planning` | Generate/update sprint status |
| `sprint-status` | View sprint progress, get next action |
| `create-story` | Create story (marks ready-for-dev directly) |
| `validate-create-story` | Validate story draft |
| `epic-retrospective` | Facilitate retrospective |
| `correct-course` | Navigate significant changes |
| `party-mode` | Multi-agent collaboration |
| `advanced-elicitation` | Deep exploration (web only) |
---
## 🧪 Game QA (GLaDOS)
### Role
Game QA Architect + Test Automation Specialist
### Identity
Senior QA architect with 12+ years in game testing across Unity, Unreal, and Godot. Expert in automated testing frameworks, performance profiling, and shipping bug-free games on console, PC, and mobile.
### Communication Style
Speaks like a quality guardian - methodical, data-driven, but understands that "feel" matters in games. Uses metrics to back intuition. "Trust, but verify with tests."
### Core Principles
- Test what matters: gameplay feel, performance, progression
- Automated tests catch regressions, humans catch fun problems
- Every shipped bug is a process failure, not a people failure
- Flaky tests are worse than no tests - they erode trust
- Profile before optimize, test before ship
### When to Use
- Setting up test frameworks
- Designing test strategies
- Creating automated tests
- Planning playtesting sessions
- Performance testing
- Reviewing test coverage
### Available Commands
| Command | Description |
| ---------------------- | --------------------------------------------------- |
| `workflow-status` | Check project status |
| `test-framework` | Initialize game test framework (Unity/Unreal/Godot) |
| `test-design` | Create comprehensive game test scenarios |
| `automate` | Generate automated game tests |
| `playtest-plan` | Create structured playtesting plan |
| `performance-test` | Design performance testing strategy |
| `test-review` | Review test quality and coverage |
| `party-mode` | Multi-agent collaboration |
| `advanced-elicitation` | Deep exploration (web only) |
### Knowledge Base
GLaDOS has access to a comprehensive game testing knowledge base (`gametest/qa-index.csv`) including:
**Engine-Specific Testing:**
- Unity Test Framework (Edit Mode, Play Mode)
- Unreal Automation and Gauntlet
- Godot GUT (Godot Unit Test)
**Game-Specific Testing:**
- Playtesting fundamentals
- Balance testing
- Save system testing
- Multiplayer/network testing
- Input testing
- Platform certification (TRC/XR)
- Localization testing
**General QA:**
- QA automation strategies
- Performance testing
- Regression testing
- Smoke testing
- Test prioritization (P0-P3)
---
## 🎮 Game Solo Dev (Indie)
### Role
Elite Indie Game Developer + Quick Flow Specialist
### Identity
Battle-hardened solo game developer who ships complete games from concept to launch. Expert in Unity, Unreal, and Godot, having shipped titles across mobile, PC, and console. Lives and breathes the Quick Flow workflow - prototyping fast, iterating faster, and shipping before the hype dies.
### Communication Style
Direct, confident, and gameplay-focused. Uses dev slang, thinks in game feel and player experience. Every response moves the game closer to ship. "Does it feel good? Ship it."
### Core Principles
- Prototype fast, fail fast, iterate faster
- A playable build beats a perfect design doc
- 60fps is non-negotiable - performance is a feature
- The core loop must be fun before anything else matters
- Ship early, playtest often
### When to Use
- Solo game development
- Rapid prototyping
- Quick iteration without full team workflow
- Indie projects with tight timelines
- When you want to handle everything yourself
### Available Commands
| Command | Description |
| ------------------ | ------------------------------------------------------ |
| `quick-prototype` | Rapid prototype to test if a mechanic is fun |
| `quick-dev` | Implement features end-to-end with game considerations |
| `create-tech-spec` | Create implementation-ready technical spec |
| `code-review` | Review code quality |
| `test-framework` | Set up automated testing |
| `party-mode` | Bring in specialists when needed |
### Quick Flow vs Full BMGD
Use **Game Solo Dev** when:
- You're working alone or in a tiny team
- Speed matters more than process
- You want to skip the full planning phases
- You're prototyping or doing game jams
Use **Full BMGD workflow** when:
- You have a larger team
- The project needs formal documentation
- You're working with stakeholders/publishers
- Long-term maintainability is critical
---
## Agent Selection Guide
### By Phase
| Phase | Primary Agent | Secondary Agent |
| ------------------------------ | ----------------- | ----------------- |
| 1: Preproduction | Game Designer | - |
| 2: Design | Game Designer | - |
| 3: Technical | Game Architect | Game QA |
| 4: Production (Planning) | Game Scrum Master | Game Architect |
| 4: Production (Implementation) | Game Developer | Game Scrum Master |
| Testing (Any Phase) | Game QA | Game Developer |
### By Task
| Task | Best Agent |
| -------------------------------- | ----------------- |
| "I have a game idea" | Game Designer |
| "Help me design my game" | Game Designer |
| "How should I build this?" | Game Architect |
| "What's the technical approach?" | Game Architect |
| "Plan our sprints" | Game Scrum Master |
| "Create implementation stories" | Game Scrum Master |
| "Build this feature" | Game Developer |
| "Review this code" | Game Developer |
| "Set up testing framework" | Game QA |
| "Create test plan" | Game QA |
| "Test performance" | Game QA |
| "Plan a playtest" | Game QA |
| "I'm working solo" | Game Solo Dev |
| "Quick prototype this idea" | Game Solo Dev |
| "Ship this feature fast" | Game Solo Dev |
---
## Multi-Agent Collaboration
### Party Mode
All agents have access to `party-mode`, which brings multiple agents together for complex decisions. Use this when:
- A decision spans multiple domains (design + technical)
- You want diverse perspectives
- You're stuck and need fresh ideas
### Handoffs
Agents naturally hand off to each other:
```
Game Designer → Game Architect → Game Scrum Master → Game Developer
↓ ↓ ↓ ↓
GDD Architecture Sprint/Stories Implementation
↓ ↓
Game QA ←──────────────────────────── Game QA
↓ ↓
Test Strategy Automated Tests
```
Game QA integrates at multiple points:
- After Architecture: Define test strategy
- During Implementation: Create automated tests
- Before Release: Performance and certification testing
---
## Project Context
All agents share the principle:
> "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`"
The `project-context.md` file (if present) serves as the authoritative source for project decisions and constraints.
---
## Next Steps
- **[Quick Start Guide](./quick-start.md)** - Get started with BMGD
- **[Workflows Guide](./workflows-guide.md)** - Detailed workflow reference
- **[Game Types Guide](./game-types-guide.md)** - Game type templates

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# BMGD Game Types Guide
Reference for selecting and using BMGD's 24 supported game type templates.
---
## Overview
When creating a GDD, BMGD offers game type templates that provide genre-specific sections. This ensures your design document covers mechanics and systems relevant to your game's genre.
---
## Supported Game Types
### Action & Combat
#### Action Platformer
**Tags:** action, platformer, combat, movement
Side-scrolling or 3D platforming with combat mechanics. Think Hollow Knight, Celeste with combat, or Mega Man.
**GDD sections added:**
- Movement systems (jumps, dashes, wall mechanics)
- Combat mechanics (melee/ranged, combos)
- Level design patterns
- Boss design
---
#### Shooter
**Tags:** shooter, combat, aiming, fps, tps
Projectile combat with aiming mechanics. Covers FPS, TPS, and arena shooters.
**GDD sections added:**
- Weapon systems
- Aiming and accuracy
- Enemy AI patterns
- Level/arena design
- Multiplayer considerations
---
#### Fighting
**Tags:** fighting, combat, competitive, combos, pvp
1v1 combat with combos and frame data. Traditional fighters and platform fighters.
**GDD sections added:**
- Frame data systems
- Combo mechanics
- Character movesets
- Competitive balance
- Netcode requirements
---
### Strategy & Tactics
#### Strategy
**Tags:** strategy, tactics, resources, planning
Resource management with tactical decisions. RTS, 4X, and grand strategy.
**GDD sections added:**
- Resource systems
- Unit/building design
- AI opponent behavior
- Map/scenario design
- Victory conditions
---
#### Turn-Based Tactics
**Tags:** tactics, turn-based, grid, positioning
Grid-based movement with turn order. XCOM-likes and tactical RPGs.
**GDD sections added:**
- Grid and movement systems
- Turn order mechanics
- Cover and positioning
- Unit progression
- Procedural mission generation
---
#### Tower Defense
**Tags:** tower-defense, waves, placement, strategy
Wave-based defense with tower placement.
**GDD sections added:**
- Tower types and upgrades
- Wave design and pacing
- Economy systems
- Map design patterns
- Meta-progression
---
### RPG & Progression
#### RPG
**Tags:** rpg, stats, inventory, quests, narrative
Character progression with stats, inventory, and quests.
**GDD sections added:**
- Character stats and leveling
- Inventory and equipment
- Quest system design
- Combat system (action/turn-based)
- Skill trees and builds
---
#### Roguelike
**Tags:** roguelike, procedural, permadeath, runs
Procedural generation with permadeath and run-based progression.
**GDD sections added:**
- Procedural generation rules
- Permadeath and persistence
- Run structure and pacing
- Item/ability synergies
- Meta-progression systems
---
#### Metroidvania
**Tags:** metroidvania, exploration, abilities, interconnected
Interconnected world with ability gating.
**GDD sections added:**
- World map connectivity
- Ability gating design
- Backtracking flow
- Secret and collectible placement
- Power-up progression
---
### Narrative & Story
#### Adventure
**Tags:** adventure, narrative, exploration, story
Story-driven exploration and narrative. Point-and-click and narrative adventures.
**GDD sections added:**
- Puzzle design
- Narrative delivery
- Exploration mechanics
- Dialogue systems
- Story branching
---
#### Visual Novel
**Tags:** visual-novel, narrative, choices, story
Narrative choices with branching story.
**GDD sections added:**
- Branching narrative structure
- Choice and consequence
- Character routes
- UI/presentation
- Save/load states
---
#### Text-Based
**Tags:** text, parser, interactive-fiction, mud
Text input/output games. Parser games, choice-based IF, MUDs.
**GDD sections added:**
- Parser or choice systems
- World model
- Narrative structure
- Text presentation
- Save state management
---
### Simulation & Management
#### Simulation
**Tags:** simulation, management, sandbox, systems
Realistic systems with management and building. Includes tycoons and sim games.
**GDD sections added:**
- Core simulation loops
- Economy modeling
- AI agents/citizens
- Building/construction
- Failure states
---
#### Sandbox
**Tags:** sandbox, creative, building, freedom
Creative freedom with building and minimal objectives.
**GDD sections added:**
- Creation tools
- Physics/interaction systems
- Persistence and saving
- Sharing/community features
- Optional objectives
---
### Sports & Racing
#### Racing
**Tags:** racing, vehicles, tracks, speed
Vehicle control with tracks and lap times.
**GDD sections added:**
- Vehicle physics model
- Track design
- AI opponents
- Progression/career mode
- Multiplayer racing
---
#### Sports
**Tags:** sports, teams, realistic, physics
Team-based or individual sports simulation.
**GDD sections added:**
- Sport-specific rules
- Player/team management
- AI opponent behavior
- Season/career modes
- Multiplayer modes
---
### Multiplayer
#### MOBA
**Tags:** moba, multiplayer, pvp, heroes, lanes
Multiplayer team battles with hero selection.
**GDD sections added:**
- Hero/champion design
- Lane and map design
- Team composition
- Matchmaking
- Economy (gold/items)
---
#### Party Game
**Tags:** party, multiplayer, minigames, casual
Local multiplayer with minigames.
**GDD sections added:**
- Minigame design patterns
- Controller support
- Round/game structure
- Scoring systems
- Player count flexibility
---
### Horror & Survival
#### Survival
**Tags:** survival, crafting, resources, danger
Resource gathering with crafting and persistent threats.
**GDD sections added:**
- Resource gathering
- Crafting systems
- Hunger/health/needs
- Threat systems
- Base building
---
#### Horror
**Tags:** horror, atmosphere, tension, fear
Atmosphere and tension with limited resources.
**GDD sections added:**
- Fear mechanics
- Resource scarcity
- Sound design
- Lighting and visibility
- Enemy/threat design
---
### Casual & Progression
#### Puzzle
**Tags:** puzzle, logic, cerebral
Logic-based challenges and problem-solving.
**GDD sections added:**
- Puzzle mechanics
- Difficulty progression
- Hint systems
- Level structure
- Scoring/rating
---
#### Idle/Incremental
**Tags:** idle, incremental, automation, progression
Passive progression with upgrades and automation.
**GDD sections added:**
- Core loop design
- Prestige systems
- Automation unlocks
- Number scaling
- Offline progress
---
#### Card Game
**Tags:** card, deck-building, strategy, turns
Deck building with card mechanics.
**GDD sections added:**
- Card design framework
- Deck building rules
- Mana/resource systems
- Rarity and collection
- Competitive balance
---
### Rhythm
#### Rhythm
**Tags:** rhythm, music, timing, beats
Music synchronization with timing-based gameplay.
**GDD sections added:**
- Note/beat mapping
- Scoring systems
- Difficulty levels
- Music licensing
- Input methods
---
## Hybrid Game Types
Many games combine multiple genres. BMGD supports hybrid selection:
### Examples
**Action RPG** = Action Platformer + RPG
- Movement and combat systems from Action Platformer
- Progression and stats from RPG
**Survival Horror** = Survival + Horror
- Resource and crafting from Survival
- Atmosphere and fear from Horror
**Roguelike Deckbuilder** = Roguelike + Card Game
- Run structure from Roguelike
- Card mechanics from Card Game
### How to Use Hybrids
During GDD creation, select multiple game types when prompted:
```
Agent: What game type best describes your game?
You: It's a roguelike with card game combat
Agent: I'll include sections for both Roguelike and Card Game...
```
---
## Game Type Selection Tips
### 1. Start with Core Fantasy
What does the player primarily DO in your game?
- Run and jump? → Platformer types
- Build and manage? → Simulation types
- Fight enemies? → Combat types
- Make choices? → Narrative types
### 2. Consider Your Loop
What's the core gameplay loop?
- Session-based runs? → Roguelike
- Long-term progression? → RPG
- Quick matches? → Multiplayer types
- Creative expression? → Sandbox
### 3. Don't Over-Combine
2-3 game types maximum. More than that usually means your design isn't focused enough.
### 4. Primary vs Secondary
One type should be primary (most gameplay time). Others add flavor:
- **Primary:** Platformer (core movement and exploration)
- **Secondary:** Metroidvania (ability gating structure)
---
## GDD Section Mapping
When you select a game type, BMGD adds these GDD sections:
| Game Type | Key Sections Added |
| ----------------- | -------------------------------------- |
| Action Platformer | Movement, Combat, Level Design |
| RPG | Stats, Inventory, Quests |
| Roguelike | Procedural Gen, Runs, Meta-Progression |
| Narrative | Story Structure, Dialogue, Branching |
| Multiplayer | Matchmaking, Netcode, Balance |
| Simulation | Systems, Economy, AI |
---
## Next Steps
- **[Quick Start Guide](./quick-start.md)** - Get started with BMGD
- **[Workflows Guide](./workflows-guide.md)** - GDD workflow details
- **[Glossary](./glossary.md)** - Game development terminology

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# BMGD Glossary
Key game development terminology used in BMGD workflows.
---
## A
### Acceptance Criteria
Specific conditions that must be met for a story to be considered complete. Defines "done" for implementation.
### Act Structure
Story organization into major sections (typically 3 acts: Setup, Confrontation, Resolution).
---
## B
### Backlog
List of pending work items (epics, stories) waiting to be scheduled and implemented.
### Boss Design
Design of significant enemy encounters, typically featuring unique mechanics and increased challenge.
---
## C
### Character Arc
The transformation a character undergoes through the story, from initial state to final state.
### Core Fantasy
The emotional experience players seek from your game. What they want to FEEL.
### Core Loop
The fundamental cycle of actions players repeat throughout gameplay. The heart of your game.
---
## D
### Definition of Done (DoD)
Checklist of requirements that must be satisfied before work is considered complete.
### Design Pillar
Core principle that guides all design decisions. Typically 3-5 pillars define a game's identity.
---
## E
### Environmental Storytelling
Narrative communicated through the game world itself—visual details, audio, found documents—rather than explicit dialogue.
### Epic
Large body of work that can be broken down into smaller stories. Represents a major feature or system.
---
## F
### Frame Data
In fighting games, the precise timing information for moves (startup, active, recovery frames).
### Frontmatter
YAML metadata at the beginning of markdown files, used for workflow state tracking.
---
## G
### Game Brief
Document capturing the game's core vision, pillars, target audience, and scope. Foundation for the GDD.
### Game Design Document (GDD)
Comprehensive document detailing all aspects of game design: mechanics, systems, content, and more.
### Game Type
Genre classification that determines which specialized GDD sections are included.
---
## H
### Hot Path
Code that executes frequently (every frame). Must be optimized for performance.
---
## I
### Idle Progression
Game mechanics where progress continues even when the player isn't actively playing.
---
## K
### Kishotenketsu
Four-act story structure from East Asian narrative tradition (Introduction, Development, Twist, Conclusion).
---
## L
### Localization
Adapting game content for different languages and cultures.
---
## M
### MDA Framework
Mechanics → Dynamics → Aesthetics. Framework for analyzing and designing games.
### Meta-Progression
Persistent progression that carries between individual runs or sessions.
### Metroidvania
Genre featuring interconnected world exploration with ability-gated progression.
---
## N
### Narrative Complexity
How central story is to the game experience (Critical, Heavy, Moderate, Light).
### Netcode
Networking code handling multiplayer communication and synchronization.
---
## P
### Permadeath
Game mechanic where character death is permanent, typically requiring a new run.
### Player Agency
The degree to which players can make meaningful choices that affect outcomes.
### Procedural Generation
Algorithmic creation of game content (levels, items, characters) rather than hand-crafted.
---
## R
### Retrospective
Team meeting after completing work to reflect on what went well and what to improve.
### Roguelike
Genre featuring procedural generation, permadeath, and run-based progression.
### Run
A single playthrough in a roguelike or run-based game, from start to death/completion.
---
## S
### Sprint
Time-boxed period of development work, typically 1-2 weeks.
### Sprint Status
Tracking document showing current sprint progress, story states, and blockers.
### Story
Smallest unit of implementable work with clear acceptance criteria. Part of an epic.
### Story Context
Assembled documentation and code context needed to implement a specific story.
### Story Gates
Points where story progression is blocked until certain gameplay conditions are met.
---
## T
### Tech Spec
Technical specification document detailing how a feature will be implemented.
### TDD (Test-Driven Development)
Development approach: write tests first, then implement code to pass them.
---
## U
### UI/UX
User Interface / User Experience. How players interact with and experience the game.
---
## V
### Visual Novel
Genre focused on narrative with static images, dialogue, and player choices.
### Voice Acting
Recorded spoken dialogue for game characters.
---
## W
### Workflow
Structured process for completing a specific type of work (e.g., GDD creation, story implementation).
### Workflow Status
Current state of project workflows, tracking which phases and documents are complete.
### World Building
Creation of the game's setting, including history, culture, geography, and lore.
---
## BMGD-Specific Terms
### A/P/C Menu
Options presented after content generation:
- **A** - Advanced Elicitation (explore deeper)
- **P** - Party Mode (multi-agent discussion)
- **C** - Continue (save and proceed)
### Narrative Complexity Levels
- **Critical** - Story IS the game (visual novels)
- **Heavy** - Deep narrative with gameplay (RPGs)
- **Moderate** - Meaningful story supporting gameplay
- **Light** - Minimal story, gameplay-focused
### Step-File Architecture
BMGD workflow pattern using separate markdown files for each workflow step.
### Workflow-Install Pattern
Phase 4 workflows inherit from BMM base and add BMGD-specific overrides.
---
## Next Steps
- **[Quick Start Guide](./quick-start.md)** - Get started with BMGD
- **[Game Types Guide](./game-types-guide.md)** - Game genre reference

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# BMGD Documentation
Complete guides for the BMad Game Development Module (BMGD) - AI-powered workflows for game design and development that adapt to your project's needs.
---
## Getting Started
**New to BMGD?** Start here:
- **[Quick Start Guide](./quick-start.md)** - Get started building your first game
- Installation and setup
- Understanding the game development phases
- Running your first workflows
- Agent-based development flow
**Quick Path:** Install BMGD module → Game Brief → GDD → Architecture → Build
---
## Core Concepts
Understanding how BMGD works:
- **[Agents Guide](./agents-guide.md)** - Complete reference for game development agents
- Game Designer, Game Developer, Game Architect, Game Scrum Master, Game QA, Game Solo Dev
- Agent roles and when to use them
- Agent workflows and menus
- **[Workflows Guide](./workflows-guide.md)** - Complete workflow reference
- Phase 1: Preproduction (Brainstorm, Game Brief)
- Phase 2: Design (GDD, Narrative)
- Phase 3: Technical (Architecture)
- Phase 4: Production (Sprint-based development)
- **[Game Types Guide](./game-types-guide.md)** - Selecting and using game type templates
- 24 supported game types
- Genre-specific GDD sections
- Hybrid game type handling
- **[Quick-Flow Guide](./quick-flow-guide.md)** - Fast-track workflows for rapid development
- Quick-Prototype for testing ideas
- Quick-Dev for flexible implementation
- When to use quick-flow vs full BMGD
---
## Quick References
Essential reference materials:
- **[Glossary](./glossary.md)** - Key game development terminology
---
## Choose Your Path
### I need to...
**Start a new game project**
→ Start with [Quick Start Guide](./quick-start.md)
→ Run `brainstorm-game` for ideation
→ Create a Game Brief with `create-brief`
**Design my game**
→ Create a GDD with `create-gdd`
→ If story-heavy, add Narrative Design with `create-narrative`
**Plan the technical architecture**
→ Run `create-architecture` with the Game Architect
**Build my game**
→ Use Phase 4 production workflows
→ Follow the sprint-based development cycle
**Quickly test an idea or implement a feature**
→ Use [Quick-Flow](./quick-flow-guide.md) for rapid prototyping and development
`quick-prototype` to test mechanics, `quick-dev` to implement
**Set up testing and QA**
→ Use Game QA agent for test framework setup
→ Run `test-framework` to initialize testing for Unity/Unreal/Godot
→ Use `test-design` to create test scenarios
→ Plan playtests with `playtest-plan`
**Understand game type templates**
→ See [Game Types Guide](./game-types-guide.md)
---
## Game Development Phases
BMGD follows four phases aligned with game development:
![BMGD Workflow Overview](./workflow-overview.jpg)
### Phase 1: Preproduction
- **Brainstorm Game** - Ideation with game-specific techniques
- **Game Brief** - Capture vision, market, and fundamentals
### Phase 2: Design
- **GDD (Game Design Document)** - Comprehensive game design
- **Narrative Design** - Story, characters, world (for story-driven games)
### Phase 3: Technical
- **Game Architecture** - Engine, systems, patterns, structure
### Phase 4: Production
- **Sprint Planning** - Epic and story management
- **Story Development** - Implementation workflow
- **Code Review** - Quality assurance
- **Testing** - Automated tests, playtesting, performance
- **Retrospective** - Continuous improvement
---
## BMGD vs BMM
BMGD extends BMM with game-specific capabilities:
| Aspect | BMM | BMGD |
| -------------- | ------------------------------------- | ------------------------------------------------------------------------ |
| **Focus** | General software | Game development |
| **Agents** | PM, Architect, Dev, SM, TEA, Solo Dev | Game Designer, Game Dev, Game Architect, Game SM, Game QA, Game Solo Dev |
| **Planning** | PRD, Tech Spec | Game Brief, GDD |
| **Types** | N/A | 24 game type templates |
| **Narrative** | N/A | Full narrative workflow |
| **Testing** | Web-focused testarch | Engine-specific (Unity, Unreal, Godot) |
| **Production** | Inherited from BMM | BMM workflows with game overrides |
BMGD production workflows inherit from BMM and add game-specific checklists and templates.
---
## Documentation Map
```
BMGD Documentation
├── README.md (this file)
├── quick-start.md # Getting started
├── agents-guide.md # Agent reference
├── workflows-guide.md # Workflow reference
├── quick-flow-guide.md # Rapid prototyping and development
├── game-types-guide.md # Game type templates
├── glossary.md # Terminology
```
---
## External Resources
### Community and Support
- **[Discord Community](https://discord.gg/gk8jAdXWmj)** - Get help from the community
- **[GitHub Issues](https://github.com/bmad-code-org/BMAD-METHOD/issues)** - Report bugs or request features
- **[YouTube Channel](https://www.youtube.com/@BMadCode)** - Video tutorials
### Related Documentation
- **[BMM Documentation](../../bmm/docs/index.md)** - Core BMad Method documentation
## Tips for Using This Documentation
1. **Start with Quick Start** if you're new to BMGD
2. **Check Game Types Guide** when creating your GDD
3. **Reference Glossary** for game development terminology
4. **Use Troubleshooting** when you encounter issues
---
**Ready to make games?** → [Start with the Quick Start Guide](./quick-start.md)

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# BMGD Quick-Flow Guide
Fast-track workflows for rapid game prototyping and flexible development.
---
## Game Solo Dev Agent
For dedicated quick-flow development, use the **Game Solo Dev** agent (Indie). This agent is optimized for solo developers and small teams who want to skip the full planning phases and ship fast.
**Switch to Game Solo Dev:** Type `@game-solo-dev` or select the agent from your IDE.
The Game Solo Dev agent includes:
- `quick-prototype` - Rapid mechanic testing
- `quick-dev` - Flexible feature implementation
- `create-tech-spec` - Create implementation-ready specs
- `code-review` - Quality checks
- `test-framework` - Automated testing setup
---
## Overview
Quick-flow workflows skip the full BMGD planning phases when you need to move fast. Use them for:
- Testing a game mechanic idea
- Implementing a small feature
- Rapid prototyping before committing to design
- Bug fixes and tweaks
```
Full BMGD Flow:
Brief → GDD → Architecture → Sprint Planning → Stories → Implementation
Quick-Flow:
Idea → Quick-Prototype → Quick-Dev → Done
```
---
## Quick-Prototype
**Command:** `quick-prototype`
**Agent:** Game Designer, Game Developer
**Purpose:** Rapidly test gameplay ideas with minimal setup
### When to Use
- You have a mechanic idea and want to test the "feel"
- You're not sure if something will be fun
- You want to experiment before committing to design
- You need a proof of concept
### Workflow Steps
1. **Define Scope** - What are you prototyping? (mechanic, feature, system)
2. **Set Success Criteria** - How will you know if it works?
3. **Rapid Implementation** - Build the minimum to test the idea
4. **Playtest and Evaluate** - Does it feel right?
### Prototype Principles
- **Minimum Viable Prototype** - Only what's needed to test the idea
- **Hardcode First** - Magic numbers are fine, extract later
- **Skip Edge Cases** - Happy path only for now
- **Placeholder Everything** - Cubes, debug text, temp sounds
- **Comment Intent** - Mark what's temporary vs keeper code
### Example Session
```
You: quick-prototype
Agent: What are you prototyping?
You: I want to test a grappling hook mechanic. Player should be
able to aim at surfaces and pull themselves toward the hook point.
Agent: What makes this prototype successful?
You: 1. Aiming feels responsive and intuitive
2. The pull movement feels satisfying, not floaty
3. Player can chain hooks without awkward pauses
Agent: [Implements minimal grappling hook]
Agent: Prototype complete! Playtest results:
- Aiming: Works, consider adding aim assist
- Movement: Pull is smooth, might need speed curve
- Chaining: Currently has 0.2s delay, feels sluggish
Next: [d] Develop further | [i] Iterate | [a] Archive
```
### After Prototyping
- **Develop** (`d`) - Use `quick-dev` to build production code
- **Iterate** (`i`) - Adjust and re-test the prototype
- **Archive** (`a`) - Keep as reference, move on to other ideas
---
## Quick-Dev
**Command:** `quick-dev`
**Agent:** Game Developer
**Purpose:** Flexible development with game-specific considerations
### When to Use
- Implementing a feature from a tech-spec
- Building on a successful prototype
- Making changes that don't need full story workflow
- Quick fixes and improvements
### Workflow Modes
**Mode A: Tech-Spec Driven**
```
You: quick-dev tech-spec-combat.md
Agent: [Loads spec, extracts tasks, implements]
```
**Mode B: Direct Instructions**
```
You: quick-dev implement double-jump for the player
Agent: [Evaluates complexity, offers planning options]
```
**Mode C: From Prototype**
```
You: quick-dev from the grappling hook prototype
Agent: [Loads prototype, productionizes code]
```
### Game-Specific Checks
Quick-dev includes automatic consideration of:
- **Performance** - No allocations in hot paths, object pooling
- **Feel** - Input responsiveness, visual/audio feedback
- **Integration** - Save/load, multiplayer sync, platform testing
### Example Session
```
You: quick-dev implement enemy patrol behavior
Agent: This looks like a focused feature. Options:
[t] Plan first - Create tech-spec (recommended)
[r] Prototype first - Test the idea
[e] Execute directly
You: e
Agent: Any additional guidance? (patterns, files, constraints)
You: Use the existing AIController base class. Enemies should
patrol between waypoints and return if player leaves range.
Agent: [Implements patrol behavior]
Agent: Implementation Complete!
Files Modified: EnemyAI.cs, PatrolBehavior.cs
Tests: Unit tests added for patrol state machine
Performance: No per-frame allocations
Recommended: Playtest the changes
```
### Complexity Routing
Quick-dev automatically detects complex requests and offers alternatives:
| Signals | Recommendation |
| -------------------------------------- | ---------------------- |
| Single mechanic, bug fix, tweak | Execute directly |
| Multiple systems, performance-critical | Plan first (tech-spec) |
| Platform/system level work | Use full BMGD workflow |
---
## Choosing Between Quick-Flows
| Scenario | Use |
| ----------------------- | ------------------------------- |
| "Will this be fun?" | `quick-prototype` |
| "How should this feel?" | `quick-prototype` |
| "Build this feature" | `quick-dev` |
| "Fix this bug" | `quick-dev` |
| "Test then build" | `quick-prototype``quick-dev` |
---
## Quick-Flow vs Full BMGD
### Use Quick-Flow When
- The scope is small and well-understood
- You're experimenting or prototyping
- You have a clear tech-spec already
- The work doesn't affect core game systems significantly
### Use Full BMGD When
- Building a major feature or system
- The scope is unclear or large
- Multiple team members need alignment
- The work affects game pillars or core loop
- You need documentation for future reference
---
## Checklists
### Quick-Prototype Checklist
**Before:**
- [ ] Prototype scope defined
- [ ] Success criteria established (2-3 items)
**During:**
- [ ] Minimum viable code written
- [ ] Placeholder assets used
- [ ] Core functionality testable
**After:**
- [ ] Each criterion evaluated
- [ ] Decision made (develop/iterate/archive)
### Quick-Dev Checklist
**Before:**
- [ ] Context loaded (spec, prototype, or guidance)
- [ ] Files to modify identified
- [ ] Patterns understood
**During:**
- [ ] All tasks completed
- [ ] No allocations in hot paths
- [ ] Frame rate maintained
**After:**
- [ ] Game runs without errors
- [ ] Feature works as specified
- [ ] Manual playtest completed
---
## Tips for Success
### 1. Timebox Prototypes
Set a limit (e.g., 2 hours) for prototyping. If it's not working by then, step back and reconsider.
### 2. Embrace Programmer Art
Prototypes don't need to look good. Focus on feel, not visuals.
### 3. Test on Target Hardware
What feels right on your dev machine might not feel right on target platform.
### 4. Document Learnings
Even failed prototypes teach something. Note what you learned.
### 5. Know When to Graduate
If quick-dev keeps expanding scope, stop and create proper stories.
---
## Next Steps
- **[Workflows Guide](./workflows-guide.md)** - Full workflow reference
- **[Agents Guide](./agents-guide.md)** - Agent capabilities
- **[Quick Start Guide](./quick-start.md)** - Getting started with BMGD

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# BMGD Quick Start Guide
Get started building games with the BMad Game Development Module.
---
## Prerequisites
Before starting with BMGD, ensure you have:
1. **BMAD-METHOD installed** - Follow the main installation guide
2. **A game idea** - Even a rough concept is enough to start
3. **Your preferred AI tool** - Claude Code, Cursor, or web-based chat
---
## Installation
BMGD is a custom module that extends BMM. Install it using the BMAD installer:
```bash
# During installation, select BMGD when prompted for custom modules
npx bmad-cli install
```
Or add to an existing installation:
```bash
npx bmad-cli install --add-module bmgd
```
---
## Understanding the Phases
BMGD follows four game development phases:
![BMGD Workflow Overview](./workflow-overview.jpg)
### Phase 1: Preproduction
**What happens:** Capture your game vision and core concept.
**Workflows:**
- `brainstorm-game` - Guided ideation with game-specific techniques
- `create-game-brief` - Document vision, market, pillars, and fundamentals
**Output:** Game Brief document
### Phase 2: Design
**What happens:** Detail your game's mechanics, systems, and (optionally) narrative.
**Workflows:**
- `create-gdd` - Create comprehensive Game Design Document
- `narrative` - Create Narrative Design Document (for story-driven games)
**Output:** GDD (and Narrative Design document if applicable)
### Phase 3: Technical
**What happens:** Plan how you'll build the game.
**Workflows:**
- `create-architecture` - Define engine, systems, patterns, and structure
**Output:** Game Architecture document
### Phase 4: Production
**What happens:** Build your game in sprints.
**Workflows:**
- `sprint-planning` - Plan and track sprints
- `sprint-status` - View progress and get recommendations
- `create-story` - Create implementable stories
- `dev-story` - Implement stories
- `code-review` - Quality assurance
- `retrospective` - Learn and improve after epics
**Output:** Working game code
---
## Your First Game Project
### Step 1: Start with Brainstorming (Optional)
If you have a vague idea and want help developing it:
```
You: brainstorm-game
Agent: [Guides you through game-specific ideation techniques]
```
### Step 2: Create Your Game Brief
Capture your game's core vision:
```
You: create-game-brief
Agent: [Walks you through game concept, pillars, market, and fundamentals]
```
**Output:** `{output_folder}/game-brief.md`
### Step 3: Create Your GDD
Detail your game's design:
```
You: create-gdd
Agent: [Guides you through mechanics, systems, and game-type-specific sections]
```
**Output:** `{output_folder}/gdd.md` (or sharded into `{output_folder}/gdd/`)
### Step 4: Add Narrative Design (If Story-Driven)
For games with significant story:
```
You: narrative
Agent: [Facilitates story, characters, world, and dialogue design]
```
**Output:** `{output_folder}/narrative-design.md`
### Step 5: Create Architecture
Plan your technical implementation:
```
You: create-architecture
Agent: [Guides engine selection, system design, and technical decisions]
```
**Output:** `{output_folder}/game-architecture.md`
### Step 6: Start Building
Begin sprint-based development:
```
You: sprint-planning
Agent: [Sets up sprint tracking and epic management]
```
---
## Choosing Your Agent
BMGD provides six specialized agents:
| Agent | Icon | When to Use |
| --------------------- | ---- | ----------------------------------------- |
| **Game Designer** | 🎲 | Brainstorming, Game Brief, GDD, Narrative |
| **Game Architect** | 🏛️ | Architecture, technical decisions |
| **Game Developer** | 🕹️ | Implementation, code reviews |
| **Game Scrum Master** | 🎯 | Sprint planning, story management |
| **Game QA** | 🧪 | Test framework, test design, automation |
| **Game Solo Dev** | 🎮 | Quick prototyping, indie development |
### Typical Flow
1. **Game Designer** (Phases 1-2): Brainstorm → Brief → GDD → Narrative
2. **Game Architect** (Phase 3): Architecture
3. **Game Scrum Master** (Phase 4): Sprint planning, story creation
4. **Game Developer** (Phase 4): Implementation, code reviews
---
## Quick Command Reference
### Phase 1: Preproduction
- `brainstorm-game` - Ideation session
- `create-game-brief` - Create Game Brief
### Phase 2: Design
- `create-gdd` - Create GDD
- `narrative` - Create Narrative Design
### Phase 3: Technical
- `create-architecture` - Create Architecture
### Phase 4: Production
- `sprint-planning` - Plan sprints
- `sprint-status` - View progress and recommendations
- `create-story` - Create story
- `dev-story` - Implement story
- `code-review` - Review code
- `retrospective` - Team retrospective
- `correct-course` - Handle sprint changes
### Quick-Flow (Fast-Track)
- `quick-prototype` - Rapid prototyping (IDE only)
- `quick-dev` - Flexible development (IDE only)
### Utility
- `workflow-status` - Check project status
- `party-mode` - Multi-agent collaboration
- `advanced-elicitation` - Deep exploration
---
## Tips for Success
### 1. Start Small
Begin with a simple game concept. You can always expand later.
### 2. Use Game Type Templates
When creating your GDD, BMGD offers 24 game type templates that provide genre-specific sections.
### 3. Iterate
Documents are living artifacts. Return to update them as your vision evolves.
### 4. Trust the Process
Each workflow builds on previous outputs. The Game Brief informs the GDD, which informs the Architecture, which informs implementation.
### 5. Collaborate with Agents
Use `party-mode` to get perspectives from multiple agents when facing complex decisions.
---
## Next Steps
- **[Agents Guide](./agents-guide.md)** - Learn about each agent's capabilities
- **[Workflows Guide](./workflows-guide.md)** - Detailed workflow reference
- **[Quick-Flow Guide](./quick-flow-guide.md)** - Rapid prototyping and development
- **[Game Types Guide](./game-types-guide.md)** - Understand game type templates
- **[Glossary](./glossary.md)** - Game development terminology
---
**Ready to start?** Chat with the **Game Designer** agent and say `brainstorm-game` or `create-game-brief`!

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# BMGD Troubleshooting
Common issues and solutions when using BMGD workflows.
---
## Installation Issues
### BMGD module not appearing
**Symptom:** BMGD agents and workflows are not available after installation.
**Solutions:**
1. Verify BMGD was selected during installation
2. Check `_bmad/bmgd/` folder exists in your project
3. Re-run installer with `--add-module bmgd`
---
### Config file missing
**Symptom:** Workflows fail with "config not found" errors.
**Solution:**
Check for `_bmad/bmgd/config.yaml` in your project. If missing, create it:
```yaml
# BMGD Configuration
output_folder: '{project-root}/docs/game-design'
user_name: 'Your Name'
communication_language: 'English'
document_output_language: 'English'
game_dev_experience: 'intermediate'
```
---
## Workflow Issues
### "GDD not found" in Narrative workflow
**Symptom:** Narrative workflow can't find the GDD.
**Solutions:**
1. Ensure GDD exists in `{output_folder}`
2. Check GDD filename contains "gdd" (e.g., `game-gdd.md`, `my-gdd.md`)
3. If using sharded GDD, verify `{output_folder}/gdd/index.md` exists
---
### Workflow state not persisting
**Symptom:** Returning to a workflow starts from the beginning.
**Solutions:**
1. Check the output document's frontmatter for `stepsCompleted` array
2. Ensure document was saved before ending session
3. Use "Continue existing" option when re-entering workflow
---
### Wrong game type sections in GDD
**Symptom:** GDD includes irrelevant sections for your game type.
**Solutions:**
1. Review game type selection at Step 7 of GDD workflow
2. You can select multiple types for hybrid games
3. Irrelevant sections can be marked N/A or removed
---
## Agent Issues
### Agent not recognizing commands
**Symptom:** Typing a command like `create-gdd` doesn't trigger the workflow.
**Solutions:**
1. Ensure you're chatting with the correct agent (Game Designer for GDD)
2. Check exact command spelling (case-sensitive)
3. Try `workflow-status` to verify agent is loaded correctly
---
### Agent using wrong persona
**Symptom:** Agent responses don't match expected personality.
**Solutions:**
1. Verify correct agent file is loaded
2. Check `_bmad/bmgd/agents/` for agent definitions
3. Start a fresh chat session with the correct agent
---
## Document Issues
### Document too large for context
**Symptom:** AI can't process the entire GDD or narrative document.
**Solutions:**
1. Use sharded document structure (index.md + section files)
2. Request specific sections rather than full document
3. GDD workflow supports automatic sharding for large documents
---
### Template placeholders not replaced
**Symptom:** Output contains `{{placeholder}}` text.
**Solutions:**
1. Workflow may have been interrupted before completion
2. Re-run the specific step that generates that section
3. Manually edit the document to fill in missing values
---
### Frontmatter parsing errors
**Symptom:** YAML errors when loading documents.
**Solutions:**
1. Validate YAML syntax (proper indentation, quotes around special characters)
2. Check for tabs vs spaces (YAML requires spaces)
3. Ensure frontmatter is bounded by `---` markers
---
## Phase 4 (Production) Issues
### Sprint status not updating
**Symptom:** Story status changes don't reflect in sprint-status.yaml.
**Solutions:**
1. Run `sprint-planning` to refresh status
2. Check file permissions on sprint-status.yaml
3. Verify workflow-install files exist in `_bmad/bmgd/workflows/4-production/`
---
### Story context missing code references
**Symptom:** Generated story context doesn't include relevant code.
**Solutions:**
1. Ensure project-context.md exists and is current
2. Check that architecture document references correct file paths
3. Story may need more specific file references in acceptance criteria
---
### Code review not finding issues
**Symptom:** Code review passes but bugs exist.
**Solutions:**
1. Code review is AI-assisted, not comprehensive testing
2. Always run actual tests before marking story done
3. Consider manual review for critical code paths
---
## Performance Issues
### Workflows running slowly
**Symptom:** Long wait times between workflow steps.
**Solutions:**
1. Use IDE-based workflows (faster than web)
2. Keep documents concise (avoid unnecessary detail)
3. Use sharded documents for large projects
---
### Context limit reached mid-workflow
**Symptom:** Workflow stops or loses context partway through.
**Solutions:**
1. Save progress frequently (workflows auto-save on Continue)
2. Break complex sections into multiple sessions
3. Use step-file architecture (workflows resume from last step)
---
## Common Error Messages
### "Input file not found"
**Cause:** Workflow requires a document that doesn't exist.
**Fix:** Complete prerequisite workflow first (e.g., Game Brief before GDD).
---
### "Invalid game type"
**Cause:** Selected game type not in supported list.
**Fix:** Check `game-types.csv` for valid type IDs.
---
### "Validation failed"
**Cause:** Document doesn't meet checklist requirements.
**Fix:** Review the validation output and address flagged items.
---
## Getting Help
### Community Support
- **[Discord Community](https://discord.gg/gk8jAdXWmj)** - Real-time help from the community
- **[GitHub Issues](https://github.com/bmad-code-org/BMAD-METHOD/issues)** - Report bugs or request features
### Self-Help
1. Check `workflow-status` to understand current state
2. Review workflow markdown files for expected behavior
3. Look at completed example documents in the module
### Reporting Issues
When reporting issues, include:
1. Which workflow and step
2. Error message (if any)
3. Relevant document frontmatter
4. Steps to reproduce
---
## Next Steps
- **[Quick Start Guide](./quick-start.md)** - Getting started
- **[Workflows Guide](./workflows-guide.md)** - Workflow reference
- **[Glossary](./glossary.md)** - Terminology

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# BMGD Workflows Guide
Complete reference for all BMGD workflows organized by development phase.
---
## Workflow Overview
BMGD workflows are organized into four phases:
![BMGD Workflow Overview](../../../../docs/modules/bmgd-bmad-game-dev/workflow-overview.jpg)
---
## Phase 1: Preproduction
### Brainstorm Game
**Command:** `brainstorm-game`
**Agent:** Game Designer
**Input:** None required
**Output:** Ideas and concepts (optionally saved)
**Description:**
Guided ideation session using game-specific brainstorming techniques:
- **MDA Framework** - Mechanics → Dynamics → Aesthetics analysis
- **Core Loop Workshop** - Define the fundamental gameplay loop
- **Player Fantasy Mining** - Explore what players want to feel
- **Genre Mashup** - Combine genres for unique concepts
**Steps:**
1. Initialize brainstorm session
2. Load game-specific techniques
3. Execute ideation with selected techniques
4. Summarize and (optionally) hand off to Game Brief
---
### Game Brief
**Command:** `create-game-brief`
**Agent:** Game Designer
**Input:** Ideas from brainstorming (optional)
**Output:** `{output_folder}/game-brief.md`
**Description:**
Captures your game's core vision and fundamentals. This is the foundation for all subsequent design work.
**Sections covered:**
- Game concept and vision
- Design pillars (3-5 core principles)
- Target audience and market
- Platform considerations
- Core gameplay loop
- Initial scope definition
---
## Phase 2: Design
### GDD (Game Design Document)
**Command:** `create-gdd`
**Agent:** Game Designer
**Input:** Game Brief
**Output:** `{output_folder}/gdd.md` (or sharded into `{output_folder}/gdd/`)
**Description:**
Comprehensive game design document with genre-specific sections based on 24 supported game types.
**Core sections:**
1. Executive Summary
2. Gameplay Systems
3. Core Mechanics
4. Progression Systems
5. UI/UX Design
6. Audio Design
7. Art Direction
8. Technical Requirements
9. Game-Type-Specific Sections
10. Epic Generation (for sprint planning)
**Features:**
- Game type selection with specialized sections
- Hybrid game type support
- Automatic epic generation
- Scale-adaptive complexity
---
### Narrative Design
**Command:** `narrative`
**Agent:** Game Designer
**Input:** GDD (required), Game Brief (optional)
**Output:** `{output_folder}/narrative-design.md`
**Description:**
For story-driven games. Creates comprehensive narrative documentation.
**Sections covered:**
1. Story Foundation (premise, themes, tone)
2. Story Structure (acts, beats, pacing)
3. Characters (protagonists, antagonists, supporting, arcs)
4. World Building (setting, history, factions, locations)
5. Dialogue Framework (style, branching)
6. Environmental Storytelling
7. Narrative Delivery Methods
8. Gameplay-Narrative Integration
9. Production Planning (scope, localization, voice acting)
10. Appendices (relationship map, timeline)
**Narrative Complexity Levels:**
- **Critical** - Story IS the game (visual novels, adventure games)
- **Heavy** - Deep narrative with gameplay (RPGs, story-driven action)
- **Moderate** - Meaningful story supporting gameplay
- **Light** - Minimal story, gameplay-focused
---
## Phase 3: Technical
### Game Architecture
**Command:** `create-architecture`
**Agent:** Game Architect
**Input:** GDD, Narrative Design (optional)
**Output:** `{output_folder}/game-architecture.md`
**Description:**
Technical architecture document covering engine selection, system design, and implementation approach.
**Sections covered:**
1. Executive Summary
2. Engine/Framework Selection
3. Core Systems Architecture
4. Data Architecture
5. Performance Requirements
6. Platform-Specific Considerations
7. Development Environment
8. Testing Strategy
9. Build and Deployment
10. Technical Risks and Mitigations
---
## Phase 4: Production
Production workflows inherit from BMM and add game-specific overrides.
### Sprint Planning
**Command:** `sprint-planning`
**Agent:** Game Scrum Master
**Input:** GDD with epics
**Output:** `{output_folder}/sprint-status.yaml`
**Description:**
Generates or updates sprint tracking from epic files. Sets up the sprint backlog and tracking.
---
### Sprint Status
**Command:** `sprint-status`
**Agent:** Game Scrum Master
**Input:** `sprint-status.yaml`
**Output:** Sprint summary, risks, next action recommendation
**Description:**
Summarizes sprint progress, surfaces risks (stale file, orphaned stories, stories in review), and recommends the next workflow to run. Supports three modes:
- **interactive** (default): Displays summary with menu options
- **validate**: Checks sprint-status.yaml structure
- **data**: Returns raw data for other workflows
---
### Create Story
**Command:** `create-story`
**Agent:** Game Scrum Master
**Input:** GDD, Architecture, Epic context
**Output:** `{output_folder}/epics/{epic-name}/stories/{story-name}.md`
**Description:**
Creates implementable story drafts with acceptance criteria, tasks, and technical notes. Stories are marked ready-for-dev directly when created.
**Validation:** `validate-create-story`
---
### Dev Story
**Command:** `dev-story`
**Agent:** Game Developer
**Input:** Story (ready for dev)
**Output:** Implemented code
**Description:**
Implements story tasks following acceptance criteria. Uses TDD approach (red-green-refactor). Updates sprint-status.yaml automatically on completion.
---
### Code Review
**Command:** `code-review`
**Agent:** Game Developer
**Input:** Story (ready for review)
**Output:** Review feedback, approved/needs changes
**Description:**
Thorough QA code review with game-specific considerations (performance, 60fps, etc.).
---
### Retrospective
**Command:** `epic-retrospective`
**Agent:** Game Scrum Master
**Input:** Completed epic
**Output:** Retrospective document
**Description:**
Facilitates team retrospective after epic completion. Captures learnings and improvements.
---
### Correct Course
**Command:** `correct-course`
**Agent:** Game Scrum Master or Game Architect
**Input:** Current project state
**Output:** Correction plan
**Description:**
Navigates significant changes when implementation is off-track. Analyzes impact and recommends adjustments.
---
## Workflow Status
**Command:** `workflow-status`
**Agent:** All agents
**Output:** Project status summary
**Description:**
Checks current project status across all phases. Shows completed documents, current phase, and next steps.
---
## Quick-Flow Workflows
Fast-track workflows that skip full planning phases. See **[Quick-Flow Guide](../../../../docs/modules/bmgd-bmad-game-dev/quick-flow-guide.md)** for detailed usage.
### Quick-Prototype
**Command:** `quick-prototype`
**Agent:** Game Designer, Game Developer
**Input:** Idea or concept to test
**Output:** Working prototype, playtest results
**Description:**
Rapid prototyping workflow for testing game mechanics and ideas quickly. Focuses on "feel" over polish.
**Use when:**
- Testing if a mechanic is fun
- Proving a concept before committing to design
- Experimenting with gameplay ideas
---
### Quick-Dev
**Command:** `quick-dev`
**Agent:** Game Developer
**Input:** Tech-spec, prototype, or direct instructions
**Output:** Implemented feature
**Description:**
Flexible development workflow with game-specific considerations (performance, feel, integration).
**Use when:**
- Implementing features from tech-specs
- Building on successful prototypes
- Making changes that don't need full story workflow
---
## Quality Assurance Workflows
Game testing workflows for automated testing, playtesting, and quality assurance across Unity, Unreal, and Godot.
### Test Framework
**Command:** `test-framework`
**Agent:** Game QA
**Input:** Game project
**Output:** Configured test framework
**Description:**
Initialize a production-ready test framework for your game engine:
- **Unity**: Unity Test Framework with Edit Mode and Play Mode tests
- **Unreal**: Unreal Automation system with functional tests
- **Godot**: GUT (Godot Unit Test) framework
**Creates:**
- Test directory structure
- Framework configuration
- Sample unit and integration tests
- Test documentation
---
### Test Design
**Command:** `test-design`
**Agent:** Game QA
**Input:** GDD, Architecture
**Output:** `{output_folder}/game-test-design.md`
**Description:**
Creates comprehensive test scenarios covering:
- Core gameplay mechanics
- Progression and save systems
- Multiplayer (if applicable)
- Platform certification requirements
Uses GIVEN/WHEN/THEN format with priority levels (P0-P3).
---
### Automate
**Command:** `automate`
**Agent:** Game QA
**Input:** Test design, game code
**Output:** Automated test files
**Description:**
Generates engine-appropriate automated tests:
- Unit tests for pure logic
- Integration tests for system interactions
- Smoke tests for critical path validation
---
### Playtest Plan
**Command:** `playtest-plan`
**Agent:** Game QA
**Input:** Build, test objectives
**Output:** `{output_folder}/playtest-plan.md`
**Description:**
Creates structured playtesting sessions:
- Session structure (pre/during/post)
- Observation guides
- Interview questions
- Analysis templates
**Playtest Types:**
- Internal (team validation)
- External (unbiased feedback)
- Focused (specific feature testing)
---
### Performance Test
**Command:** `performance-test`
**Agent:** Game QA
**Input:** Platform targets
**Output:** `{output_folder}/performance-test-plan.md`
**Description:**
Designs performance testing strategy:
- Frame rate targets per platform
- Memory budgets
- Loading time requirements
- Benchmark scenarios
- Profiling methodology
---
### Test Review
**Command:** `test-review`
**Agent:** Game QA
**Input:** Existing test suite
**Output:** `{output_folder}/test-review-report.md`
**Description:**
Reviews test quality and coverage:
- Test suite metrics
- Quality assessment
- Coverage gaps
- Recommendations
---
## Utility Workflows
### Party Mode
**Command:** `party-mode`
**Agent:** All agents
**Description:**
Brings multiple agents together for collaborative discussion on complex decisions.
---
### Advanced Elicitation
**Command:** `advanced-elicitation`
**Agent:** All agents (web only)
**Description:**
Deep exploration techniques to challenge assumptions and surface hidden requirements.
---
## Standalone BMGD Workflows
BMGD Phase 4 workflows are standalone implementations tailored for game development:
```yaml
workflow: '{project-root}/_bmad/bmgd/workflows/4-production/dev-story/workflow.yaml'
```
This means:
1. BMGD workflows are self-contained with game-specific logic
2. Game-focused templates, checklists, and instructions
3. No dependency on BMM workflow files
---
## Next Steps
- **[Quick Start Guide](../../../../docs/modules/bmgd-bmad-game-dev/quick-start.md)** - Get started with BMGD
- **[Quick-Flow Guide](../../../../docs/modules/bmgd-bmad-game-dev/quick-flow-guide.md)** - Rapid prototyping and development
- **[Agents Guide](../../../../docs/modules/bmgd-bmad-game-dev/agents-guide.md)** - Agent reference
- **[Game Types Guide](../../../../docs/modules/bmgd-bmad-game-dev/game-types-guide.md)** - Game type templates