# GDD Workflow - Game Projects (All Levels) The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml You MUST have already loaded and processed: {installed_path}/workflow.yaml This is the GDD instruction set for GAME projects - replaces PRD with Game Design Document Project analysis already completed - proceeding with game-specific design Uses gdd_template for GDD output, game_types.csv for type-specific sections Routes to 3-solutioning for architecture (platform-specific decisions handled there) If users mention technical details, append to technical_preferences with timestamp Load project-workflow-analysis.md Confirm project_type == "game" If continuation_mode == true: Load existing GDD.md and check completion status Found existing work. Would you like to: 1. Review what's done and continue 2. Modify existing sections 3. Start fresh If continuing, skip to first incomplete section If new or starting fresh: Check `output_folder` for existing game docs. Check for existing game-brief in output_folder If game-brief exists: Found existing game brief! Would you like to: 1. Use it as input (recommended - I'll extract key info) 2. Ignore it and start fresh Your choice: If using game-brief: Load and analyze game-brief document Extract: game_name, core_concept, target_audience, platforms, game_pillars, primary_mechanics Pre-fill relevant GDD sections with game-brief content Note which sections were pre-filled from brief If no game-brief was loaded: Describe your game in 1-2 sentences: What is it about? What does the player do? Analyze description to determine game type Map to closest game_types.csv id or use "custom" Else (game-brief was loaded): Use game concept from brief to determine game type I've identified this as a **{{game_type}}** game. Is that correct? If not, briefly describe what type it should be: Map selection to game_types.csv id Load corresponding fragment file from game-types/ folder Store game_type for later injection Load gdd_template from workflow.yaml Get core game concept and vision. description What platform(s) are you targeting? - Desktop (Windows/Mac/Linux) - Mobile (iOS/Android) - Web (Browser-based) - Console (which consoles?) - Multiple platforms Your answer: platforms Who is your target audience? Consider: - Age range - Gaming experience level (casual, core, hardcore) - Genre familiarity - Play session length preferences Your answer: target_audience **Goal Guidelines based on project level:** - Level 0-1: 1-2 primary goals - Level 2: 2-3 primary goals - Level 3-4: 3-5 strategic goals goals Brief context on why this game matters now. context These are game-defining decisions What are the core game pillars (2-4 fundamental gameplay elements)? Examples: - Tight controls + challenging combat + rewarding exploration - Strategic depth + replayability + quick sessions - Narrative + atmosphere + player agency Your game pillars: game_pillars Describe the core gameplay loop (what the player does repeatedly): Example: "Player explores level → encounters enemies → defeats enemies with abilities → collects resources → upgrades abilities → explores deeper" Your gameplay loop: gameplay_loop How does the player win? How do they lose? win_loss_conditions Define the primary game mechanics. primary_mechanics Describe the control scheme and input method: - Keyboard + Mouse - Gamepad - Touch screen - Other Include key bindings or button layouts if known. controls Load game-type fragment from: {installed_path}/gdd/game-types/{{game_type}}.md Process each section in the fragment template For each {{placeholder}} in the fragment, elicit and capture that information. GAME_TYPE_SPECIFIC_SECTIONS How does player progression work? - Skill-based (player gets better) - Power-based (character gets stronger) - Unlock-based (new abilities/areas) - Narrative-based (story progression) - Combination Describe: player_progression Describe the difficulty curve: - How does difficulty increase? - Pacing (steady, spikes, player-controlled?) - Accessibility options? difficulty_curve Is there an in-game economy or resource system? Skip if not applicable. economy_resources What types of levels/stages does your game have? Examples: - Tutorial, early levels, mid-game, late-game, boss arenas - Biomes/themes - Procedural vs. handcrafted Describe: level_types How do levels progress or unlock? - Linear sequence - Hub-based - Open world - Player choice Describe: level_progression Describe the art style: - Visual aesthetic (pixel art, low-poly, realistic, stylized, etc.) - Color palette - Inspirations or references Your vision: art_style Describe audio and music direction: - Music style/genre - Sound effect tone - Audio importance to gameplay Your vision: audio_music What are the performance requirements? Consider: - Target frame rate - Resolution - Load times - Battery life (mobile) Requirements: performance_requirements Any platform-specific considerations? - Mobile: Touch controls, screen sizes - PC: Keyboard/mouse, settings - Console: Controller, certification - Web: Browser compatibility, file size Platform details: platform_details What are the key asset requirements? - Art assets (sprites, models, animations) - Audio assets (music, SFX, voice) - Estimated asset counts/sizes - Asset pipeline needs Asset requirements: asset_requirements Translate game features into development epics **Epic Guidelines based on project level:** - Level 1: 1 epic with 1-10 stories - Level 2: 1-2 epics with 5-15 stories total - Level 3: 2-5 epics with 12-40 stories - Level 4: 5+ epics with 40+ stories epics Load epics_template from workflow.yaml Create separate epics.md with full story hierarchy epic_overview Generate Epic {{epic_number}} with expanded goals, capabilities, success criteria. Generate all stories with: - User story format - Prerequisites - Acceptance criteria (3-8 per story) - Technical notes (high-level only) epic\_{{epic_number}}\_details What technical metrics will you track? Examples: - Frame rate consistency - Load times - Crash rate - Memory usage Your metrics: technical_metrics What gameplay metrics will you track? Examples: - Player completion rate - Average session length - Difficulty pain points - Feature engagement Your metrics: gameplay_metrics out_of_scope assumptions_and_dependencies Check if game-type fragment contained narrative tags If fragment had or : Set needs_narrative = true Extract narrative importance level from tag ## Next Steps for {{game_name}} If needs_narrative == true: This game type ({{game_type}}) is **{{narrative_importance}}** for narrative. Your game would benefit from a Narrative Design Document to detail: - Story structure and beats - Character profiles and arcs - World lore and history - Dialogue framework - Environmental storytelling Would you like to create a Narrative Design Document now? 1. Yes, create Narrative Design Document (recommended) 2. No, proceed directly to solutioning 3. Skip for now, I'll do it later Your choice: If user selects option 1: LOAD: {installed_path}/narrative/instructions-narrative.md Pass GDD context to narrative workflow Exit current workflow (narrative will hand off to solutioning when done) Since this is a Level {{project_level}} game project, you need solutioning for platform/engine architecture. **Start new chat with solutioning workflow and provide:** 1. This GDD: `{{gdd_output_file}}` 2. Project analysis: `{{analysis_file}}` **The solutioning workflow will:** - Determine game engine/platform (Unity, Godot, Phaser, custom, etc.) - Generate solution-architecture.md with engine-specific decisions - Create per-epic tech specs - Handle platform-specific architecture (from registry.csv game-\* entries) ## Complete Next Steps Checklist Generate comprehensive checklist based on project analysis ### Phase 1: Solution Architecture and Engine Selection - [ ] **Run solutioning workflow** (REQUIRED) - Command: `workflow solution-architecture` - Input: GDD.md, project-workflow-analysis.md - Output: solution-architecture.md with engine/platform specifics - Note: Registry.csv will provide engine-specific guidance ### Phase 2: Prototype and Playtesting - [ ] **Create core mechanic prototype** - Validate game feel - Test control responsiveness - Iterate on game pillars - [ ] **Playtest early and often** - Internal testing - External playtesting - Feedback integration ### Phase 3: Asset Production - [ ] **Create asset pipeline** - Art style guides - Technical constraints - Asset naming conventions - [ ] **Audio integration** - Music composition/licensing - SFX creation - Audio middleware setup ### Phase 4: Development - [ ] **Generate detailed user stories** - Command: `workflow generate-stories` - Input: GDD.md + solution-architecture.md - [ ] **Sprint planning** - Vertical slices - Milestone planning - Demo/playable builds GDD Complete! Next immediate action: If needs_narrative == true: 1. Create Narrative Design Document (recommended for {{game_type}}) 2. Start solutioning workflow (engine/architecture) 3. Create prototype build 4. Begin asset production planning 5. Review GDD with team/stakeholders 6. Exit workflow Else: 1. Start solutioning workflow (engine/architecture) 2. Create prototype build 3. Begin asset production planning 4. Review GDD with team/stakeholders 5. Exit workflow Which would you like to proceed with? If user selects narrative option: LOAD: {installed_path}/narrative/instructions-narrative.md Pass GDD context to narrative workflow