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BMAD-METHOD/bmad/bmm/workflows/2-plan/gdd/instructions-gdd.md

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GDD Workflow - Game Projects (All Levels)

The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.md You MUST have already loaded and processed: {installed_path}/workflow.yaml This is the GDD instruction set for GAME projects - replaces PRD with Game Design Document Project analysis already completed - proceeding with game-specific design Uses gdd_template for GDD output, game_types.csv for type-specific sections Routes to 3-solutioning for architecture (platform-specific decisions handled there) If users mention technical details, append to technical_preferences with timestamp

Load project-workflow-analysis.md Confirm project_type == "game"

If continuation_mode == true: Load existing GDD.md and check completion status Found existing work. Would you like to:

  1. Review what's done and continue
  2. Modify existing sections
  3. Start fresh If continuing, skip to first incomplete section

If new or starting fresh: Check output_folder for existing game docs.

Check for existing game-brief in output_folder

If game-brief exists: Found existing game brief! Would you like to:

  1. Use it as input (recommended - I'll extract key info)
  2. Ignore it and start fresh

Your choice:

If using game-brief: Load and analyze game-brief document Extract: game_name, core_concept, target_audience, platforms, game_pillars, primary_mechanics Pre-fill relevant GDD sections with game-brief content Note which sections were pre-filled from brief

What type of game are you designing?

Common Game Types:

  1. Action Platformer (e.g., Celeste, Hollow Knight)
  2. RPG (e.g., Stardew Valley, Undertale)
  3. Puzzle (e.g., Portal, The Witness)
  4. Roguelike (e.g., Hades, Dead Cells)
  5. Shooter (e.g., DOOM, Enter the Gungeon)
  6. Strategy (e.g., Into the Breach, Slay the Spire)
  7. Adventure (e.g., Firewatch, What Remains of Edith Finch)
  8. Simulation (e.g., Factorio, Rimworld)
  9. Other (I'll ask follow-up questions)

Select a number or describe your game type:

Map selection to game_types.csv id Load corresponding fragment file from game-types/ folder Store game_type for later injection

Load gdd_template from workflow.yaml

Get core game concept and vision.

description

What platform(s) are you targeting?

  • Desktop (Windows/Mac/Linux)
  • Mobile (iOS/Android)
  • Web (Browser-based)
  • Console (which consoles?)
  • Multiple platforms

Your answer:

platforms

Who is your target audience?

Consider:

  • Age range
  • Gaming experience level (casual, core, hardcore)
  • Genre familiarity
  • Play session length preferences

Your answer:

target_audience

Goal Guidelines based on project level:

  • Level 0-1: 1-2 primary goals
  • Level 2: 2-3 primary goals
  • Level 3-4: 3-5 strategic goals

goals

Brief context on why this game matters now.

context

These are game-defining decisions

What are the core game pillars (2-4 fundamental gameplay elements)?

Examples:

  • Tight controls + challenging combat + rewarding exploration
  • Strategic depth + replayability + quick sessions
  • Narrative + atmosphere + player agency

Your game pillars:

game_pillars

Describe the core gameplay loop (what the player does repeatedly):

Example: "Player explores level → encounters enemies → defeats enemies with abilities → collects resources → upgrades abilities → explores deeper"

Your gameplay loop:

gameplay_loop

How does the player win? How do they lose?

win_loss_conditions

Define the primary game mechanics.

primary_mechanics

Describe the control scheme and input method:

  • Keyboard + Mouse
  • Gamepad
  • Touch screen
  • Other

Include key bindings or button layouts if known.

controls

Load game-type fragment from: {installed_path}/gdd/game-types/{{game_type}}.md

Process each section in the fragment template

For each {{placeholder}} in the fragment, elicit and capture that information.

GAME_TYPE_SPECIFIC_SECTIONS

How does player progression work?

  • Skill-based (player gets better)
  • Power-based (character gets stronger)
  • Unlock-based (new abilities/areas)
  • Narrative-based (story progression)
  • Combination

Describe:

player_progression

Describe the difficulty curve:

  • How does difficulty increase?
  • Pacing (steady, spikes, player-controlled?)
  • Accessibility options?

difficulty_curve

Is there an in-game economy or resource system?

Skip if not applicable.

economy_resources

What types of levels/stages does your game have?

Examples:

  • Tutorial, early levels, mid-game, late-game, boss arenas
  • Biomes/themes
  • Procedural vs. handcrafted

Describe:

level_types

How do levels progress or unlock?

  • Linear sequence
  • Hub-based
  • Open world
  • Player choice

Describe:

level_progression

Describe the art style:

  • Visual aesthetic (pixel art, low-poly, realistic, stylized, etc.)
  • Color palette
  • Inspirations or references

Your vision:

art_style

Describe audio and music direction:

  • Music style/genre
  • Sound effect tone
  • Audio importance to gameplay

Your vision:

audio_music

What are the performance requirements?

Consider:

  • Target frame rate
  • Resolution
  • Load times
  • Battery life (mobile)

Requirements:

performance_requirements

Any platform-specific considerations?

  • Mobile: Touch controls, screen sizes
  • PC: Keyboard/mouse, settings
  • Console: Controller, certification
  • Web: Browser compatibility, file size

Platform details:

platform_details

What are the key asset requirements?

  • Art assets (sprites, models, animations)
  • Audio assets (music, SFX, voice)
  • Estimated asset counts/sizes
  • Asset pipeline needs

Asset requirements:

asset_requirements

Translate game features into development epics

Epic Guidelines based on project level:

  • Level 1: 1 epic with 1-10 stories
  • Level 2: 1-2 epics with 5-15 stories total
  • Level 3: 2-5 epics with 12-40 stories
  • Level 4: 5+ epics with 40+ stories

epics

What technical metrics will you track?

Examples:

  • Frame rate consistency
  • Load times
  • Crash rate
  • Memory usage

Your metrics:

technical_metrics

What gameplay metrics will you track?

Examples:

  • Player completion rate
  • Average session length
  • Difficulty pain points
  • Feature engagement

Your metrics:

gameplay_metrics

out_of_scope

assumptions_and_dependencies

Check if game-type fragment contained narrative tags

If fragment had or : Set needs_narrative = true Extract narrative importance level from tag

Next Steps for {{game_name}}

If needs_narrative == true: This game type ({{game_type}}) is {{narrative_importance}} for narrative.

Your game would benefit from a Narrative Design Document to detail:

  • Story structure and beats
  • Character profiles and arcs
  • World lore and history
  • Dialogue framework
  • Environmental storytelling

Would you like to create a Narrative Design Document now?

  1. Yes, create Narrative Design Document (recommended)
  2. No, proceed directly to solutioning
  3. Skip for now, I'll do it later

Your choice:

If user selects option 1: LOAD: {installed_path}/narrative/instructions-narrative.md Pass GDD context to narrative workflow Exit current workflow (narrative will hand off to solutioning when done)

Since this is a Level {{project_level}} game project, you need solutioning for platform/engine architecture.

Start new chat with solutioning workflow and provide:

  1. This GDD: {{gdd_output_file}}
  2. Project analysis: {{analysis_file}}

The solutioning workflow will:

  • Determine game engine/platform (Unity, Godot, Phaser, custom, etc.)
  • Generate solution-architecture.md with engine-specific decisions
  • Create per-epic tech specs
  • Handle platform-specific architecture (from registry.csv game-* entries)

Complete Next Steps Checklist

Generate comprehensive checklist based on project analysis

Phase 1: Solution Architecture and Engine Selection

  • Run solutioning workflow (REQUIRED)
    • Command: workflow solution-architecture
    • Input: GDD.md, project-workflow-analysis.md
    • Output: solution-architecture.md with engine/platform specifics
    • Note: Registry.csv will provide engine-specific guidance

Phase 2: Prototype and Playtesting

  • Create core mechanic prototype

    • Validate game feel
    • Test control responsiveness
    • Iterate on game pillars
  • Playtest early and often

    • Internal testing
    • External playtesting
    • Feedback integration

Phase 3: Asset Production

  • Create asset pipeline

    • Art style guides
    • Technical constraints
    • Asset naming conventions
  • Audio integration

    • Music composition/licensing
    • SFX creation
    • Audio middleware setup

Phase 4: Development

  • Generate detailed user stories

    • Command: workflow generate-stories
    • Input: GDD.md + solution-architecture.md
  • Sprint planning

    • Vertical slices
    • Milestone planning
    • Demo/playable builds

GDD Complete! Next immediate action:

If needs_narrative == true:

  1. Create Narrative Design Document (recommended for {{game_type}})
  2. Start solutioning workflow (engine/architecture)
  3. Create prototype build
  4. Begin asset production planning
  5. Review GDD with team/stakeholders
  6. Exit workflow

Else:

  1. Start solutioning workflow (engine/architecture)
  2. Create prototype build
  3. Begin asset production planning
  4. Review GDD with team/stakeholders
  5. Exit workflow

Which would you like to proceed with?

If user selects narrative option: LOAD: {installed_path}/narrative/instructions-narrative.md Pass GDD context to narrative workflow