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BMAD-METHOD/docs/modules/bmgd-bmad-game-dev/glossary.md
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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.


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