# Game Brief - Interactive Workflow Instructions
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
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?
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?
initial_context
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?
Store the user's preference for mode
collaboration_mode
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
core_concept
elevator_pitch
vision_statement
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
primary_audience
secondary_audience
market_context
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
core_gameplay_pillars
primary_mechanics
player_experience_goals
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
target_platforms
development_timeline
budget_considerations
team_resources
technical_constraints
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
inspiration_games
competitive_analysis
key_differentiators
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
world_setting
narrative_approach
content_volume
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
visual_style
audio_style
production_approach
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
key_risks
technical_challenges
market_risks
mitigation_strategies
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
mvp_definition
success_metrics
launch_goals
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
immediate_actions
research_needs
open_questions
Based on initial context and any provided documents, generate a complete game brief covering all sections
Make reasonable assumptions where information is missing
Flag areas that need user validation with [NEEDS CONFIRMATION] tags
core_concept
elevator_pitch
vision_statement
primary_audience
secondary_audience
market_context
core_gameplay_pillars
primary_mechanics
player_experience_goals
target_platforms
development_timeline
budget_considerations
team_resources
technical_constraints
inspiration_games
competitive_analysis
key_differentiators
world_setting
narrative_approach
content_volume
visual_style
audio_style
production_approach
key_risks
technical_challenges
market_risks
mitigation_strategies
mvp_definition
success_metrics
launch_goals
immediate_actions
research_needs
open_questions
Present the complete draft to the user
Here's the complete game brief draft. What would you like to adjust or refine?
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
Work with user to refine selected section
Update relevant template outputs
Synthesize all sections into a compelling executive summary
Include:
- Game concept in 1-2 sentences
- Target audience and market
- Core gameplay pillars
- Key differentiators
- Success vision
executive_summary
If research documents were provided, create a summary of key findings
Document any stakeholder input received during the process
Compile list of reference games and resources
research_summary
stakeholder_input
references
Generate the complete game brief document
Review all sections for completeness and consistency
Flag any areas that need design attention with [DESIGN-TODO] tags
The game brief is complete! Would you like to:
1. Review the entire document
2. Make final adjustments
3. 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
final_brief