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BMAD-METHOD/docs/reference/workflows/bmgd-workflows.md
forcetrainer 12d3492e0c Add link auditor, reorganize documentation, and README update (#1277)
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* docs: standardize BMad acronym in README

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
Co-authored-by: Alex Verkhovsky <alexey.verkhovsky@gmail.com>
2026-01-10 02:55:33 +08:00

11 KiB

title
title
BMGD Workflows Guide

Complete reference for all BMGD workflows organized by development phase.


Workflow Overview

BMGD workflows are organized into four phases:

BMGD Workflow Overview


Phase 1: Preproduction

Brainstorm Game

Command: brainstorm-game Agent: Game Designer Input: None required Output: Ideas and concepts (optionally saved)

Description: Guided ideation session using game-specific brainstorming techniques:

  • MDA Framework - Mechanics → Dynamics → Aesthetics analysis
  • Core Loop Workshop - Define the fundamental gameplay loop
  • Player Fantasy Mining - Explore what players want to feel
  • Genre Mashup - Combine genres for unique concepts

Steps:

  1. Initialize brainstorm session
  2. Load game-specific techniques
  3. Execute ideation with selected techniques
  4. Summarize and (optionally) hand off to Game Brief

Game Brief

Command: create-game-brief Agent: Game Designer Input: Ideas from brainstorming (optional) Output: {output_folder}/game-brief.md

Description: Captures your game's core vision and fundamentals. This is the foundation for all subsequent design work.

Sections covered:

  • Game concept and vision
  • Design pillars (3-5 core principles)
  • Target audience and market
  • Platform considerations
  • Core gameplay loop
  • Initial scope definition

Phase 2: Design

GDD (Game Design Document)

Command: create-gdd Agent: Game Designer Input: Game Brief Output: {output_folder}/gdd.md (or sharded into {output_folder}/gdd/)

Description: Comprehensive game design document with genre-specific sections based on 24 supported game types.

Core sections:

  1. Executive Summary
  2. Gameplay Systems
  3. Core Mechanics
  4. Progression Systems
  5. UI/UX Design
  6. Audio Design
  7. Art Direction
  8. Technical Requirements
  9. Game-Type-Specific Sections
  10. Epic Generation (for sprint planning)

Features:

  • Game type selection with specialized sections
  • Hybrid game type support
  • Automatic epic generation
  • Scale-adaptive complexity

Narrative Design

Command: narrative Agent: Game Designer Input: GDD (required), Game Brief (optional) Output: {output_folder}/narrative-design.md

Description: For story-driven games. Creates comprehensive narrative documentation.

Sections covered:

  1. Story Foundation (premise, themes, tone)
  2. Story Structure (acts, beats, pacing)
  3. Characters (protagonists, antagonists, supporting, arcs)
  4. World Building (setting, history, factions, locations)
  5. Dialogue Framework (style, branching)
  6. Environmental Storytelling
  7. Narrative Delivery Methods
  8. Gameplay-Narrative Integration
  9. Production Planning (scope, localization, voice acting)
  10. Appendices (relationship map, timeline)

Narrative Complexity Levels:

  • Critical - Story IS the game (visual novels, adventure games)
  • Heavy - Deep narrative with gameplay (RPGs, story-driven action)
  • Moderate - Meaningful story supporting gameplay
  • Light - Minimal story, gameplay-focused

Phase 3: Technical

Game Architecture

Command: create-architecture Agent: Game Architect Input: GDD, Narrative Design (optional) Output: {output_folder}/game-architecture.md

Description: Technical architecture document covering engine selection, system design, and implementation approach.

Sections covered:

  1. Executive Summary
  2. Engine/Framework Selection
  3. Core Systems Architecture
  4. Data Architecture
  5. Performance Requirements
  6. Platform-Specific Considerations
  7. Development Environment
  8. Testing Strategy
  9. Build and Deployment
  10. Technical Risks and Mitigations

Phase 4: Production

Production workflows inherit from BMM and add game-specific overrides.

Sprint Planning

Command: sprint-planning Agent: Game Scrum Master Input: GDD with epics Output: {implementation_artifacts}/sprint-status.yaml

Description: Generates or updates sprint tracking from epic files. Sets up the sprint backlog and tracking.


Sprint Status

Command: sprint-status Agent: Game Scrum Master Input: sprint-status.yaml Output: Sprint summary, risks, next action recommendation

Description: Summarizes sprint progress, surfaces risks (stale file, orphaned stories, stories in review), and recommends the next workflow to run. Supports three modes:

  • interactive (default): Displays summary with menu options
  • validate: Checks sprint-status.yaml structure
  • data: Returns raw data for other workflows

Create Story

Command: create-story Agent: Game Scrum Master Input: GDD, Architecture, Epic context Output: {output_folder}/epics/{epic-name}/stories/{story-name}.md

Description: Creates implementable story drafts with acceptance criteria, tasks, and technical notes. Stories are marked ready-for-dev directly when created.

Validation: validate-create-story


Dev Story

Command: dev-story Agent: Game Developer Input: Story (ready for dev) Output: Implemented code

Description: Implements story tasks following acceptance criteria. Uses TDD approach (red-green-refactor). Updates sprint-status.yaml automatically on completion.


Code Review

Command: code-review Agent: Game Developer Input: Story (ready for review) Output: Review feedback, approved/needs changes

Description: Thorough QA code review with game-specific considerations (performance, 60fps, etc.).


Retrospective

Command: epic-retrospective Agent: Game Scrum Master Input: Completed epic Output: Retrospective document

Description: Facilitates team retrospective after epic completion. Captures learnings and improvements.


Correct Course

Command: correct-course Agent: Game Scrum Master or Game Architect Input: Current project state Output: Correction plan

Description: Navigates significant changes when implementation is off-track. Analyzes impact and recommends adjustments.


Workflow Status

Command: workflow-status Agent: All agents Output: Project status summary

Description: Checks current project status across all phases. Shows completed documents, current phase, and next steps.


Quick-Flow Workflows

Fast-track workflows that skip full planning phases. See Quick-Flow Guide for detailed usage.

Quick-Prototype

Command: quick-prototype Agent: Game Designer, Game Developer Input: Idea or concept to test Output: Working prototype, playtest results

Description: Rapid prototyping workflow for testing game mechanics and ideas quickly. Focuses on "feel" over polish.

Use when:

  • Testing if a mechanic is fun
  • Proving a concept before committing to design
  • Experimenting with gameplay ideas

Quick-Dev

Command: quick-dev Agent: Game Developer Input: Tech-spec, prototype, or direct instructions Output: Implemented feature

Description: Flexible development workflow with game-specific considerations (performance, feel, integration).

Use when:

  • Implementing features from tech-specs
  • Building on successful prototypes
  • Making changes that don't need full story workflow

Quality Assurance Workflows

Game testing workflows for automated testing, playtesting, and quality assurance across Unity, Unreal, and Godot.

Test Framework

Command: test-framework Agent: Game QA Input: Game project Output: Configured test framework

Description: Initialize a production-ready test framework for your game engine:

  • Unity: Unity Test Framework with Edit Mode and Play Mode tests
  • Unreal: Unreal Automation system with functional tests
  • Godot: GUT (Godot Unit Test) framework

Creates:

  • Test directory structure
  • Framework configuration
  • Sample unit and integration tests
  • Test documentation

Test Design

Command: test-design Agent: Game QA Input: GDD, Architecture Output: {output_folder}/game-test-design.md

Description: Creates comprehensive test scenarios covering:

  • Core gameplay mechanics
  • Progression and save systems
  • Multiplayer (if applicable)
  • Platform certification requirements

Uses GIVEN/WHEN/THEN format with priority levels (P0-P3).


Automate

Command: automate Agent: Game QA Input: Test design, game code Output: Automated test files

Description: Generates engine-appropriate automated tests:

  • Unit tests for pure logic
  • Integration tests for system interactions
  • Smoke tests for critical path validation

Playtest Plan

Command: playtest-plan Agent: Game QA Input: Build, test objectives Output: {output_folder}/playtest-plan.md

Description: Creates structured playtesting sessions:

  • Session structure (pre/during/post)
  • Observation guides
  • Interview questions
  • Analysis templates

Playtest Types:

  • Internal (team validation)
  • External (unbiased feedback)
  • Focused (specific feature testing)

Performance Test

Command: performance-test Agent: Game QA Input: Platform targets Output: {output_folder}/performance-test-plan.md

Description: Designs performance testing strategy:

  • Frame rate targets per platform
  • Memory budgets
  • Loading time requirements
  • Benchmark scenarios
  • Profiling methodology

Test Review

Command: test-review Agent: Game QA Input: Existing test suite Output: {output_folder}/test-review-report.md

Description: Reviews test quality and coverage:

  • Test suite metrics
  • Quality assessment
  • Coverage gaps
  • Recommendations

Utility Workflows

Party Mode

Command: party-mode Agent: All agents

Description: Brings multiple agents together for collaborative discussion on complex decisions.


Advanced Elicitation

Command: advanced-elicitation Agent: All agents (web only)

Description: Deep exploration techniques to challenge assumptions and surface hidden requirements.


Standalone BMGD Workflows

BMGD Phase 4 workflows are standalone implementations tailored for game development:

workflow: '{project-root}/_bmad/bmgd/workflows/4-production/dev-story/workflow.yaml'

This means:

  1. BMGD workflows are self-contained with game-specific logic
  2. Game-focused templates, checklists, and instructions
  3. No dependency on BMM workflow files

Next Steps