diff --git a/src/modules/bmb/workflows/create-workflow/instructions.md b/src/modules/bmb/workflows/create-workflow/instructions.md
index 9ec93c76..2214a0fc 100644
--- a/src/modules/bmb/workflows/create-workflow/instructions.md
+++ b/src/modules/bmb/workflows/create-workflow/instructions.md
@@ -91,6 +91,27 @@ Work with user to outline the workflow steps:
- Which steps should repeat?
- What variables/outputs does each step produce?
+What instruction style should this workflow favor?
+
+**1. Intent-Based (Recommended)** - Guide the LLM with goals and principles, let it adapt conversations naturally
+
+- More flexible and conversational
+- LLM chooses appropriate questions based on context
+- Better for complex discovery and iterative refinement
+- Example: `Guide user to define their target audience with specific demographics and needs`
+
+**2. Prescriptive** - Provide exact wording for questions and options
+
+- More controlled and predictable
+- Ensures consistency across runs
+- Better for simple data collection or specific compliance needs
+- Example: `What is your target platform? Choose: PC, Console, Mobile, Web`
+
+Note: Your choice will be the _primary_ style, but we'll use the other when it makes more sense for specific steps.
+
+Store instruction_style preference (intent-based or prescriptive)
+Explain that both styles have value and will be mixed appropriately
+
Create a step outline with clear goals and outputs.
@@ -188,6 +209,122 @@ Example usage in instructions:
```
+Applying instruction style preference:
+
+Based on the {{instruction_style}} preference from Step 3, generate instructions using these patterns:
+
+**Intent-Based Instructions (Recommended for most workflows):**
+
+Focus on goals, principles, and desired outcomes. Let the LLM adapt the conversation naturally.
+
+✅ **Good Examples:**
+
+```xml
+
+Guide user to define their target audience with specific demographics, psychographics, and behavioral characteristics
+Explore the user's vision for the product, asking probing questions to uncover core motivations and success criteria
+Help user identify and prioritize key features based on user value and technical feasibility
+
+
+Validate that the technical approach aligns with project constraints and team capabilities
+Challenge assumptions about user needs and market fit with thought-provoking questions
+
+
+Collaborate with user to refine the architecture, iterating until they're satisfied with the design
+```
+
+❌ **Avoid (too prescriptive):**
+
+```xml
+What is your target audience age range? Choose: 18-24, 25-34, 35-44, 45+
+List exactly 3 key features in priority order
+```
+
+**When to use Intent-Based:**
+
+- Complex discovery processes (user research, requirements gathering)
+- Creative brainstorming and ideation
+- Iterative refinement workflows
+- When user input quality matters more than consistency
+- Workflows requiring adaptation to context
+
+**Prescriptive Instructions (Use selectively):**
+
+Provide exact wording, specific options, and controlled interactions.
+
+✅ **Good Examples:**
+
+```xml
+
+What is your target platform? Choose: PC, Console, Mobile, Web
+Select monetization model: Premium, Free-to-Play, Subscription, Ad-Supported
+
+
+Does this comply with GDPR requirements? [yes/no]
+Choose documentation standard: JSDoc, TypeDoc, TSDoc
+
+
+Do you want to generate test cases? [yes/no]
+Include performance benchmarks? [yes/no]
+```
+
+❌ **Avoid (too rigid for complex tasks):**
+
+```xml
+What are your product goals? List exactly 5 goals, each 10-15 words
+Describe your user persona in exactly 3 sentences
+```
+
+**When to use Prescriptive:**
+
+- Simple data collection (platform, format, yes/no choices)
+- Compliance verification and standards adherence
+- Configuration with finite options
+- When consistency is critical across all executions
+- Quick setup wizards
+
+**Mixing Both Styles (Best Practice):**
+
+Even if user chose a primary style, use the other when appropriate:
+
+```xml
+
+
+ Explore the user's vision for their game, uncovering their creative intent and target experience
+ Ask probing questions about genre, themes, and emotional tone they want to convey
+
+
+
+ What is your target platform? Choose: PC, Console, Mobile, Web
+ Select primary genre: Action, RPG, Strategy, Puzzle, Simulation, Other
+
+
+
+ Guide user to articulate their core gameplay loop, exploring mechanics and player agency
+ Help them identify what makes their game unique and compelling
+
+```
+
+**Guidelines for the chosen style:**
+
+If user chose **Intent-Based**:
+
+- Default to goal-oriented tags
+- Use open-ended guidance language
+- Save prescriptive tags for simple data/choices
+- Focus on "guide", "explore", "help user", "validate"
+- Allow LLM to adapt questions to user responses
+
+If user chose **Prescriptive**:
+
+- Default to explicit tags with clear options
+- Use precise wording for consistency
+- Save intent-based tags for complex discovery
+- Focus on "choose", "select", "specify", "confirm"
+- Provide structured choices when possible
+
+**Remember:** The goal is optimal human-AI collaboration. Use whichever style best serves the user at each step.
+
Save location:
- Write to {{output_folder}}/instructions.md
diff --git a/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md b/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md
index cb9e01db..40fddd08 100644
--- a/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md
+++ b/src/modules/bmm/workflows/1-analysis/game-brief/instructions.md
@@ -2,6 +2,7 @@
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
+Communicate all responses in {communication_language}
@@ -34,33 +35,18 @@ What would you like to do?
-Welcome the user to the Game Brief creation process
-Explain this is a collaborative process to define their game vision
-What is the working title for your game?
+Welcome the user in {communication_language} to the Game Brief creation process
+Explain this is a collaborative process to define their game vision, capturing the essence of what they want to create
+Ask for the working title of their game
game_name
-Check what inputs the user has available:
-Do you have any of these documents to help inform the brief?
-
-1. Market research or player data
-2. Brainstorming results or game jam prototypes
-3. Competitive game analysis
-4. Initial game ideas or design notes
-5. Reference games list
-6. None - let's start fresh
-
-Please share any documents you have or select option 6.
-
-Load and analyze any provided documents
-Extract key insights and themes from input documents
-
-Based on what you've shared (or if starting fresh), tell me:
-
-- What's the core gameplay experience you want to create?
-- What emotion or feeling should players have?
-- What sparked this game idea?
+Explore what existing materials the user has available to inform the brief
+Offer options for input sources: market research, brainstorming results, competitive analysis, design notes, reference games, or starting fresh
+If documents are provided, load and analyze them to extract key insights, themes, and patterns
+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
+Build initial understanding through conversational exploration rather than rigid questioning
initial_context
@@ -78,22 +64,11 @@ Which approach works best for you?
-Let's capture your game vision.
-
-**Core Concept** - What is your game in one sentence?
-Example: "A roguelike deck-builder where you climb a mysterious spire"
-
-**Elevator Pitch** - Describe your game in 2-3 sentences as if pitching to a publisher or player.
-Example: "Slay the Spire fuses card games and roguelikes together. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and kill the Spire."
-
-**Vision Statement** - What is the aspirational goal for this game? What experience do you want to create?
-Example: "Create a deeply replayable tactical card game that rewards strategic thinking while maintaining the excitement of randomness. Every run should feel unique but fair."
-
-Your answers:
-
-Help refine the core concept to be clear and compelling
-Ensure elevator pitch is concise but captures the hook
-Guide vision statement to be aspirational but achievable
+Guide user to articulate their game vision across three levels of depth
+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)
+Develop an elevator pitch (2-3 sentences) that would compel a publisher or player - refine until it's concise but hooks attention
+Explore their aspirational vision statement: the experience they want to create and what makes it meaningful - ensure it's ambitious yet achievable
+Refine through conversation, challenging vague language and elevating compelling ideas
core_concept
elevator_pitch
@@ -101,32 +76,11 @@ Your answers:
-Who will play your game?
-
-**Primary Audience:**
-
-- Age range
-- Gaming experience level (casual, core, hardcore)
-- Preferred genres
-- Platform preferences
-- Typical play session length
-- Why will THIS game appeal to them?
-
-**Secondary Audience** (if applicable):
-
-- Who else might enjoy this game?
-- How might their needs differ?
-
-**Market Context:**
-
-- What's the market opportunity?
-- Are there similar successful games?
-- What's the competitive landscape?
-- Why is now the right time for this game?
-
-Push for specificity beyond "people who like fun games"
-Help identify a realistic and reachable audience
-Document market evidence or assumptions
+Guide user to define their primary target audience with specific demographics, gaming preferences, and behavioral characteristics
+Push for specificity beyond generic descriptions like "people who like fun games" - challenge vague answers
+Explore secondary audiences if applicable and how their needs might differ
+Investigate the market context: opportunity size, competitive landscape, similar successful games, and why now is the right time
+Help identify a realistic and reachable audience segment based on evidence or well-reasoned assumptions
primary_audience
secondary_audience
@@ -134,32 +88,12 @@ Your answers:
-Let's define your core gameplay.
-
-**Core Gameplay Pillars (2-4 fundamental elements):**
-These are the pillars that define your game. Everything should support these.
-Examples:
-
-- "Tight controls + challenging combat + rewarding exploration" (Hollow Knight)
-- "Emergent stories + survival tension + creative problem solving" (RimWorld)
-- "Strategic depth + quick sessions + massive replayability" (Into the Breach)
-
-**Primary Mechanics:**
-What does the player actually DO?
-
-- Core actions (jump, shoot, build, manage, etc.)
-- Key systems (combat, resource management, progression, etc.)
-- Interaction model (real-time, turn-based, etc.)
-
-**Player Experience Goals:**
-What emotions and experiences are you designing for?
-Examples: tension and relief, mastery and growth, creativity and expression, discovery and surprise
-
-Your game fundamentals:
-
-Ensure pillars are specific and measurable
-Focus on player actions, not implementation details
-Connect mechanics to emotional experience
+Help user identify 2-4 core gameplay pillars that fundamentally define their game - everything should support these pillars
+Provide examples from successful games for inspiration (Hollow Knight's "tight controls + challenging combat + rewarding exploration")
+Explore what the player actually DOES - core actions, key systems, and interaction models
+Define the emotional experience goals: what feelings are you designing for (tension/relief, mastery/growth, creativity/expression, discovery/surprise)
+Ensure pillars are specific and measurable, focusing on player actions rather than implementation details
+Connect mechanics directly to emotional experiences through guided discussion
core_gameplay_pillars
primary_mechanics
@@ -167,46 +101,13 @@ Your game fundamentals:
-Let's establish realistic constraints.
-
-**Target Platforms:**
-
-- PC (Steam, itch.io, Epic)?
-- Console (which ones)?
-- Mobile (iOS, Android)?
-- Web browser?
-- Priority order if multiple?
-
-**Development Timeline:**
-
-- Target release date or timeframe?
-- Are there fixed deadlines (game jams, funding milestones)?
-- Phased release (early access, beta)?
-
-**Budget Considerations:**
-
-- Self-funded, grant-funded, publisher-backed?
-- Asset creation budget (art, audio, voice)?
-- Marketing budget?
-- Tools and software costs?
-
-**Team Resources:**
-
-- Team size and roles?
-- Full-time or part-time?
-- Skills available vs. skills needed?
-- Outsourcing plans?
-
-**Technical Constraints:**
-
-- Engine preference or requirement?
-- Performance targets (frame rate, load times)?
-- File size limits?
-- Accessibility requirements?
-
-Help user be realistic about scope
-Identify potential blockers early
-Document assumptions about resources
+Help user establish realistic project constraints across all key dimensions
+Explore target platforms and prioritization (PC, console, mobile, web)
+Discuss development timeline: release targets, fixed deadlines, phased release strategies
+Investigate budget reality: funding source, asset creation costs, marketing, tools and software
+Assess team resources: size, roles, availability, skills gaps, outsourcing needs
+Define technical constraints: engine choice, performance targets, file size limits, accessibility requirements
+Push for realism about scope - identify potential blockers early and document resource assumptions
target_platforms
development_timeline
@@ -216,34 +117,11 @@ Your game fundamentals:
-Let's identify your reference games and position.
-
-**Inspiration Games:**
-List 3-5 games that inspire this project. For each:
-
-- Game name
-- What you're drawing from it (mechanic, feel, art style, etc.)
-- What you're NOT taking from it
-
-**Competitive Analysis:**
-What games are most similar to yours?
-
-- Direct competitors (very similar games)
-- Indirect competitors (solve same player need differently)
-- What they do well
-- What they do poorly
-- What your game will do differently
-
-**Key Differentiators:**
-What makes your game unique?
-
-- What's your hook?
-- Why will players choose your game over alternatives?
-- What can you do that others can't or won't?
-
-Help identify genuine differentiation vs. "just better"
-Look for specific, concrete differences
-Validate differentiators are actually valuable to players
+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
+Conduct competitive analysis: identify direct and indirect competitors, analyze what they do well and poorly, and define how this game will differ
+Explore key differentiators and unique value proposition - what's the hook that makes players choose this game over alternatives
+Challenge "just better" thinking - push for genuine, specific differentiation that's actually valuable to players
+Validate that differentiators are concrete, achievable, and compelling
inspiration_games
competitive_analysis
@@ -251,33 +129,11 @@ What makes your game unique?
-Let's scope your content needs.
-
-**World and Setting:**
-
-- Where/when does your game take place?
-- How much world-building is needed?
-- Is narrative important (critical, supporting, minimal)?
-- Real-world or fantasy/sci-fi?
-
-**Narrative Approach:**
-
-- Story-driven, story-light, or no story?
-- Linear, branching, or emergent narrative?
-- Cutscenes, dialogue, environmental storytelling?
-- How much writing is needed?
-
-**Content Volume:**
-Estimate the scope:
-
-- How long is a typical playthrough?
-- How many levels/stages/areas?
-- Replayability approach (procedural, unlocks, multiple paths)?
-- Asset volume (characters, enemies, items, environments)?
-
-Help estimate content realistically
-Identify if narrative workflow will be needed later
-Flag content-heavy areas that need planning
+Explore the game's world and setting: location, time period, world-building depth, narrative importance, and genre context
+Define narrative approach: story-driven/light/absent, linear/branching/emergent, delivery methods (cutscenes, dialogue, environmental), writing scope
+Estimate content volume realistically: playthrough length, level/stage count, replayability strategy, total asset volume
+Identify if a dedicated narrative workflow will be needed later based on story complexity
+Flag content-heavy areas that require detailed planning and resource allocation
world_setting
narrative_approach
@@ -285,33 +141,11 @@ Estimate the scope:
-What should your game look and sound like?
-
-**Visual Style:**
-
-- Art style (pixel art, low-poly, hand-drawn, realistic, etc.)
-- Color palette and mood
-- Reference images or games with similar aesthetics
-- 2D or 3D?
-- Animation requirements
-
-**Audio Style:**
-
-- Music genre and mood
-- SFX approach (realistic, stylized, retro)
-- Voice acting needs (full, partial, none)?
-- Audio importance to gameplay (critical or supporting)
-
-**Production Approach:**
-
-- Creating assets in-house or outsourcing?
-- Asset store usage?
-- Generative/AI tools?
-- Style complexity vs. team capability?
-
-Ensure art/audio vision aligns with budget and team skills
-Identify potential production bottlenecks
-Note if style guide will be needed
+Explore visual style direction: art style preference, color palette and mood, reference games/images, 2D vs 3D, animation requirements
+Define audio style: music genre and mood, SFX approach, voice acting scope, audio's importance to gameplay
+Discuss production approach: in-house creation vs outsourcing, asset store usage, AI/generative tools, style complexity vs team capability
+Ensure art and audio vision aligns realistically with budget and team skills - identify potential production bottlenecks early
+Note if a comprehensive style guide will be needed for consistent production
visual_style
audio_style
@@ -319,38 +153,11 @@ Estimate the scope:
-Let's identify potential risks honestly.
-
-**Key Risks:**
-
-- What could prevent this game from being completed?
-- What could make it not fun?
-- What assumptions are you making that might be wrong?
-
-**Technical Challenges:**
-
-- Any unproven technical elements?
-- Performance concerns?
-- Platform-specific challenges?
-- Middleware or tool dependencies?
-
-**Market Risks:**
-
-- Is the market saturated?
-- Are you dependent on a trend or platform?
-- Competition concerns?
-- Discoverability challenges?
-
-**Mitigation Strategies:**
-For each major risk, what's your plan?
-
-- How will you validate assumptions?
-- What's the backup plan?
-- Can you prototype risky elements early?
-
-Encourage honest risk assessment
-Focus on actionable mitigation, not just worry
-Prioritize risks by impact and likelihood
+Facilitate honest risk assessment across all dimensions - what could prevent completion, what could make it unfun, what assumptions might be wrong
+Identify technical challenges: unproven elements, performance concerns, platform-specific issues, tool dependencies
+Explore market risks: saturation, trend dependency, competition intensity, discoverability challenges
+For each major risk, develop actionable mitigation strategies - how to validate assumptions, backup plans, early prototyping opportunities
+Prioritize risks by impact and likelihood, focusing on proactive mitigation rather than passive worry
key_risks
technical_challenges
@@ -359,38 +166,11 @@ For each major risk, what's your plan?
-What does success look like?
-
-**MVP Definition:**
-What's the absolute minimum playable version?
-
-- Core loop must be fun and complete
-- Essential content only
-- What can be added later?
-- When do you know MVP is "done"?
-
-**Success Metrics:**
-How will you measure success?
-
-- Players acquired
-- Retention rate (daily, weekly)
-- Session length
-- Completion rate
-- Review scores
-- Revenue targets (if commercial)
-- Community engagement
-
-**Launch Goals:**
-What are your concrete targets for launch?
-
-- Sales/downloads in first month?
-- Review score target?
-- Streamer/press coverage goals?
-- Community size goals?
-
-Push for specific, measurable goals
-Distinguish between MVP and full release
-Ensure goals are realistic given resources
+Define the MVP (Minimum Playable Version) - what's the absolute minimum where the core loop is fun and complete, with essential content only
+Establish specific, measurable success metrics: player acquisition, retention rates, session length, completion rate, review scores, revenue targets, community engagement
+Set concrete launch goals: first-month sales/downloads, review score targets, streamer/press coverage, community size
+Push for specificity and measurability - challenge vague aspirations with "how will you measure that?"
+Clearly distinguish between MVP milestones and full release goals, ensuring all targets are realistic given resources
mvp_definition
success_metrics
@@ -398,36 +178,11 @@ What are your concrete targets for launch?
-What needs to happen next?
-
-**Immediate Actions:**
-What should you do right after this brief?
-
-- Prototype a core mechanic?
-- Create art style test?
-- Validate technical feasibility?
-- Build vertical slice?
-- Playtest with target audience?
-
-**Research Needs:**
-What do you still need to learn?
-
-- Market validation?
-- Technical proof of concept?
-- Player interest testing?
-- Competitive deep-dive?
-
-**Open Questions:**
-What are you still uncertain about?
-
-- Design questions to resolve
-- Technical unknowns
-- Market validation needs
-- Resource/budget questions
-
-Create actionable next steps
-Prioritize by importance and dependency
-Identify blockers that need resolution
+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
+Determine research needs: market validation, technical proof of concept, player interest testing, competitive deep-dive
+Document open questions and uncertainties: unresolved design questions, technical unknowns, market validation needs, resource/budget questions
+Create actionable, specific next steps - prioritize by importance and dependency
+Identify blockers that must be resolved before moving forward
immediate_actions
research_needs
@@ -529,7 +284,8 @@ What are you still uncertain about?
1. Review the entire document
2. Make final adjustments
-3. Save and prepare for GDD creation
+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).
@@ -539,7 +295,12 @@ This brief will serve as the primary input for creating the Game Design Document
- Proceed to GDD workflow: `workflow gdd`
- Validate assumptions with target players
+If user chooses option 3 (executive summary):
+Create condensed 3-page executive brief focusing on: core concept, target market, gameplay pillars, key differentiators, and success criteria
+Save as: {output_folder}/game-brief-executive-{{game_name}}-{{date}}.md
+
final_brief
+executive_brief
@@ -565,11 +326,11 @@ This brief will serve as the primary input for creating the Game Design Document
- **{{date}}**: Completed game-brief workflow. Game brief document generated and saved. Next: Proceed to plan-project workflow to create Game Design Document (GDD).
```
-