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BMAD-METHOD/bmad/bmm/workflows/3-solutioning/templates/game-engine-architecture.md

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Game Architecture Document

Project: {{project_name}} Date: {{date}} Author: {{user_name}}

Executive Summary

{{executive_summary}}

1. Technology Stack and Decisions

1.1 Technology and Library Decision Table

Category Technology Version Justification
Game Engine {{game_engine}} {{engine_version}} {{engine_justification}}
Language {{language}} {{language_version}} {{language_justification}}
Rendering Pipeline {{rendering_pipeline}} {{rendering_version}} {{rendering_justification}}
Physics Engine {{physics}} {{physics_version}} {{physics_justification}}
Audio Middleware {{audio}} {{audio_version}} {{audio_justification}}
Networking {{networking}} {{networking_version}} {{networking_justification}}
Backend Services {{backend}} {{backend_version}} {{backend_justification}}
Analytics {{analytics}} {{analytics_version}} {{analytics_justification}}

{{additional_tech_stack_rows}}

2. Engine and Platform

2.1 Game Engine Choice

{{engine_choice}}

2.2 Target Platforms

{{target_platforms}}

2.3 Rendering Pipeline

{{rendering_pipeline_details}}

3. Game Architecture

3.1 Architecture Pattern

{{architecture_pattern}}

3.2 Scene Structure

{{scene_structure}}

3.3 Game Loop

{{game_loop}}

3.4 State Machine

{{state_machine}}

4. Scene and Level Architecture

4.1 Scene Organization

{{scene_organization}}

4.2 Level Streaming

{{level_streaming}}

4.3 Additive Loading

{{additive_loading}}

4.4 Memory Management

{{memory_management}}

5. Gameplay Systems

5.1 Player Controller

{{player_controller}}

5.2 Game State Management

{{game_state}}

5.3 Inventory System

{{inventory}}

5.4 Progression System

{{progression}}

5.5 Combat/Core Mechanics

{{core_mechanics}}

6. Rendering Architecture

6.1 Rendering Pipeline

{{rendering_pipeline_architecture}}

6.2 Shaders

{{shaders}}

6.3 Post-Processing

{{post_processing}}

6.4 LOD System

{{lod_system}}

6.5 Occlusion Culling

{{occlusion}}

7. Asset Pipeline

7.1 Model Import

{{model_import}}

7.2 Textures and Materials

{{textures_materials}}

7.3 Asset Bundles/Addressables

{{asset_bundles}}

7.4 Asset Optimization

{{asset_optimization}}

8. Animation System

{{animation_system}}

9. Physics and Collision

{{physics_collision}}

10. Multiplayer Architecture

{{multiplayer_section}}

Note: {{multiplayer_note}}

11. Backend Services

{{backend_services}}

Note: {{backend_note}}

12. Save System

{{save_system}}

13. UI/UX Architecture

{{ui_architecture}}

14. Audio Architecture

{{audio_architecture}}

{{audio_specialist_section}}

15. Component and Integration Overview

{{component_overview}}

16. Architecture Decision Records

{{architecture_decisions}}

Key decisions:

  • Why this engine? {{engine_decision}}
  • ECS vs OOP? {{ecs_vs_oop_decision}}
  • Multiplayer approach? {{multiplayer_decision}}
  • Asset streaming? {{asset_streaming_decision}}

17. Implementation Guidance

17.1 Prefab/Blueprint Conventions

{{prefab_conventions}}

17.2 Coding Patterns

{{coding_patterns}}

17.3 Performance Guidelines

{{performance_guidelines}}

18. Proposed Source Tree

{{source_tree}}

Critical folders:

  • {{critical_folder_1}}: {{critical_folder_1_description}}
  • {{critical_folder_2}}: {{critical_folder_2_description}}
  • {{critical_folder_3}}: {{critical_folder_3_description}}

19. Performance and Optimization

{{performance_optimization}}

{{performance_specialist_section}}

20. Testing Strategy

{{testing_strategy}}

21. Build and Distribution

{{build_distribution}}


Specialist Sections

{{specialist_sections_summary}}

  • {{audio_specialist_recommendation}}
  • {{performance_specialist_recommendation}}
  • {{multiplayer_specialist_recommendation}}
  • {{monetization_specialist_recommendation}}

Generated using BMad Method Solution Architecture workflow