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BMGD Glossary
Key game development terminology used in BMGD workflows.
A
Acceptance Criteria
Specific conditions that must be met for a story to be considered complete. Defines "done" for implementation.
Act Structure
Story organization into major sections (typically 3 acts: Setup, Confrontation, Resolution).
B
Backlog
List of pending work items (epics, stories) waiting to be scheduled and implemented.
Boss Design
Design of significant enemy encounters, typically featuring unique mechanics and increased challenge.
C
Character Arc
The transformation a character undergoes through the story, from initial state to final state.
Core Fantasy
The emotional experience players seek from your game. What they want to FEEL.
Core Loop
The fundamental cycle of actions players repeat throughout gameplay. The heart of your game.
D
Definition of Done (DoD)
Checklist of requirements that must be satisfied before work is considered complete.
Design Pillar
Core principle that guides all design decisions. Typically 3-5 pillars define a game's identity.
E
Environmental Storytelling
Narrative communicated through the game world itself—visual details, audio, found documents—rather than explicit dialogue.
Epic
Large body of work that can be broken down into smaller stories. Represents a major feature or system.
F
Frame Data
In fighting games, the precise timing information for moves (startup, active, recovery frames).
Frontmatter
YAML metadata at the beginning of markdown files, used for workflow state tracking.
G
Game Brief
Document capturing the game's core vision, pillars, target audience, and scope. Foundation for the GDD.
Game Design Document (GDD)
Comprehensive document detailing all aspects of game design: mechanics, systems, content, and more.
Game Type
Genre classification that determines which specialized GDD sections are included.
H
Hot Path
Code that executes frequently (every frame). Must be optimized for performance.
I
Idle Progression
Game mechanics where progress continues even when the player isn't actively playing.
K
Kishotenketsu
Four-act story structure from East Asian narrative tradition (Introduction, Development, Twist, Conclusion).
L
Localization
Adapting game content for different languages and cultures.
M
MDA Framework
Mechanics → Dynamics → Aesthetics. Framework for analyzing and designing games.
Meta-Progression
Persistent progression that carries between individual runs or sessions.
Metroidvania
Genre featuring interconnected world exploration with ability-gated progression.
N
Narrative Complexity
How central story is to the game experience (Critical, Heavy, Moderate, Light).
Netcode
Networking code handling multiplayer communication and synchronization.
P
Permadeath
Game mechanic where character death is permanent, typically requiring a new run.
Player Agency
The degree to which players can make meaningful choices that affect outcomes.
Procedural Generation
Algorithmic creation of game content (levels, items, characters) rather than hand-crafted.
R
Retrospective
Team meeting after completing work to reflect on what went well and what to improve.
Roguelike
Genre featuring procedural generation, permadeath, and run-based progression.
Run
A single playthrough in a roguelike or run-based game, from start to death/completion.
S
Sprint
Time-boxed period of development work, typically 1-2 weeks.
Sprint Status
Tracking document showing current sprint progress, story states, and blockers.
Story
Smallest unit of implementable work with clear acceptance criteria. Part of an epic.
Story Context
Assembled documentation and code context needed to implement a specific story.
Story Gates
Points where story progression is blocked until certain gameplay conditions are met.
T
Tech Spec
Technical specification document detailing how a feature will be implemented.
TDD (Test-Driven Development)
Development approach: write tests first, then implement code to pass them.
U
UI/UX
User Interface / User Experience. How players interact with and experience the game.
V
Visual Novel
Genre focused on narrative with static images, dialogue, and player choices.
Voice Acting
Recorded spoken dialogue for game characters.
W
Workflow
Structured process for completing a specific type of work (e.g., GDD creation, story implementation).
Workflow Status
Current state of project workflows, tracking which phases and documents are complete.
World Building
Creation of the game's setting, including history, culture, geography, and lore.
BMGD-Specific Terms
A/P/C Menu
Options presented after content generation:
- A - Advanced Elicitation (explore deeper)
- P - Party Mode (multi-agent discussion)
- C - Continue (save and proceed)
Narrative Complexity Levels
- Critical - Story IS the game (visual novels)
- Heavy - Deep narrative with gameplay (RPGs)
- Moderate - Meaningful story supporting gameplay
- Light - Minimal story, gameplay-focused
Step-File Architecture
BMGD workflow pattern using separate markdown files for each workflow step.
Workflow-Install Pattern
Phase 4 workflows inherit from BMM base and add BMGD-specific overrides.
Next Steps
- Quick Start Guide - Get started with BMGD
- Game Types Guide - Game genre reference