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BMGD Workflows Guide
Complete reference for all BMGD workflows organized by development phase.
Workflow Overview
BMGD workflows are organized into four phases:
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:
- Initialize brainstorm session
- Load game-specific techniques
- Execute ideation with selected techniques
- 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:
- Executive Summary
- Gameplay Systems
- Core Mechanics
- Progression Systems
- UI/UX Design
- Audio Design
- Art Direction
- Technical Requirements
- Game-Type-Specific Sections
- 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:
- Story Foundation (premise, themes, tone)
- Story Structure (acts, beats, pacing)
- Characters (protagonists, antagonists, supporting, arcs)
- World Building (setting, history, factions, locations)
- Dialogue Framework (style, branching)
- Environmental Storytelling
- Narrative Delivery Methods
- Gameplay-Narrative Integration
- Production Planning (scope, localization, voice acting)
- 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:
- Executive Summary
- Engine/Framework Selection
- Core Systems Architecture
- Data Architecture
- Performance Requirements
- Platform-Specific Considerations
- Development Environment
- Testing Strategy
- Build and Deployment
- 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:
- BMGD workflows are self-contained with game-specific logic
- Game-focused templates, checklists, and instructions
- No dependency on BMM workflow files
Next Steps
- Quick Start Guide - Get started with BMGD
- Quick-Flow Guide - Rapid prototyping and development
- Agents Guide - Agent reference
- Game Types Guide - Game type templates
