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# Game Brief Workflow
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## Overview
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The Game Brief workflow is the starting point for game projects in the BMad Method. It's a lightweight, interactive brainstorming and planning session that captures your game vision before diving into detailed Game Design Documents (GDD).
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## Purpose
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**Game Brief answers:**
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- What game are you making?
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- Who is it for?
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- What makes it unique?
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- Is it feasible?
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**This is NOT:**
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- A full Game Design Document
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- A technical specification
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- A production plan
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- A detailed content outline
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## When to Use This Workflow
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Use the game-brief workflow when:
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- Starting a new game project from scratch
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- Exploring a game idea before committing
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- Pitching a concept to team/stakeholders
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- Validating market fit and feasibility
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- Preparing input for the GDD workflow
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Skip if:
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- You already have a complete GDD
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- Continuing an existing project
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- Prototyping without planning needs
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## Workflow Structure
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### Interactive Mode (Recommended)
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Work through each section collaboratively:
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1. Game Vision (concept, pitch, vision statement)
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2. Target Market (audience, competition, positioning)
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3. Game Fundamentals (pillars, mechanics, experience goals)
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4. Scope and Constraints (platforms, timeline, budget, team)
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5. Reference Framework (inspiration, competitors, differentiators)
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6. Content Framework (world, narrative, volume)
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7. Art and Audio Direction (visual and audio style)
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8. Risk Assessment (risks, challenges, mitigation)
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9. Success Criteria (MVP, metrics, launch goals)
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10. Next Steps (immediate actions, research, questions)
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### YOLO Mode
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AI generates complete draft, then you refine sections iteratively.
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## Key Features
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### Optional Inputs
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The workflow can incorporate:
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- Market research
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- Brainstorming results
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- Competitive analysis
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- Design notes
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- Reference game lists
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### Realistic Scoping
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The workflow actively helps you:
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- Identify scope vs. resource mismatches
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- Assess technical feasibility
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- Recognize market risks
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- Plan mitigation strategies
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### Clear Handoff
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Output is designed to feed directly into:
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- GDD workflow (2-plan phase)
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- Prototyping decisions
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- Team discussions
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- Stakeholder presentations
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## Output
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**game-brief-{game_name}-{date}.md** containing:
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- Executive summary
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- Complete game vision
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- Target market analysis
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- Core gameplay definition
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- Scope and constraints
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- Reference framework
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- Art/audio direction
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- Risk assessment
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- Success criteria
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- Next steps
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## Integration with BMad Method
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```
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1-analysis/game-brief (You are here)
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↓
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2-plan/gdd (Game Design Document)
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↓
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2-plan/narrative (Optional: Story-heavy games)
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↓
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3-solutioning (Technical architecture, engine selection)
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↓
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4-dev-stories (Implementation stories)
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```
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## Comparison: Game Brief vs. GDD
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| Aspect | Game Brief | GDD |
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| ------------------- | --------------------------- | ------------------------- |
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| **Purpose** | Validate concept | Design for implementation |
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| **Detail Level** | High-level vision | Detailed specifications |
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| **Time Investment** | 1-2 hours | 4-10 hours |
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| **Audience** | Self, team, stakeholders | Development team |
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| **Scope** | Concept validation | Implementation roadmap |
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| **Format** | Conversational, exploratory | Structured, comprehensive |
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| **Output** | 3-5 pages | 10-30+ pages |
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## Comparison: Game Brief vs. Product Brief
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| Aspect | Game Brief | Product Brief |
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| ----------------- | ---------------------------- | --------------------------------- |
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| **Focus** | Player experience, fun, feel | User problems, features, value |
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| **Metrics** | Engagement, retention, fun | Revenue, conversion, satisfaction |
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| **Core Elements** | Gameplay pillars, mechanics | Problem/solution, user segments |
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| **References** | Other games | Competitors, market |
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| **Vision** | Emotional experience | Business outcomes |
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## Example Use Case
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### Scenario: Indie Roguelike Card Game
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**Starting Point:**
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"I want to make a roguelike card game with a twist"
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**After Game Brief:**
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- **Core Concept:** "A roguelike card battler where you play as emotions battling inner demons"
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- **Target Audience:** Core gamers who love Slay the Spire, interested in mental health themes
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- **Differentiator:** Emotional narrative system where deck composition affects story
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- **MVP Scope:** 3 characters, 80 cards, 30 enemy types, 3 bosses, 6-hour first run
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- **Platform:** PC (Steam) first, mobile later
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- **Timeline:** 12 months with 2-person team
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- **Key Risk:** Emotional theme might alienate hardcore roguelike fans
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- **Mitigation:** Prototype early, test with target audience, offer "mechanical-only" mode
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**Next Steps:**
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1. Build card combat prototype (2 weeks)
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2. Test emotional resonance with players
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3. Proceed to GDD workflow if prototype validates
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## Tips for Success
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### Be Honest About Scope
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The most common game dev failure is scope mismatch. Use this workflow to reality-check:
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- Can your team actually build this?
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- Is the timeline realistic?
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- Do you have budget for assets?
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### Focus on Player Experience
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Don't think about code or implementation. Think about:
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- What will players DO?
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- How will they FEEL?
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- Why will they CARE?
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### Validate Early
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The brief identifies assumptions and risks. Don't skip to GDD without:
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- Prototyping risky mechanics
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- Testing with target audience
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- Validating market interest
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### Use References Wisely
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"Like X but with Y" is a starting point, not a differentiator. Push beyond:
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- What specifically from reference games?
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- What are you explicitly NOT doing?
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- What's genuinely new?
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## FAQ
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**Q: Is this required before GDD?**
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A: No, but highly recommended for new projects. You can start directly with GDD if you have a clear vision.
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**Q: Can I use this for game jams?**
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A: Yes, but use YOLO mode for speed. Focus on vision, mechanics, and MVP scope.
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**Q: What if my game concept changes?**
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A: Revisit and update the brief. It's a living document during early development.
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**Q: How detailed should content volume estimates be?**
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A: Rough orders of magnitude are fine. "~50 enemies" not "47 enemies with 3 variants each."
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**Q: Should I complete this alone or with my team?**
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A: Involve your team! Collaborative briefs catch blind spots and build shared vision.
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## Related Workflows
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- **Product Brief** (`1-analysis/product-brief`): For software products, not games
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- **GDD** (`2-plan/gdd`): Next step after game brief
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- **Narrative Design** (`2-plan/narrative`): For story-heavy games after GDD
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- **Solutioning** (`3-solutioning`): Technical architecture after planning
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