feat: Extract BMGD module and implement workflow vendoring

This commit extracts game development functionality from BMM into a standalone
BMGD (BMad Game Development) module and implements workflow vendoring to enable
module independence.

BMGD Module Creation:
- Moved agents: game-designer, game-dev, game-architect from BMM to BMGD
- Moved team config: team-gamedev
- Created new Game Dev Scrum Master agent using workflow vendoring pattern
- Reorganized workflows into industry-standard game dev phases:
  * Phase 1 (Preproduction): brainstorm-game, game-brief
  * Phase 2 (Design): gdd, narrative
  * Phase 3 (Technical): game-architecture
  * Phase 4 (Production): vendored from BMM workflows
- Updated all module metadata and config_source references

Workflow Vendoring Feature:
- Enables modules to copy workflows from other modules during installation
- Build-time process that updates config_source in vendored workflows
- New agent YAML attribute: workflow-install (build-time metadata)
- Final compiled agents use workflow-install value for workflow attribute
- Implementation in module manager: vendorCrossModuleWorkflows()
- Allows standalone module installation without forced dependencies

Technical Changes:
- tools/cli/lib/yaml-xml-builder.js: Use workflow-install for workflow attribute
- tools/cli/installers/lib/modules/manager.js: Add vendoring functions
- tools/schema/agent.js: Add workflow-install to menu item schema
- Updated 3 documentation files with workflow vendoring details

BMM Workflow Updates:
- workflow-status/init: Added game detection checkpoint
- workflow-status/paths/game-design.yaml: Redirect to BMGD module
- prd/instructions.md: Route game projects to BMGD
- research/instructions-market.md: Reference BMGD for game development

Documentation:
- Created comprehensive BMGD module README
- Added workflow vendoring documentation
- Updated BMB agent creation and module creation guides
This commit is contained in:
Brian Madison
2025-11-05 20:44:22 -06:00
parent bc76d25be6
commit f84e18760f
66 changed files with 2527 additions and 226 deletions

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category,technique_name,description,facilitation_prompts,best_for,energy_level,typical_duration
game_design,MDA Framework Exploration,Explore game concepts through Mechanics-Dynamics-Aesthetics lens to ensure cohesive design from implementation to player experience,What mechanics create the core loop?|What dynamics emerge from these mechanics?|What aesthetic experience results?|How do they align?,holistic-design,moderate,20-30
game_design,Core Loop Brainstorming,Design the fundamental moment-to-moment gameplay loop that players repeat - the heartbeat of your game,What does the player do?|What's the immediate reward?|Why do it again?|How does it evolve?,gameplay-foundation,high,15-25
game_design,Player Fantasy Mining,Identify and amplify the core fantasy that players want to embody - what makes them feel powerful and engaged,What fantasy does the player live?|What makes them feel awesome?|What power do they wield?|What identity do they assume?,player-motivation,high,15-20
game_design,Genre Mashup,Combine unexpected game genres to create innovative hybrid experiences that offer fresh gameplay,Take two unrelated genres|How do they merge?|What unique gameplay emerges?|What's the hook?,innovation,high,15-20
game_design,Verbs Before Nouns,Focus on what players DO before what things ARE - prioritize actions over objects for engaging gameplay,What verbs define your game?|What actions feel good?|Build mechanics from verbs|Nouns support actions,mechanics-first,moderate,20-25
game_design,Failure State Design,Work backwards from interesting failure conditions to create tension and meaningful choices,How can players fail interestingly?|What makes failure feel fair?|How does failure teach?|Recovery mechanics?,challenge-design,moderate,15-20
game_design,Progression Curve Sculpting,Map the player's emotional and skill journey from tutorial to mastery - pace challenge and revelation,How does difficulty evolve?|When do we introduce concepts?|What's the skill ceiling?|How do we maintain flow?,pacing-balance,moderate,25-30
game_design,Emergence Engineering,Design simple rule interactions that create complex unexpected player-driven outcomes,What simple rules combine?|What emerges from interactions?|How do players surprise you?|Systemic possibilities?,depth-complexity,moderate,20-25
game_design,Accessibility Layers,Brainstorm how different skill levels and abilities can access your core experience meaningfully,Who might struggle with what?|What alternate inputs exist?|How do we preserve challenge?|Inclusive design options?,inclusive-design,moderate,20-25
game_design,Reward Schedule Architecture,Design the timing and type of rewards to maintain player motivation and engagement,What rewards when?|Variable or fixed schedule?|Intrinsic vs extrinsic rewards?|Progression satisfaction?,engagement-retention,moderate,20-30
narrative_game,Ludonarrative Harmony,Align story and gameplay so mechanics reinforce narrative themes - make meaning through play,What does gameplay express?|How do mechanics tell story?|Where do they conflict?|How to unify theme?,storytelling,moderate,20-25
narrative_game,Environmental Storytelling,Use world design and ambient details to convey narrative without explicit exposition,What does the space communicate?|What happened here before?|Visual narrative clues?|Show don't tell?,world-building,moderate,15-20
narrative_game,Player Agency Moments,Identify key decision points where player choice shapes narrative in meaningful ways,What choices matter?|How do consequences manifest?|Branch vs flavor choices?|Meaningful agency where?,player-choice,moderate,20-25
narrative_game,Emotion Targeting,Design specific moments intended to evoke targeted emotional responses through integrated design,What emotion when?|How do all elements combine?|Music + mechanics + narrative?|Orchestrated feelings?,emotional-design,high,20-30
systems_game,Economy Balancing Thought Experiments,Explore resource generation/consumption balance to prevent game-breaking exploits,What resources exist?|Generation vs consumption rates?|What loops emerge?|Where's the exploit?,economy-design,moderate,25-30
systems_game,Meta-Game Layer Design,Brainstorm progression systems that persist beyond individual play sessions,What carries over between sessions?|Long-term goals?|How does meta feed core loop?|Retention hooks?,retention-systems,moderate,20-25
multiplayer_game,Social Dynamics Mapping,Anticipate how players will interact and design mechanics that support desired social behaviors,How will players cooperate?|Competitive dynamics?|Toxic behavior prevention?|Positive interaction rewards?,social-design,moderate,20-30
multiplayer_game,Spectator Experience Design,Consider how watching others play can be entertaining - esports and streaming potential,What's fun to watch?|Readable visual clarity?|Highlight moments?|Narrative for observers?,spectator-value,moderate,15-20
creative_game,Constraint-Based Creativity,Embrace a specific limitation as your core design constraint and build everything around it,Pick a severe constraint|What if this was your ONLY mechanic?|Build a full game from limitation|Constraint as creativity catalyst,innovation,moderate,15-25
creative_game,Game Feel Playground,Focus purely on how controls and feedback FEEL before worrying about context or goals,What feels juicy to do?|Controller response?|Visual/audio feedback?|Satisfying micro-interactions?,game-feel,high,20-30
creative_game,One Button Game Challenge,Design interesting gameplay using only a single input - forces elegant simplicity,Only one button - what can it do?|Context changes meaning?|Timing variations?|Depth from simplicity?,minimalist-design,moderate,15-20
wild_game,Remix an Existing Game,Take a well-known game and twist one core element - what new experience emerges?,Pick a famous game|Change ONE fundamental rule|What ripples from that change?|New game from mutation?,rapid-prototyping,high,10-15
wild_game,Anti-Game Design,Design a game that deliberately breaks common conventions - subvert player expectations,What if we broke this rule?|Expectation subversion?|Anti-patterns as features?|Avant-garde possibilities?,experimental,moderate,15-20
wild_game,Physics Playground,Start with an interesting physics interaction and build a game around that sensation,What physics are fun to play with?|Build game from physics toy|Emergent physics gameplay?|Sensation first?,prototype-first,high,15-25
wild_game,Toy Before Game,Create a playful interactive toy with no goals first - then discover the game within it,What's fun to mess with?|No goals yet - just play|What game emerges organically?|Toy to game evolution?,discovery-design,high,20-30
1 category technique_name description facilitation_prompts best_for energy_level typical_duration
2 game_design MDA Framework Exploration Explore game concepts through Mechanics-Dynamics-Aesthetics lens to ensure cohesive design from implementation to player experience What mechanics create the core loop?|What dynamics emerge from these mechanics?|What aesthetic experience results?|How do they align? holistic-design moderate 20-30
3 game_design Core Loop Brainstorming Design the fundamental moment-to-moment gameplay loop that players repeat - the heartbeat of your game What does the player do?|What's the immediate reward?|Why do it again?|How does it evolve? gameplay-foundation high 15-25
4 game_design Player Fantasy Mining Identify and amplify the core fantasy that players want to embody - what makes them feel powerful and engaged What fantasy does the player live?|What makes them feel awesome?|What power do they wield?|What identity do they assume? player-motivation high 15-20
5 game_design Genre Mashup Combine unexpected game genres to create innovative hybrid experiences that offer fresh gameplay Take two unrelated genres|How do they merge?|What unique gameplay emerges?|What's the hook? innovation high 15-20
6 game_design Verbs Before Nouns Focus on what players DO before what things ARE - prioritize actions over objects for engaging gameplay What verbs define your game?|What actions feel good?|Build mechanics from verbs|Nouns support actions mechanics-first moderate 20-25
7 game_design Failure State Design Work backwards from interesting failure conditions to create tension and meaningful choices How can players fail interestingly?|What makes failure feel fair?|How does failure teach?|Recovery mechanics? challenge-design moderate 15-20
8 game_design Progression Curve Sculpting Map the player's emotional and skill journey from tutorial to mastery - pace challenge and revelation How does difficulty evolve?|When do we introduce concepts?|What's the skill ceiling?|How do we maintain flow? pacing-balance moderate 25-30
9 game_design Emergence Engineering Design simple rule interactions that create complex unexpected player-driven outcomes What simple rules combine?|What emerges from interactions?|How do players surprise you?|Systemic possibilities? depth-complexity moderate 20-25
10 game_design Accessibility Layers Brainstorm how different skill levels and abilities can access your core experience meaningfully Who might struggle with what?|What alternate inputs exist?|How do we preserve challenge?|Inclusive design options? inclusive-design moderate 20-25
11 game_design Reward Schedule Architecture Design the timing and type of rewards to maintain player motivation and engagement What rewards when?|Variable or fixed schedule?|Intrinsic vs extrinsic rewards?|Progression satisfaction? engagement-retention moderate 20-30
12 narrative_game Ludonarrative Harmony Align story and gameplay so mechanics reinforce narrative themes - make meaning through play What does gameplay express?|How do mechanics tell story?|Where do they conflict?|How to unify theme? storytelling moderate 20-25
13 narrative_game Environmental Storytelling Use world design and ambient details to convey narrative without explicit exposition What does the space communicate?|What happened here before?|Visual narrative clues?|Show don't tell? world-building moderate 15-20
14 narrative_game Player Agency Moments Identify key decision points where player choice shapes narrative in meaningful ways What choices matter?|How do consequences manifest?|Branch vs flavor choices?|Meaningful agency where? player-choice moderate 20-25
15 narrative_game Emotion Targeting Design specific moments intended to evoke targeted emotional responses through integrated design What emotion when?|How do all elements combine?|Music + mechanics + narrative?|Orchestrated feelings? emotional-design high 20-30
16 systems_game Economy Balancing Thought Experiments Explore resource generation/consumption balance to prevent game-breaking exploits What resources exist?|Generation vs consumption rates?|What loops emerge?|Where's the exploit? economy-design moderate 25-30
17 systems_game Meta-Game Layer Design Brainstorm progression systems that persist beyond individual play sessions What carries over between sessions?|Long-term goals?|How does meta feed core loop?|Retention hooks? retention-systems moderate 20-25
18 multiplayer_game Social Dynamics Mapping Anticipate how players will interact and design mechanics that support desired social behaviors How will players cooperate?|Competitive dynamics?|Toxic behavior prevention?|Positive interaction rewards? social-design moderate 20-30
19 multiplayer_game Spectator Experience Design Consider how watching others play can be entertaining - esports and streaming potential What's fun to watch?|Readable visual clarity?|Highlight moments?|Narrative for observers? spectator-value moderate 15-20
20 creative_game Constraint-Based Creativity Embrace a specific limitation as your core design constraint and build everything around it Pick a severe constraint|What if this was your ONLY mechanic?|Build a full game from limitation|Constraint as creativity catalyst innovation moderate 15-25
21 creative_game Game Feel Playground Focus purely on how controls and feedback FEEL before worrying about context or goals What feels juicy to do?|Controller response?|Visual/audio feedback?|Satisfying micro-interactions? game-feel high 20-30
22 creative_game One Button Game Challenge Design interesting gameplay using only a single input - forces elegant simplicity Only one button - what can it do?|Context changes meaning?|Timing variations?|Depth from simplicity? minimalist-design moderate 15-20
23 wild_game Remix an Existing Game Take a well-known game and twist one core element - what new experience emerges? Pick a famous game|Change ONE fundamental rule|What ripples from that change?|New game from mutation? rapid-prototyping high 10-15
24 wild_game Anti-Game Design Design a game that deliberately breaks common conventions - subvert player expectations What if we broke this rule?|Expectation subversion?|Anti-patterns as features?|Avant-garde possibilities? experimental moderate 15-20
25 wild_game Physics Playground Start with an interesting physics interaction and build a game around that sensation What physics are fun to play with?|Build game from physics toy|Emergent physics gameplay?|Sensation first? prototype-first high 15-25
26 wild_game Toy Before Game Create a playful interactive toy with no goals first - then discover the game within it What's fun to mess with?|No goals yet - just play|What game emerges organically?|Toy to game evolution? discovery-design high 20-30

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# Game Brainstorming Context
This context guide provides game-specific considerations for brainstorming sessions focused on game design and development.
## Session Focus Areas
When brainstorming for games, consider exploring:
- **Core Gameplay Loop** - What players do moment-to-moment
- **Player Fantasy** - What identity/power fantasy does the game fulfill?
- **Game Mechanics** - Rules and interactions that define play
- **Game Dynamics** - Emergent behaviors from mechanic interactions
- **Aesthetic Experience** - Emotional responses and feelings evoked
- **Progression Systems** - How players grow and unlock content
- **Challenge and Difficulty** - How to create engaging difficulty curves
- **Social/Multiplayer Features** - How players interact with each other
- **Narrative and World** - Story, setting, and environmental storytelling
- **Art Direction and Feel** - Visual style and game feel
- **Monetization** - Business model and revenue approach (if applicable)
## Game Design Frameworks
### MDA Framework
- **Mechanics** - Rules and systems (what's in the code)
- **Dynamics** - Runtime behavior (how mechanics interact)
- **Aesthetics** - Emotional responses (what players feel)
### Player Motivation (Bartle's Taxonomy)
- **Achievers** - Goal completion and progression
- **Explorers** - Discovery and understanding systems
- **Socializers** - Interaction and relationships
- **Killers** - Competition and dominance
### Core Experience Questions
- What does the player DO? (Verbs first, nouns second)
- What makes them feel powerful/competent/awesome?
- What's the central tension or challenge?
- What's the "one more turn" factor?
## Recommended Brainstorming Techniques
### Game Design Specific Techniques
(These are available as additional techniques in game brainstorming sessions)
- **MDA Framework Exploration** - Design through mechanics-dynamics-aesthetics
- **Core Loop Brainstorming** - Define the heartbeat of gameplay
- **Player Fantasy Mining** - Identify and amplify player power fantasies
- **Genre Mashup** - Combine unexpected genres for innovation
- **Verbs Before Nouns** - Focus on actions before objects
- **Failure State Design** - Work backwards from interesting failures
- **Ludonarrative Harmony** - Align story and gameplay
- **Game Feel Playground** - Focus purely on how controls feel
### Standard Techniques Well-Suited for Games
- **SCAMPER Method** - Innovate on existing game mechanics
- **What If Scenarios** - Explore radical gameplay possibilities
- **First Principles Thinking** - Rebuild game concepts from scratch
- **Role Playing** - Generate ideas from player perspectives
- **Analogical Thinking** - Find inspiration from other games/media
- **Constraint-Based Creativity** - Design around limitations
- **Morphological Analysis** - Explore mechanic combinations
## Output Guidance
Effective game brainstorming sessions should capture:
1. **Core Concept** - High-level game vision and hook
2. **Key Mechanics** - Primary gameplay verbs and interactions
3. **Player Experience** - What it feels like to play
4. **Unique Elements** - What makes this game special/different
5. **Design Challenges** - Obstacles to solve during development
6. **Prototype Ideas** - What to test first
7. **Reference Games** - Existing games that inspire or inform
8. **Open Questions** - What needs further exploration
## Integration with Game Development Workflow
Game brainstorming sessions typically feed into:
- **Game Briefs** - High-level vision and core pillars
- **Game Design Documents (GDD)** - Comprehensive design specifications
- **Technical Design Docs** - Architecture for game systems
- **Prototype Plans** - What to build to validate concepts
- **Art Direction Documents** - Visual style and feel guides
## Special Considerations for Game Design
### Start With The Feel
- How should controls feel? Responsive? Weighty? Floaty?
- What's the "game feel" - the juice and feedback?
- Can we prototype the core interaction quickly?
### Think in Systems
- How do mechanics interact?
- What emergent behaviors arise?
- Are there dominant strategies or exploits?
### Design for Failure
- How do players fail?
- Is failure interesting and instructive?
- What's the cost of failure?
### Player Agency vs. Authored Experience
- Where do players have meaningful choices?
- Where is the experience authored/scripted?
- How do we balance freedom and guidance?

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<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language}</critical>
<critical>This is a meta-workflow that orchestrates the CIS brainstorming workflow with game-specific context and additional game design techniques</critical>
<workflow>
<step n="1" goal="Validate workflow readiness" tag="workflow-status">
<action>Check if {output_folder}/bmm-workflow-status.yaml exists</action>
<check if="status file not found">
<output>No workflow status file found. Game brainstorming is optional - you can continue without status tracking.</output>
<action>Set standalone_mode = true</action>
</check>
<check if="status file found">
<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
<action>Parse workflow_status section</action>
<action>Check status of "brainstorm-game" workflow</action>
<action>Get project_level from YAML metadata</action>
<action>Find first non-completed workflow (next expected workflow)</action>
<check if="project_type != 'game'">
<output>Note: This is a {{project_type}} project. Game brainstorming is designed for game projects.</output>
<ask>Continue with game brainstorming anyway? (y/n)</ask>
<check if="n">
<action>Exit workflow</action>
</check>
</check>
<check if="brainstorm-game status is file path (already completed)">
<output>⚠️ Game brainstorming session already completed: {{brainstorm-game status}}</output>
<ask>Re-running will create a new session. Continue? (y/n)</ask>
<check if="n">
<output>Exiting. Use workflow-status to see your next step.</output>
<action>Exit workflow</action>
</check>
</check>
<check if="brainstorm-game is not the next expected workflow (latter items are completed already in the list)">
<output>⚠️ Next expected workflow: {{next_workflow}}. Game brainstorming is out of sequence.</output>
<ask>Continue with game brainstorming anyway? (y/n)</ask>
<check if="n">
<output>Exiting. Run {{next_workflow}} instead.</output>
<action>Exit workflow</action>
</check>
</check>
<action>Set standalone_mode = false</action>
</check>
</step>
<step n="2" goal="Load game brainstorming context and techniques">
<action>Read the game context document from: {game_context}</action>
<action>This context provides game-specific guidance including:
- Focus areas for game ideation (mechanics, narrative, experience, etc.)
- Key considerations for game design
- Recommended techniques for game brainstorming
- Output structure guidance
</action>
<action>Load game-specific brain techniques from: {game_brain_methods}</action>
<action>These additional techniques supplement the standard CIS brainstorming methods with game design-focused approaches like:
- MDA Framework exploration
- Core loop brainstorming
- Player fantasy mining
- Genre mashup
- And other game-specific ideation methods
</action>
</step>
<step n="3" goal="Invoke CIS brainstorming with game context">
<action>Execute the CIS brainstorming workflow with game context and additional techniques</action>
<invoke-workflow path="{core_brainstorming}" data="{game_context}" techniques="{game_brain_methods}">
The CIS brainstorming workflow will:
- Merge game-specific techniques with standard techniques
- Present interactive brainstorming techniques menu
- Guide the user through selected ideation methods
- Generate and capture brainstorming session results
- Save output to: {output_folder}/brainstorming-session-results-{{date}}.md
</invoke-workflow>
</step>
<step n="4" goal="Update status and complete" tag="workflow-status">
<check if="standalone_mode != true">
<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
<action>Find workflow_status key "brainstorm-game"</action>
<critical>ONLY write the file path as the status value - no other text, notes, or metadata</critical>
<action>Update workflow_status["brainstorm-game"] = "{output_folder}/bmm-brainstorming-session-{{date}}.md"</action>
<action>Save file, preserving ALL comments and structure including STATUS DEFINITIONS</action>
<action>Find first non-completed workflow in workflow_status (next workflow to do)</action>
<action>Determine next agent from path file based on next workflow</action>
</check>
<output>**✅ Game Brainstorming Session Complete, {user_name}!**
**Session Results:**
- Game brainstorming results saved to: {output_folder}/bmm-brainstorming-session-{{date}}.md
{{#if standalone_mode != true}}
**Status Updated:**
- Progress tracking updated: brainstorm-game marked complete
- Next workflow: {{next_workflow}}
{{else}}
**Note:** Running in standalone mode (no progress tracking)
{{/if}}
**Next Steps:**
{{#if standalone_mode != true}}
- **Next workflow:** {{next_workflow}} ({{next_agent}} agent)
- **Optional:** You can run other analysis workflows (research, game-brief) before proceeding
Check status anytime with: `workflow-status`
{{else}}
Since no workflow is in progress:
- Refer to the BMM workflow guide if unsure what to do next
- Or run `workflow-init` to create a workflow path and get guided next steps
{{/if}}
</output>
</step>
</workflow>

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# Brainstorm Game Workflow Configuration
name: "brainstorm-game"
description: "Facilitate game brainstorming sessions by orchestrating the CIS brainstorming workflow with game-specific context, guidance, and additional game design techniques."
author: "BMad"
# Critical variables from config
config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Module path and component files
installed_path: "{project-root}/bmad/bmm/workflows/1-analysis/brainstorm-game"
template: false
instructions: "{installed_path}/instructions.md"
# Context and techniques for game brainstorming
game_context: "{installed_path}/game-context.md"
game_brain_methods: "{installed_path}/game-brain-methods.csv"
# CORE brainstorming workflow to invoke
core_brainstorming: "{project-root}/bmad/core/workflows/brainstorming/workflow.yaml"
standalone: true
web_bundle:
name: "brainstorm-game"
description: "Facilitate game brainstorming sessions by orchestrating the CIS brainstorming workflow with game-specific context, guidance, and additional game design techniques."
author: "BMad"
instructions: "bmad/bmm/workflows/1-analysis/brainstorm-game/instructions.md"
template: false
web_bundle_files:
- "bmad/bmm/workflows/1-analysis/brainstorm-game/instructions.md"
- "bmad/bmm/workflows/1-analysis/brainstorm-game/game-context.md"
- "bmad/bmm/workflows/1-analysis/brainstorm-game/game-brain-methods.csv"
- "bmad/core/workflows/brainstorming/workflow.yaml"
existing_workflows:
- core_brainstorming: "bmad/core/workflows/brainstorming/workflow.yaml"

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# Game Brief Validation Checklist
Use this checklist to ensure your game brief is complete and ready for GDD creation.
## Game Vision ✓
- [ ] **Core Concept** is clear and concise (one sentence)
- [ ] **Elevator Pitch** hooks the reader in 2-3 sentences
- [ ] **Vision Statement** is aspirational but achievable
- [ ] Vision captures the emotional experience you want to create
## Target Market ✓
- [ ] **Primary Audience** is specific (not just "gamers")
- [ ] Age range and experience level are defined
- [ ] Play session expectations are realistic
- [ ] **Market Context** demonstrates opportunity
- [ ] Competitive landscape is understood
- [ ] You know why this audience will care
## Game Fundamentals ✓
- [ ] **Core Gameplay Pillars** (2-4) are clearly defined
- [ ] Each pillar is specific and measurable
- [ ] **Primary Mechanics** describe what players actually DO
- [ ] **Player Experience Goals** connect mechanics to emotions
- [ ] Core loop is clear and compelling
## Scope and Constraints ✓
- [ ] **Target Platforms** are prioritized
- [ ] **Development Timeline** is realistic
- [ ] **Budget** aligns with scope
- [ ] **Team Resources** (size, skills) are documented
- [ ] **Technical Constraints** are identified
- [ ] Scope matches team capability
## Reference Framework ✓
- [ ] **Inspiration Games** (3-5) are listed with specifics
- [ ] You know what you're taking vs. NOT taking from each
- [ ] **Competitive Analysis** covers direct and indirect competitors
- [ ] **Key Differentiators** are genuine and valuable
- [ ] Differentiators are specific (not "just better")
## Content Framework ✓
- [ ] **World and Setting** is defined
- [ ] **Narrative Approach** matches game type
- [ ] **Content Volume** is estimated (rough order of magnitude)
- [ ] Playtime expectations are set
- [ ] Replayability approach is clear
## Art and Audio Direction ✓
- [ ] **Visual Style** is described with references
- [ ] 2D vs. 3D is decided
- [ ] **Audio Style** matches game mood
- [ ] **Production Approach** is realistic for team/budget
- [ ] Style complexity matches capabilities
## Risk Assessment ✓
- [ ] **Key Risks** are honestly identified
- [ ] **Technical Challenges** are documented
- [ ] **Market Risks** are considered
- [ ] **Mitigation Strategies** are actionable
- [ ] Assumptions to validate are listed
## Success Criteria ✓
- [ ] **MVP Definition** is truly minimal
- [ ] MVP can validate core gameplay hypothesis
- [ ] **Success Metrics** are specific and measurable
- [ ] **Launch Goals** are realistic
- [ ] You know what "done" looks like for MVP
## Next Steps ✓
- [ ] **Immediate Actions** are prioritized
- [ ] **Research Needs** are identified
- [ ] **Open Questions** are documented
- [ ] Critical path is clear
- [ ] Blockers are identified
## Overall Quality ✓
- [ ] Brief is clear and concise (3-5 pages)
- [ ] Sections are internally consistent
- [ ] Scope is realistic for team/timeline/budget
- [ ] Vision is compelling and achievable
- [ ] You're excited to build this game
- [ ] Team/stakeholders can understand the vision
## Red Flags 🚩
Watch for these warning signs:
- [ ] ❌ Scope too large for team/timeline
- [ ] ❌ Unclear core loop or pillars
- [ ] ❌ Target audience is "everyone"
- [ ] ❌ Differentiators are vague or weak
- [ ] ❌ No prototype plan for risky mechanics
- [ ] ❌ Budget/timeline is wishful thinking
- [ ] ❌ Market is saturated with no clear positioning
- [ ] ❌ MVP is not actually minimal
## Ready for Next Steps?
If you've checked most boxes and have no major red flags:
**Ready to proceed to:**
- Prototype core mechanic
- GDD workflow
- Team/stakeholder review
- Market validation
⚠️ **Need more work if:**
- Multiple sections incomplete
- Red flags present
- Team/stakeholders don't align
- Core concept unclear
---
_This checklist is a guide, not a gate. Use your judgment based on project needs._

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# Game Brief - Interactive Workflow Instructions
<critical>The workflow execution engine is governed by: {project-root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
<critical>Generate all documents in {document_output_language}</critical>
<critical>DOCUMENT OUTPUT: Concise, professional, game-design focused. Use tables/lists over prose. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
<workflow>
<step n="0" goal="Validate workflow readiness" tag="workflow-status">
<action>Check if {output_folder}/bmm-workflow-status.yaml exists</action>
<check if="status file not found">
<output>No workflow status file found. Game brief is optional - you can continue without status tracking.</output>
<action>Set standalone_mode = true</action>
</check>
<check if="status file found">
<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
<action>Parse workflow_status section</action>
<action>Check status of "game-brief" workflow</action>
<action>Get project_level from YAML metadata</action>
<action>Find first non-completed workflow (next expected workflow)</action>
<check if="project_type != 'game'">
<output>Note: This is a {{project_type}} project. Game brief is designed for game projects.</output>
<ask>Continue with game brief anyway? (y/n)</ask>
<check if="n">
<action>Exit workflow</action>
</check>
</check>
<check if="game-brief status is file path (already completed)">
<output>⚠️ Game Brief already completed: {{game-brief status}}</output>
<ask>Re-running will overwrite the existing brief. Continue? (y/n)</ask>
<check if="n">
<output>Exiting. Use workflow-status to see your next step.</output>
<action>Exit workflow</action>
</check>
</check>
<check if="game-brief is not the next expected workflow (latter items are completed already in the list)">
<output>⚠️ Next expected workflow: {{next_workflow}}. Game Brief is out of sequence.</output>
<ask>Continue with Game Brief anyway? (y/n)</ask>
<check if="n">
<output>Exiting. Run {{next_workflow}} instead.</output>
<action>Exit workflow</action>
</check>
</check>
<action>Set standalone_mode = false</action>
</check>
</step>
<step n="1" goal="Initialize game brief session">
<action>Welcome the user in {communication_language} to the Game Brief creation process</action>
<action>Explain this is a collaborative process to define their game vision, capturing the essence of what they want to create</action>
<action>Ask for the working title of their game</action>
<template-output>game_name</template-output>
</step>
<step n="1" goal="Gather available inputs and context">
<action>Explore what existing materials the user has available to inform the brief</action>
<action>Offer options for input sources: market research, brainstorming results, competitive analysis, design notes, reference games, or starting fresh</action>
<action>If documents are provided, load and analyze them to extract key insights, themes, and patterns</action>
<action>Engage the user about their core vision: what gameplay experience they want to create, what emotions players should feel, and what sparked this game idea</action>
<action>Build initial understanding through conversational exploration rather than rigid questioning</action>
<template-output>initial_context</template-output>
</step>
<step n="2" goal="Choose collaboration mode">
<ask>How would you like to work through the brief?
**1. Interactive Mode** - We'll work through each section together, discussing and refining as we go
**2. YOLO Mode** - I'll generate a complete draft based on our conversation so far, then we'll refine it together
Which approach works best for you?</ask>
<action>Store the user's preference for mode</action>
<template-output>collaboration_mode</template-output>
</step>
<step n="3" goal="Define game vision" if="collaboration_mode == 'interactive'">
<action>Guide user to articulate their game vision across three levels of depth</action>
<action>Help them craft a one-sentence core concept that captures the essence (reference successful games like "A roguelike deck-builder where you climb a mysterious spire" as examples)</action>
<action>Develop an elevator pitch (2-3 sentences) that would compel a publisher or player - refine until it's concise but hooks attention</action>
<action>Explore their aspirational vision statement: the experience they want to create and what makes it meaningful - ensure it's ambitious yet achievable</action>
<action>Refine through conversation, challenging vague language and elevating compelling ideas</action>
<template-output>core_concept</template-output>
<template-output>elevator_pitch</template-output>
<template-output>vision_statement</template-output>
</step>
<step n="4" goal="Identify target market" if="collaboration_mode == 'interactive'">
<action>Guide user to define their primary target audience with specific demographics, gaming preferences, and behavioral characteristics</action>
<action>Push for specificity beyond generic descriptions like "people who like fun games" - challenge vague answers</action>
<action>Explore secondary audiences if applicable and how their needs might differ</action>
<action>Investigate the market context: opportunity size, competitive landscape, similar successful games, and why now is the right time</action>
<action>Help identify a realistic and reachable audience segment based on evidence or well-reasoned assumptions</action>
<template-output>primary_audience</template-output>
<template-output>secondary_audience</template-output>
<template-output>market_context</template-output>
</step>
<step n="5" goal="Define game fundamentals" if="collaboration_mode == 'interactive'">
<action>Help user identify 2-4 core gameplay pillars that fundamentally define their game - everything should support these pillars</action>
<action>Provide examples from successful games for inspiration (Hollow Knight's "tight controls + challenging combat + rewarding exploration")</action>
<action>Explore what the player actually DOES - core actions, key systems, and interaction models</action>
<action>Define the emotional experience goals: what feelings are you designing for (tension/relief, mastery/growth, creativity/expression, discovery/surprise)</action>
<action>Ensure pillars are specific and measurable, focusing on player actions rather than implementation details</action>
<action>Connect mechanics directly to emotional experiences through guided discussion</action>
<template-output>core_gameplay_pillars</template-output>
<template-output>primary_mechanics</template-output>
<template-output>player_experience_goals</template-output>
</step>
<step n="6" goal="Define scope and constraints" if="collaboration_mode == 'interactive'">
<action>Help user establish realistic project constraints across all key dimensions</action>
<action>Explore target platforms and prioritization (PC, console, mobile, web)</action>
<action>Discuss development timeline: release targets, fixed deadlines, phased release strategies</action>
<action>Investigate budget reality: funding source, asset creation costs, marketing, tools and software</action>
<action>Assess team resources: size, roles, availability, skills gaps, outsourcing needs</action>
<action>Define technical constraints: engine choice, performance targets, file size limits, accessibility requirements</action>
<action>Push for realism about scope - identify potential blockers early and document resource assumptions</action>
<template-output>target_platforms</template-output>
<template-output>development_timeline</template-output>
<template-output>budget_considerations</template-output>
<template-output>team_resources</template-output>
<template-output>technical_constraints</template-output>
</step>
<step n="7" goal="Establish reference framework" if="collaboration_mode == 'interactive'">
<action>Guide user to identify 3-5 inspiration games and articulate what they're drawing from each (mechanics, feel, art style) and explicitly what they're NOT taking</action>
<action>Conduct competitive analysis: identify direct and indirect competitors, analyze what they do well and poorly, and define how this game will differ</action>
<action>Explore key differentiators and unique value proposition - what's the hook that makes players choose this game over alternatives</action>
<action>Challenge "just better" thinking - push for genuine, specific differentiation that's actually valuable to players</action>
<action>Validate that differentiators are concrete, achievable, and compelling</action>
<template-output>inspiration_games</template-output>
<template-output>competitive_analysis</template-output>
<template-output>key_differentiators</template-output>
</step>
<step n="8" goal="Define content framework" if="collaboration_mode == 'interactive'">
<action>Explore the game's world and setting: location, time period, world-building depth, narrative importance, and genre context</action>
<action>Define narrative approach: story-driven/light/absent, linear/branching/emergent, delivery methods (cutscenes, dialogue, environmental), writing scope</action>
<action>Estimate content volume realistically: playthrough length, level/stage count, replayability strategy, total asset volume</action>
<action>Identify if a dedicated narrative workflow will be needed later based on story complexity</action>
<action>Flag content-heavy areas that require detailed planning and resource allocation</action>
<template-output>world_setting</template-output>
<template-output>narrative_approach</template-output>
<template-output>content_volume</template-output>
</step>
<step n="9" goal="Define art and audio direction" if="collaboration_mode == 'interactive'">
<action>Explore visual style direction: art style preference, color palette and mood, reference games/images, 2D vs 3D, animation requirements</action>
<action>Define audio style: music genre and mood, SFX approach, voice acting scope, audio's importance to gameplay</action>
<action>Discuss production approach: in-house creation vs outsourcing, asset store usage, AI/generative tools, style complexity vs team capability</action>
<action>Ensure art and audio vision aligns realistically with budget and team skills - identify potential production bottlenecks early</action>
<action>Note if a comprehensive style guide will be needed for consistent production</action>
<template-output>visual_style</template-output>
<template-output>audio_style</template-output>
<template-output>production_approach</template-output>
</step>
<step n="10" goal="Assess risks" if="collaboration_mode == 'interactive'">
<action>Facilitate honest risk assessment across all dimensions - what could prevent completion, what could make it unfun, what assumptions might be wrong</action>
<action>Identify technical challenges: unproven elements, performance concerns, platform-specific issues, tool dependencies</action>
<action>Explore market risks: saturation, trend dependency, competition intensity, discoverability challenges</action>
<action>For each major risk, develop actionable mitigation strategies - how to validate assumptions, backup plans, early prototyping opportunities</action>
<action>Prioritize risks by impact and likelihood, focusing on proactive mitigation rather than passive worry</action>
<template-output>key_risks</template-output>
<template-output>technical_challenges</template-output>
<template-output>market_risks</template-output>
<template-output>mitigation_strategies</template-output>
</step>
<step n="11" goal="Define success criteria" if="collaboration_mode == 'interactive'">
<action>Define the MVP (Minimum Playable Version) - what's the absolute minimum where the core loop is fun and complete, with essential content only</action>
<action>Establish specific, measurable success metrics: player acquisition, retention rates, session length, completion rate, review scores, revenue targets, community engagement</action>
<action>Set concrete launch goals: first-month sales/downloads, review score targets, streamer/press coverage, community size</action>
<action>Push for specificity and measurability - challenge vague aspirations with "how will you measure that?"</action>
<action>Clearly distinguish between MVP milestones and full release goals, ensuring all targets are realistic given resources</action>
<template-output>mvp_definition</template-output>
<template-output>success_metrics</template-output>
<template-output>launch_goals</template-output>
</step>
<step n="12" goal="Identify immediate next steps" if="collaboration_mode == 'interactive'">
<action>Identify immediate actions to take right after this brief: prototype core mechanics, create art style tests, validate technical feasibility, build vertical slice, playtest with target audience</action>
<action>Determine research needs: market validation, technical proof of concept, player interest testing, competitive deep-dive</action>
<action>Document open questions and uncertainties: unresolved design questions, technical unknowns, market validation needs, resource/budget questions</action>
<action>Create actionable, specific next steps - prioritize by importance and dependency</action>
<action>Identify blockers that must be resolved before moving forward</action>
<template-output>immediate_actions</template-output>
<template-output>research_needs</template-output>
<template-output>open_questions</template-output>
</step>
<!-- YOLO Mode - Generate everything then refine -->
<step n="3" goal="Generate complete brief draft" if="collaboration_mode == 'yolo'">
<action>Based on initial context and any provided documents, generate a complete game brief covering all sections</action>
<action>Make reasonable assumptions where information is missing</action>
<action>Flag areas that need user validation with [NEEDS CONFIRMATION] tags</action>
<template-output>core_concept</template-output>
<template-output>elevator_pitch</template-output>
<template-output>vision_statement</template-output>
<template-output>primary_audience</template-output>
<template-output>secondary_audience</template-output>
<template-output>market_context</template-output>
<template-output>core_gameplay_pillars</template-output>
<template-output>primary_mechanics</template-output>
<template-output>player_experience_goals</template-output>
<template-output>target_platforms</template-output>
<template-output>development_timeline</template-output>
<template-output>budget_considerations</template-output>
<template-output>team_resources</template-output>
<template-output>technical_constraints</template-output>
<template-output>inspiration_games</template-output>
<template-output>competitive_analysis</template-output>
<template-output>key_differentiators</template-output>
<template-output>world_setting</template-output>
<template-output>narrative_approach</template-output>
<template-output>content_volume</template-output>
<template-output>visual_style</template-output>
<template-output>audio_style</template-output>
<template-output>production_approach</template-output>
<template-output>key_risks</template-output>
<template-output>technical_challenges</template-output>
<template-output>market_risks</template-output>
<template-output>mitigation_strategies</template-output>
<template-output>mvp_definition</template-output>
<template-output>success_metrics</template-output>
<template-output>launch_goals</template-output>
<template-output>immediate_actions</template-output>
<template-output>research_needs</template-output>
<template-output>open_questions</template-output>
<action>Present the complete draft to the user</action>
<ask>Here's the complete game brief draft. What would you like to adjust or refine?</ask>
</step>
<step n="4" goal="Refine brief sections" repeat="until-approved" if="collaboration_mode == 'yolo'">
<ask>Which section would you like to refine?
1. Game Vision
2. Target Market
3. Game Fundamentals
4. Scope and Constraints
5. Reference Framework
6. Content Framework
7. Art and Audio Direction
8. Risk Assessment
9. Success Criteria
10. Next Steps
11. Save and continue</ask>
<action>Work with user to refine selected section</action>
<action>Update relevant template outputs</action>
</step>
<!-- Final steps for both modes -->
<step n="13" goal="Create executive summary">
<action>Synthesize all sections into a compelling executive summary</action>
<action>Include:
- Game concept in 1-2 sentences
- Target audience and market
- Core gameplay pillars
- Key differentiators
- Success vision</action>
<template-output>executive_summary</template-output>
</step>
<step n="14" goal="Compile supporting materials">
<action>If research documents were provided, create a summary of key findings</action>
<action>Document any stakeholder input received during the process</action>
<action>Compile list of reference games and resources</action>
<template-output>research_summary</template-output>
<template-output>stakeholder_input</template-output>
<template-output>references</template-output>
</step>
<step n="15" goal="Final review and handoff">
<action>Generate the complete game brief document</action>
<action>Review all sections for completeness and consistency</action>
<action>Flag any areas that need design attention with [DESIGN-TODO] tags</action>
<ask>The game brief is complete! Would you like to:
1. Review the entire document
2. Make final adjustments
3. Generate an executive summary version (3-page limit)
4. Save and prepare for GDD creation
This brief will serve as the primary input for creating the Game Design Document (GDD).
**Recommended next steps:**
- Create prototype of core mechanic
- Proceed to GDD workflow: `workflow gdd`
- Validate assumptions with target players</ask>
<check if="user chooses option 3 (executive summary)">
<action>Create condensed 3-page executive brief focusing on: core concept, target market, gameplay pillars, key differentiators, and success criteria</action>
<action>Save as: {output_folder}/game-brief-executive-{{game_name}}-{{date}}.md</action>
</check>
<template-output>final_brief</template-output>
<template-output>executive_brief</template-output>
</step>
<step n="16" goal="Update status and complete" tag="workflow-status">
<check if="standalone_mode != true">
<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
<action>Find workflow_status key "game-brief"</action>
<critical>ONLY write the file path as the status value - no other text, notes, or metadata</critical>
<action>Update workflow_status["game-brief"] = "{output_folder}/bmm-game-brief-{{game_name}}-{{date}}.md"</action>
<action>Save file, preserving ALL comments and structure including STATUS DEFINITIONS</action>
<action>Find first non-completed workflow in workflow_status (next workflow to do)</action>
<action>Determine next agent from path file based on next workflow</action>
</check>
<output>**✅ Game Brief Complete, {user_name}!**
**Brief Document:**
- Game brief saved to {output_folder}/bmm-game-brief-{{game_name}}-{{date}}.md
{{#if standalone_mode != true}}
**Status Updated:**
- Progress tracking updated: game-brief marked complete
- Next workflow: {{next_workflow}}
{{else}}
**Note:** Running in standalone mode (no progress tracking)
{{/if}}
**Next Steps:**
{{#if standalone_mode != true}}
- **Next workflow:** {{next_workflow}} ({{next_agent}} agent)
- **Optional:** Consider creating a prototype of core mechanic or validating assumptions with target players before proceeding
Check status anytime with: `workflow-status`
{{else}}
Since no workflow is in progress:
- Refer to the BMM workflow guide if unsure what to do next
- Or run `workflow-init` to create a workflow path and get guided next steps
{{/if}}
</output>
</step>
</workflow>

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@@ -1,205 +0,0 @@
# Game Brief: {{game_name}}
**Date:** {{date}}
**Author:** {{user_name}}
**Status:** Draft for GDD Development
---
## Executive Summary
{{executive_summary}}
---
## Game Vision
### Core Concept
{{core_concept}}
### Elevator Pitch
{{elevator_pitch}}
### Vision Statement
{{vision_statement}}
---
## Target Market
### Primary Audience
{{primary_audience}}
### Secondary Audience
{{secondary_audience}}
### Market Context
{{market_context}}
---
## Game Fundamentals
### Core Gameplay Pillars
{{core_gameplay_pillars}}
### Primary Mechanics
{{primary_mechanics}}
### Player Experience Goals
{{player_experience_goals}}
---
## Scope and Constraints
### Target Platforms
{{target_platforms}}
### Development Timeline
{{development_timeline}}
### Budget Considerations
{{budget_considerations}}
### Team Resources
{{team_resources}}
### Technical Constraints
{{technical_constraints}}
---
## Reference Framework
### Inspiration Games
{{inspiration_games}}
### Competitive Analysis
{{competitive_analysis}}
### Key Differentiators
{{key_differentiators}}
---
## Content Framework
### World and Setting
{{world_setting}}
### Narrative Approach
{{narrative_approach}}
### Content Volume
{{content_volume}}
---
## Art and Audio Direction
### Visual Style
{{visual_style}}
### Audio Style
{{audio_style}}
### Production Approach
{{production_approach}}
---
## Risk Assessment
### Key Risks
{{key_risks}}
### Technical Challenges
{{technical_challenges}}
### Market Risks
{{market_risks}}
### Mitigation Strategies
{{mitigation_strategies}}
---
## Success Criteria
### MVP Definition
{{mvp_definition}}
### Success Metrics
{{success_metrics}}
### Launch Goals
{{launch_goals}}
---
## Next Steps
### Immediate Actions
{{immediate_actions}}
### Research Needs
{{research_needs}}
### Open Questions
{{open_questions}}
---
## Appendices
### A. Research Summary
{{research_summary}}
### B. Stakeholder Input
{{stakeholder_input}}
### C. References
{{references}}
---
_This Game Brief serves as the foundational input for Game Design Document (GDD) creation._
_Next Steps: Use the `workflow gdd` command to create detailed game design documentation._

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@@ -1,44 +0,0 @@
# Game Brief - Interactive Workflow Configuration
name: game-brief
description: "Interactive game brief creation workflow that guides users through defining their game vision with multiple input sources and conversational collaboration"
author: "BMad"
# Critical variables from config
config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Optional input documents
recommended_inputs:
- market_research: "Market research document (optional)"
- brainstorming_results: "Brainstorming session outputs (optional)"
- competitive_analysis: "Competitive game analysis (optional)"
- initial_ideas: "Initial game ideas or notes (optional)"
- reference_games: "List of inspiration games (optional)"
# Module path and component files
installed_path: "{project-root}/bmad/bmm/workflows/1-analysis/game-brief"
template: "{installed_path}/template.md"
instructions: "{installed_path}/instructions.md"
validation: "{installed_path}/checklist.md"
# Output configuration
default_output_file: "{output_folder}/game-brief-{{game_name}}-{{date}}.md"
standalone: true
web_bundle:
name: "game-brief"
description: "Interactive game brief creation workflow that guides users through defining their game vision with multiple input sources and conversational collaboration"
author: "BMad"
instructions: "bmad/bmm/workflows/1-analysis/game-brief/instructions.md"
validation: "bmad/bmm/workflows/1-analysis/game-brief/checklist.md"
template: "bmad/bmm/workflows/1-analysis/game-brief/template.md"
web_bundle_files:
- "bmad/bmm/workflows/1-analysis/game-brief/instructions.md"
- "bmad/bmm/workflows/1-analysis/game-brief/checklist.md"
- "bmad/bmm/workflows/1-analysis/game-brief/template.md"

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@@ -663,7 +663,7 @@ Would you like me to strengthen any areas with additional research?"
{{#if standalone_mode != true}}
- **Next workflow:** {{next_workflow}} ({{next_agent}} agent)
- **Optional:** Review findings with stakeholders, or run additional analysis workflows (product-brief, game-brief, etc.)
- **Optional:** Review findings with stakeholders, or run additional analysis workflows (product-brief for software, or install BMGD module for game-brief)
Check status anytime with: `workflow-status`
{{else}}