* Godot Game Dev expansion pack for BMAD * Workflow changes * Workflow changes * Fixing config.yaml, editing README.md to indicate correct workflow * Fixing references to config.yaml, adding missing QA review to game-dev agent * More game story creation fixes * More game story creation fixes * Adding built web agent file * - Adding ability for QA agent to have preloaded context files similar to Dev agent. - Fixing stray Unity references in game-architecture-tmpl.yaml --------- Co-authored-by: Brian <bmadcode@gmail.com>
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BMad Knowledge Base - Godot Game Development
Overview
This is the game development expansion of BMad-Method (Breakthrough Method of Agile AI-driven Development), specializing in creating 2D and 3D games using Godot Engine with GDScript and C#. The system introduces a modular architecture with improved dependency management, bundle optimization, and support for both web and IDE environments, specifically optimized for Godot game development workflows.
Key Features for Game Development
- Game-Specialized Agent System: AI agents for each game development role (Designer, Developer, Scrum Master, QA)
- Godot-Optimized Build System: Automated dependency resolution for game assets and scenes
- Dual Environment Support: Optimized for both web UIs and game development IDEs
- Game Development Resources: Specialized templates, tasks, and checklists for Godot games
- Performance-First Approach: Built-in optimization patterns for cross-platform game deployment (60+ FPS target)
- TDD Enforcement: Test-driven development with GUT (GDScript) and GoDotTest (C#)
Game Development Focus
- Target Engine: Godot 4.x (or 3.x LTS) with GDScript and C#/.NET support
- Platform Strategy: Cross-platform (Desktop, Mobile, Web, Console) with 2D/3D support
- Development Approach: Agile story-driven development with TDD and performance focus
- Performance Target: 60+ FPS minimum on target devices (following Carmack's principles)
- Architecture: Node-based architecture using Godot's scene system and signals
- Language Strategy: GDScript for rapid iteration, C# for performance-critical systems
When to Use BMad for Game Development
- New Game Projects (Greenfield): Complete end-to-end game development from concept to deployment
- Existing Game Projects (Brownfield): Feature additions, level expansions, and gameplay enhancements
- Game Team Collaboration: Multiple specialized roles working together on game features
- Game Quality Assurance: Structured testing with TDD, performance validation, and gameplay balance
- Game Documentation: Professional Game Design Documents, technical architecture, user stories
How BMad Works for Game Development
The Core Method
BMad transforms you into a "Player Experience CEO" - directing a team of specialized game development AI agents through structured workflows. Here's how:
- You Direct, AI Executes: You provide game vision and creative decisions; agents handle implementation details
- Specialized Game Agents: Each agent masters one game development role (Designer, Developer, Scrum Master, QA)
- Game-Focused Workflows: Proven patterns guide you from game concept to deployed Godot game
- Clean Handoffs: Fresh context windows ensure agents stay focused and effective for game development
The Two-Phase Game Development Approach
Phase 1: Game Design & Planning (Web UI - Cost Effective)
- Use large context windows for comprehensive game design
- Generate complete Game Design Documents and technical architecture
- Leverage multiple agents for creative brainstorming and mechanics refinement
- Create once, use throughout game development
Phase 2: Game Development (IDE - Implementation)
- Shard game design documents into manageable pieces
- Execute focused SM → Dev cycles for game features
- One game story at a time, sequential progress
- Real-time Godot operations, GDScript/C# coding, and game testing
The Game Development Loop
1. Game SM Agent (New Chat) → Creates next game story from sharded docs
2. You → Review and approve game story
3. Game Dev Agent (New Chat) → Implements approved game feature in Godot (TDD-first)
4. QA Agent (New Chat) → Reviews code, enforces TDD, validates performance
5. You → Verify game feature completion and 60+ FPS
6. Repeat until game epic complete
Why This Works for Games
- Context Optimization: Clean chats = better AI performance for complex game logic
- Role Clarity: Agents don't context-switch = higher quality game features
- Incremental Progress: Small game stories = manageable complexity
- Player-Focused Oversight: You validate each game feature = quality control
- Design-Driven: Game specs guide everything = consistent player experience
- Performance-First: Every decision validated against 60+ FPS target
Core Game Development Philosophy
Player-First Development
You are developing games as a "Player Experience CEO" - thinking like a game director with unlimited creative resources and a singular vision for player enjoyment.
Game Development Principles
- MAXIMIZE_PLAYER_ENGAGEMENT: Push the AI to create compelling gameplay. Challenge mechanics and iterate.
- PERFORMANCE_IS_KING: 60+ FPS is the minimum, not the target. Profile everything.
- TDD_MANDATORY: Tests written first, no exceptions. GUT for GDScript, GoDotTest for C#.
- GAMEPLAY_QUALITY_CONTROL: You are the ultimate arbiter of fun. Review all game features.
- CREATIVE_OVERSIGHT: Maintain the high-level game vision and ensure design alignment.
- ITERATIVE_REFINEMENT: Expect to revisit game mechanics. Game development is not linear.
- CLEAR_GAME_INSTRUCTIONS: Precise game requirements lead to better implementations.
- DOCUMENTATION_IS_KEY: Good game design docs lead to good game features.
- START_SMALL_SCALE_FAST: Test core mechanics, then expand and polish.
- EMBRACE_CREATIVE_CHAOS: Adapt and overcome game development challenges.
Getting Started with Game Development
Quick Start Options for Game Development
Option 1: Web UI for Game Design
Best for: Game designers who want to start with comprehensive planning
- Navigate to
dist/teams/(after building) - Copy
godot-game-team.txtcontent - Create new Gemini Gem or CustomGPT
- Upload file with instructions: "Your critical operating instructions are attached, do not break character as directed"
- Type
/helpto see available game development commands
Option 2: IDE Integration for Game Development
Best for: Godot developers using Cursor, Claude Code, Windsurf, Trae, Cline, Roo Code, Github Copilot
# Interactive installation (recommended)
npx bmad-method install
# Select the bmad-godot-game-dev expansion pack when prompted
Installation Steps for Game Development:
- Choose "Install expansion pack" when prompted
- Select "bmad-godot-game-dev" from the list
- Select your IDE from supported options:
- Cursor: Native AI integration with Godot support
- Claude Code: Anthropic's official IDE
- Windsurf: Built-in AI capabilities
- Trae: Built-in AI capabilities
- Cline: VS Code extension with AI features
- Roo Code: Web-based IDE with agent support
- GitHub Copilot: VS Code extension with AI peer programming assistant
Verify Game Development Installation:
.bmad-core/folder created with all core agents.bmad-godot-game-dev/folder with game development agents- IDE-specific integration files created
- Game development agents available with
/BmadGprefix
Environment Selection Guide for Game Development
Use Web UI for:
- Game design document creation and brainstorming
- Cost-effective comprehensive game planning (especially with Gemini)
- Multi-agent game design consultation
- Creative ideation and mechanics refinement
Use IDE for:
- Godot project development and GDScript/C# coding
- Scene operations and node hierarchy management
- Game story management and implementation workflow
- Godot testing with GUT/GoDotTest, profiling, and debugging
Cost-Saving Tip for Game Development: Create large game design documents in web UI, then copy to docs/game-design-doc.md and docs/architecture.md in your Godot project before switching to IDE for development.
IDE-Only Game Development Workflow Considerations
Can you do everything in IDE? Yes, but understand the game development tradeoffs:
Pros of IDE-Only Game Development:
- Single environment workflow from design to Godot deployment
- Direct Godot project operations from start
- No copy/paste between environments
- Immediate Godot project integration
Cons of IDE-Only Game Development:
- Higher token costs for large game design document creation
- Smaller context windows for comprehensive game planning
- May hit limits during creative brainstorming phases
- Less cost-effective for extensive game design iteration
- Note: Gemini CLI with Gemini Pro's 1m context window, for the planning phase, makes IDE-Only Game Development feasible
CRITICAL RULE for Game Development:
- ALWAYS use Game SM agent for story creation - Never use bmad-master or bmad-orchestrator
- ALWAYS use Game Dev agent for Godot implementation - Never use bmad-master or bmad-orchestrator
- Why this matters: Game SM and Game Dev agents are specifically optimized for Godot workflows
- No exceptions: Even if using bmad-master for design, switch to Game SM → Game Dev for implementation
Core Configuration for Game Development (core-config.yaml)
New in V4: The expansion-packs/bmad-godot-game-dev/core-config.yaml file enables BMad to work seamlessly with any Godot project structure, providing maximum flexibility for game development.
Game Development Configuration
The expansion pack follows the standard BMad configuration patterns. Copy your core-config.yaml file to expansion-packs/bmad-godot-game-dev/ and add Game-specific configurations to your project's core-config.yaml:
markdownExploder: true
prd:
prdFile: docs/prd.md
prdVersion: v4
prdSharded: true
prdShardedLocation: docs/prd
epicFilePattern: epic-{n}*.md
architecture:
architectureFile: docs/architecture.md
architectureVersion: v4
architectureSharded: true
architectureShardedLocation: docs/architecture
gdd:
gddVersion: v4
gddSharded: true
gddLocation: docs/game-design-doc.md
gddShardedLocation: docs/gdd
epicFilePattern: epic-{n}*.md
gamearchitecture:
gamearchitectureFile: docs/architecture.md
gamearchitectureVersion: v3
gamearchitectureLocation: docs/architecture.md
gamearchitectureSharded: true
gamearchitectureShardedLocation: docs/architecture
gamebriefdocLocation: docs/game-brief.md
levelDesignLocation: docs/level-design.md
# Specify Godot executable location if needed
godotExecutablePath: /Applications/Godot.app/Contents/MacOS/Godot
customTechnicalDocuments: null
devDebugLog: .ai/debug-log.md
devStoryLocation: docs/stories
slashPrefix: BmadG
# Sharded architecture files for developer reference
devLoadAlwaysFiles:
- docs/architecture/9-coding-standards.md
- docs/architecture/3-tech-stack.md
- docs/architecture/8-godot-project-structure.md
Complete Game Development Workflow
Planning Phase (Web UI Recommended - Especially Gemini for Game Design!)
Ideal for cost efficiency with Gemini's massive context for game brainstorming:
For All Game Projects:
- Game Concept Brainstorming:
/bmadg/game-designer- Use*game-design-brainstormingtask - Game Brief: Create foundation game document using
game-brief-tmpl - Game Design Document Creation:
/bmadg/game-designer- Usegame-design-doc-tmplfor comprehensive game requirements - Game Architecture Design:
/bmadg/game-architect- Usegame-architecture-tmplfor Godot technical foundation - Level Design Framework:
/bmadg/game-designer- Uselevel-design-doc-tmplfor level structure planning - Document Preparation: Copy final documents to Godot project as
docs/game-design-doc.md,docs/game-brief.md,docs/level-design.mdanddocs/architecture.md
Example Game Planning Prompts
For Game Design Document Creation:
"I want to build a [genre] 2D game in Godot that [core gameplay].
Help me brainstorm mechanics and create a comprehensive Game Design Document."
For Game Architecture Design:
"Based on this Game Design Document, design a scalable Godot architecture
that can handle [specific game requirements] with 60+ FPS performance.
Consider both GDScript and C# for appropriate systems."
Critical Transition: Web UI to Godot IDE
Once game planning is complete, you MUST switch to IDE for Godot development:
- Why: Godot development workflow requires scene operations, GDScript/C# coding, and real-time testing
- Cost Benefit: Web UI is more cost-effective for large game design creation; IDE is optimized for Godot development
- Required Files: Ensure
docs/game-design-doc.mdanddocs/architecture.mdexist in your Godot project
Godot IDE Development Workflow
Prerequisites: Game planning documents must exist in docs/ folder of Godot project
-
Document Sharding (CRITICAL STEP for Game Development):
- Documents created by Game Designer/Architect (in Web or IDE) MUST be sharded for development
- Use core BMad agents or tools to shard:
a) Manual: Use core BMad
shard-doctask if available b) Agent: Ask core@bmad-masteragent to shard documents - Shards
docs/game-design-doc.md→docs/game-design/folder - Shards
docs/architecture.md→docs/architecture/folder - WARNING: Do NOT shard in Web UI - copying many small files to Godot is painful!
-
Verify Sharded Game Content:
- At least one
feature-n.mdfile indocs/game-design/with game stories in development order - Godot system documents and coding standards for game dev agent reference
- Sharded docs for Game SM agent story creation
- At least one
Resulting Godot Project Folder Structure:
docs/game-design/- Broken down game design sectionsdocs/architecture/- Broken down Godot architecture sectionsdocs/game-stories/- Generated game development stories
-
Game Development Cycle (Sequential, one game story at a time):
CRITICAL CONTEXT MANAGEMENT for Godot Development:
- Context windows matter! Always use fresh, clean context windows
- Model selection matters! Use most powerful thinking model for Game SM story creation
- ALWAYS start new chat between Game SM, Game Dev, and QA work
Step 1 - Game Story Creation:
- NEW CLEAN CHAT → Select powerful model →
/bmadgd/game-sm→*draft - Game SM executes create-game-story task using
game-story-tmpl - Review generated story in
docs/game-stories/ - Optional - Use
/bmadg/game-po->*validate-story-draft (story)to confirm alignment - Update status from "Draft" to "Approved"
Step 2 - Godot Game Story Implementation (TDD):
- NEW CLEAN CHAT →
/bmadg/game-developer - Agent asks which game story to implement
- Include story file content to save game dev agent lookup time
- CRITICAL: Game Dev writes tests FIRST (GUT/GoDotTest)
- Game Dev implements to make tests pass
- Game Dev maintains File List of all Godot/GDScript/C# changes
- Game Dev validates 60+ FPS performance
- Game Dev marks story as "Ready for Review" when complete with all tests passing
Step 3 - Game QA Review:
- NEW CLEAN CHAT →
/bmadg/game-qa→ execute review-story task - QA enforces TDD compliance (tests written first)
- QA validates 60+ FPS performance
- QA can refactor and improve Godot code directly
- QA appends results to story's QA Results section
- If approved: Status → "Done"
- If changes needed: Status stays "Review" with unchecked items for game dev
Step 4 - Repeat: Continue Game SM → Game Dev → QA cycle until all game feature stories complete
Important: Only 1 game story in progress at a time, worked sequentially until all game feature stories complete.
Game Story Status Tracking Workflow
Game stories progress through defined statuses:
- Draft → Approved → InProgress → Ready for Review → Done
Each status change requires user verification and approval before proceeding.
Game Development Workflow Types
Greenfield Game Development
- Game concept brainstorming and mechanics design
- Game design requirements and feature definition
- Godot system architecture and technical design
- Game development execution with TDD
- Game testing, performance optimization (60+ FPS), and deployment
Brownfield Game Enhancement (Existing Godot Projects)
Key Concept: Brownfield game development requires comprehensive documentation of your existing Godot project for AI agents to understand game mechanics, node patterns, and technical constraints.
Brownfield Game Enhancement Workflow:
-
Upload Godot project to Web UI (GitHub URL, files, or zip)
-
Create adapted Game Design Document:
/bmadg/game-designer- Modifygame-design-doc-tmplto include:- Analysis of existing scene structure
- Integration points for new features
- Save game compatibility requirements
- Risk assessment for changes
-
Game Architecture Planning:
- Use
/bmadg/game-architectwithgame-architecture-tmpl - Focus on how new features integrate with existing Godot systems
- Plan for gradual rollout and testing
- Use
-
Story Creation for Enhancements:
- Use
/bmadg/game-smwith*create-game-story - Stories should explicitly reference existing scenes/scripts to modify
- Include integration testing requirements
- Use
Critical Success Factors for Game Development:
- Game Documentation First: Always document existing code thoroughly before making changes
- Godot Context Matters: Provide agents access to relevant scenes and scripts
- Gameplay Integration Focus: Emphasize compatibility and non-breaking changes to game mechanics
- Incremental Approach: Plan for gradual rollout and extensive game testing
- Performance Validation: Every change must maintain 60+ FPS
Document Creation Best Practices for Game Development
Required File Naming for Game Framework Integration
docs/game-design-doc.md- Game Design Documentdocs/architecture.md- Godot System Architecture Document
Why These Names Matter for Game Development:
- Game agents automatically reference these files during Godot development
- Game sharding tasks expect these specific filenames
- Game workflow automation depends on standard naming
Cost-Effective Game Document Creation Workflow
Recommended for Large Game Documents (Game Design Document, Game Architecture):
- Use Web UI: Create game documents in web interface for cost efficiency
- Copy Final Output: Save complete markdown to your Godot project
- Standard Names: Save as
docs/game-design-doc.mdanddocs/architecture.md - Switch to Godot IDE: Use IDE agents for Godot development and smaller game documents
Game Document Sharding
Game templates with Level 2 headings (##) can be automatically sharded:
Original Game Design Document:
## Core Gameplay Mechanics
## Player Progression System
## Level Design Framework
## Technical Requirements
After Sharding:
docs/game-design/core-gameplay-mechanics.mddocs/game-design/player-progression-system.mddocs/game-design/level-design-framework.mddocs/game-design/technical-requirements.md
Use the shard-doc task or @kayvan/markdown-tree-parser tool for automatic game document sharding.
Game Agent System
Core Game Development Team
| Agent | Role | Primary Functions | When to Use |
|---|---|---|---|
game-designer |
Game Designer | Game mechanics, creative design, GDD | Game concept, mechanics, creative direction |
game-developer |
Godot Developer | GDScript/C# implementation, TDD, optimization | All Godot development tasks (tests first!) |
game-sm |
Game Scrum Master | Game story creation, sprint planning | Game project management, workflow |
game-architect |
Game Architect | Godot system design, performance architecture | Complex Godot systems, 60+ FPS planning |
game-qa |
Game QA & TDD Enforcer | TDD enforcement, performance validation, testing | Code review, test verification, optimization |
Game Agent Interaction Commands
IDE-Specific Syntax for Game Development
Game Agent Loading by IDE:
- Claude Code:
/bmadg/game-designer,/bmadg/game-developer,/bmadg/game-sm,/bmadg/game-architect,/bmadg/game-qa - Cursor:
@bmadg/game-designer,@bmadg/game-developer,@bmadg/game-sm,@bmadg/game-architect,@bmadg/game-qa - Windsurf:
/bmadg/game-designer,/bmadg/game-developer,/bmadg/game-sm,/bmadg/game-architect,/bmadg/game-qa - Trae:
@bmadg/game-designer,@bmadg/game-developer,@bmadg/game-sm,@bmadg/game-architect,@bmadg/game-qa - Roo Code: Select mode from mode selector with bmadg prefix
- GitHub Copilot: Open the Chat view (
⌃⌘Ion Mac,Ctrl+Alt+Ion Windows/Linux) and select the appropriate game agent
Common Game Development Task Commands:
*help- Show available game development commands*status- Show current game development context/progress*exit- Exit the game agent mode*game-design-brainstorming- Brainstorm game concepts and mechanics (Game Designer)*draft- Create next game development story (Game SM agent)*review {story}- Review story with TDD enforcement (Game QA agent)*enforce-tdd {story}- Verify tests written first (Game QA agent)*correct-course-game- Course correction for game development issues*advanced-elicitation- Deep dive into game requirements
Game-Specific Development Guidelines
Godot + GDScript/C# Standards
Project Structure:
GodotProject/
├── .godot/ # Godot cache (gitignore)
├── scenes/ # Game scenes
│ ├── main/ # Main game scenes
│ ├── ui/ # UI scenes
│ ├── levels/ # Level scenes
│ └── components/ # Reusable scene components
├── scripts/ # GDScript and C# scripts
│ ├── player/ # Player-related scripts
│ ├── enemies/ # Enemy scripts
│ ├── systems/ # Game systems
│ ├── ui/ # UI scripts
│ └── utils/ # Utility scripts
├── resources/ # Custom Resources
│ ├── items/ # Item definitions
│ ├── stats/ # Stat Resources
│ └── settings/ # Game settings
├── assets/ # Art and audio assets
│ ├── sprites/ # 2D sprites
│ ├── models/ # 3D models (if 3D)
│ ├── audio/ # Sound effects and music
│ └── fonts/ # Font files
├── tests/ # Test suites
│ ├── unit/ # GUT unit tests
│ └── integration/ # Integration tests
├── addons/ # Godot plugins
│ ├── gut/ # GUT testing framework
│ └── godottest/ # GoDotTest for C#
├── export_presets.cfg # Export configurations
└── project.godot # Project settings
Performance Requirements:
- Maintain 60+ FPS minimum on target devices (Carmack's principle)
- Frame time under 16.67ms consistently
- Memory usage under platform-specific limits
- Loading times under 3 seconds for scenes
- Input latency under 50ms
Code Quality:
- GDScript with static typing enforced
- C# for performance-critical systems
- Node-based architecture (composition over inheritance)
- Signal-based communication between systems
- Resource-driven data management
- TDD with 80% minimum test coverage
Game Development Story Structure
Story Requirements:
- Clear reference to Game Design Document section
- Specific acceptance criteria for game functionality
- Technical implementation details for Godot
- Performance requirements (60+ FPS validation)
- Testing requirements (tests written FIRST)
- Language selection justification (GDScript vs C#)
Story Categories:
- Core Mechanics: Fundamental gameplay systems
- Scene Content: Individual scenes and level implementation
- UI/UX: Control nodes and player experience features
- Performance: Optimization and technical improvements
- Polish: Visual effects, audio, and game feel enhancements
Quality Assurance for Games
Testing Approach (TDD Mandatory):
- Unit tests written FIRST (GUT for GDScript)
- Integration tests for scene interactions (GoDotTest for C#)
- Performance benchmarking with Godot profiler
- Gameplay testing and balance validation
- Cross-platform compatibility testing
- 80% minimum test coverage
Performance Monitoring:
- Frame rate consistency tracking (60+ FPS)
- Draw call optimization
- Memory usage monitoring
- Scene loading performance
- Input responsiveness validation
- Battery usage optimization (mobile)
Usage Patterns and Best Practices for Game Development
Environment-Specific Usage for Games
Web UI Best For Game Development:
- Initial game design and creative brainstorming phases
- Cost-effective large game document creation
- Game agent consultation and mechanics refinement
- Multi-agent game workflows with orchestrator
Godot IDE Best For Game Development:
- Active Godot development with TDD
- Scene and node hierarchy management
- Game story management and development cycles
- Performance profiling and optimization
- GUT/GoDotTest execution
Quality Assurance for Game Development
- Use appropriate game agents for specialized tasks
- Follow Agile ceremonies and game review processes
- Use game-specific checklists:
game-architect-checklistfor architecture reviewsgame-change-checklistfor change validationgame-design-checklistfor design reviewsgame-story-dod-checklistfor story quality (TDD compliance)game-po-checklistfor product owner validation
- Regular validation with game templates
Performance Optimization for Game Development
- Use specific game agents vs.
bmad-masterfor focused Godot tasks - Choose appropriate game team size for project needs
- Leverage game-specific technical preferences for consistency
- Regular context management and cache clearing for Godot workflows
- Profile everything, optimize based on data (Carmack's philosophy)
Game Development Team Roles
Game Designer
- Primary Focus: Game mechanics, player experience, design documentation
- Key Outputs: Game Brief, Game Design Document, Level Design Framework
- Specialties: Brainstorming, game balance, player psychology, creative direction
Game Developer
- Primary Focus: Godot implementation with TDD, GDScript/C# excellence, 60+ FPS optimization
- Key Outputs: Working game features with tests, optimized Godot code, performance validation
- Specialties: TDD practices, GDScript/C#, node architecture, cross-platform development
Game Scrum Master
- Primary Focus: Game story creation, development planning, agile process
- Key Outputs: Detailed implementation stories, sprint planning, quality assurance
- Specialties: Story breakdown, developer handoffs, process optimization
Game Architect
- Primary Focus: Godot system design, performance architecture, language strategy
- Key Outputs: Technical architecture, performance budgets, optimization strategies
- Specialties: Node patterns, signal architecture, GDScript vs C# decisions, 60+ FPS planning
Game QA
- Primary Focus: TDD enforcement, test verification, performance validation
- Key Outputs: Test coverage reports, performance metrics, code quality assessment
- Specialties: GUT/GoDotTest frameworks, profiling, optimization validation
Platform-Specific Considerations
Cross-Platform Development
- Use InputMap for platform-agnostic input
- Export templates for each target platform
- Test on all target platforms regularly
- Optimize for different screen resolutions and aspect ratios
- Platform-specific performance targets
Mobile Optimization
- Touch input with TouchScreenButton nodes
- Battery usage optimization
- Performance scaling for different device capabilities
- App store compliance and export settings
- Reduced draw calls and texture memory
Performance Targets
- Desktop: 60+ FPS at native resolution (144 FPS for high-refresh displays)
- Mobile: 60 FPS on mid-range devices minimum
- Web: 60 FPS with optimized export settings
- Loading: Scene transitions under 2 seconds
- Memory: Within platform-specific limits
Success Metrics for Game Development
Technical Metrics
- Frame rate consistency (>95% of time at 60+ FPS)
- Frame time variance (<2ms variation)
- Memory usage within budgets
- Loading time targets met
- Zero critical bugs in core gameplay systems
- 80%+ test coverage (TDD compliance)
Player Experience Metrics
- Input latency under 50ms
- Tutorial completion rate >80%
- Level completion rates appropriate for difficulty curve
- Average session length meets design targets
- Player retention and engagement metrics
Development Process Metrics
- All stories have tests written FIRST
- Story completion within estimated timeframes
- Code quality metrics (test coverage, static analysis)
- Documentation completeness and accuracy
- Team velocity and delivery consistency
Common Godot Development Patterns
Scene Management
- Use scene inheritance for variant levels
- Autoload singletons for persistent systems
- Scene transitions with loading screens
- Resource preloading for smooth gameplay
Node Architecture
- Composition over inheritance with scene instances
- Signal-based communication between nodes
- Node groups for efficient queries
- Tool scripts for editor enhancement
Performance Patterns
- Object pooling for frequently spawned nodes
- MultiMesh for many identical objects
- LOD systems with visibility ranges
- Occlusion culling for complex scenes
- Static typing in GDScript for 10-20% performance gain
Language Strategy
- GDScript for:
- Rapid prototyping
- UI and menu systems
- Simple game logic
- Editor tools
- C# for:
- Complex algorithms
- Performance-critical systems
- Heavy computation
- External library integration
Success Tips for Game Development
- Use Gemini for game design planning - The team-game-dev bundle provides collaborative game expertise
- Enforce TDD religiously - Tests first, implementation second, no exceptions
- Profile constantly - Measure don't guess (Carmack's philosophy)
- Follow the Game SM → Game Dev → QA cycle - This ensures systematic game progress
- Keep conversations focused - One game agent, one Godot task per conversation
- Review everything - Always verify 60+ FPS before marking features complete
- Use appropriate language - GDScript for iteration, C# for performance
Contributing to BMad-Method Game Development
Game Development Contribution Guidelines
For full details, see CONTRIBUTING.md. Key points for game development:
Fork Workflow for Game Development:
- Fork the repository
- Create game development feature branches
- Submit PRs to
nextbranch (default) ormainfor critical game development fixes only - Keep PRs small: 200-400 lines ideal, 800 lines maximum
- One game feature/fix per PR
Game Development PR Requirements:
- Clear descriptions (max 200 words) with What/Why/How/Testing for game features
- Use conventional commits (feat:, fix:, docs:) with game context
- Atomic commits - one logical game change per commit
- Must align with game development guiding principles
- Include performance impact assessment
Game Development Core Principles:
- Game Dev Agents Must Be Lean: Minimize dependencies, save context for Godot code
- Natural Language First: Everything in markdown, no code in game development core
- Core vs Game Expansion Packs: Core for universal needs, game packs for Godot specialization
- Game Design Philosophy: "Game dev agents code Godot, game planning agents plan gameplay"
- Performance First: Every change validated against 60+ FPS target
- TDD Mandatory: Tests before implementation, always
Game Development Expansion Pack System
This Game Development Expansion Pack
This Godot Game Development expansion pack extends BMad-Method beyond traditional software development into professional game development. It provides specialized game agent teams, Godot templates, and game workflows while keeping the core framework lean and focused on general development.
Why Use This Game Development Expansion Pack?
- Keep Core Lean: Game dev agents maintain maximum context for Godot coding
- Game Domain Expertise: Deep, specialized Godot and game development knowledge
- Community Game Innovation: Game developers can contribute and share Godot patterns
- Modular Game Design: Install only game development capabilities you need
- Performance Focus: Built-in 60+ FPS validation and optimization patterns
- TDD Enforcement: Mandatory test-first development practices
Using This Game Development Expansion Pack
-
Install via CLI:
npx bmad-method install # Select "Install game development expansion pack" option -
Use in Your Game Workflow: Installed game agents integrate seamlessly with existing BMad agents
Creating Custom Game Development Extensions
Use the expansion-creator pack to build your own game development extensions:
- Define Game Domain: What game development expertise are you capturing?
- Design Game Agents: Create specialized game roles with clear Godot boundaries
- Build Game Resources: Tasks, templates, checklists for your game domain
- Test & Share: Validate with real Godot use cases, share with game development community
Key Principle: Game development expansion packs democratize game development expertise by making specialized Godot and game design knowledge accessible through AI agents.
Getting Help with Game Development
- Commands: Use
*/*helpin any environment to see available game development commands - Game Agent Switching: Use
*/*switch game-agent-namewith orchestrator for role changes - Game Documentation: Check
docs/folder for Godot project-specific context - Game Community: Discord and GitHub resources available for game development support
- Game Contributing: See
CONTRIBUTING.mdfor full game development guidelines
This knowledge base provides the foundation for effective game development using the BMad-Method framework with specialized focus on Godot game creation using GDScript and C# with mandatory TDD practices and 60+ FPS performance targets.