bmad初始化
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bmad/bmm/workflows/1-analysis/game-brief/README.md
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# Game Brief Workflow
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## Overview
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The Game Brief workflow is the starting point for game projects in the BMad Method. It's a lightweight, interactive brainstorming and planning session that captures your game vision before diving into detailed Game Design Documents (GDD).
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## Purpose
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**Game Brief answers:**
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- What game are you making?
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- Who is it for?
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- What makes it unique?
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- Is it feasible?
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**This is NOT:**
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- A full Game Design Document
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- A technical specification
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- A production plan
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- A detailed content outline
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## When to Use This Workflow
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Use the game-brief workflow when:
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- Starting a new game project from scratch
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- Exploring a game idea before committing
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- Pitching a concept to team/stakeholders
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- Validating market fit and feasibility
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- Preparing input for the GDD workflow
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Skip if:
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- You already have a complete GDD
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- Continuing an existing project
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- Prototyping without planning needs
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## Workflow Structure
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### Interactive Mode (Recommended)
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Work through each section collaboratively:
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1. Game Vision (concept, pitch, vision statement)
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2. Target Market (audience, competition, positioning)
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3. Game Fundamentals (pillars, mechanics, experience goals)
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4. Scope and Constraints (platforms, timeline, budget, team)
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5. Reference Framework (inspiration, competitors, differentiators)
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6. Content Framework (world, narrative, volume)
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7. Art and Audio Direction (visual and audio style)
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8. Risk Assessment (risks, challenges, mitigation)
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9. Success Criteria (MVP, metrics, launch goals)
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10. Next Steps (immediate actions, research, questions)
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### YOLO Mode
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AI generates complete draft, then you refine sections iteratively.
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## Key Features
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### Optional Inputs
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The workflow can incorporate:
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- Market research
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- Brainstorming results
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- Competitive analysis
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- Design notes
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- Reference game lists
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### Realistic Scoping
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The workflow actively helps you:
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- Identify scope vs. resource mismatches
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- Assess technical feasibility
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- Recognize market risks
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- Plan mitigation strategies
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### Clear Handoff
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Output is designed to feed directly into:
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- GDD workflow (2-plan phase)
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- Prototyping decisions
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- Team discussions
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- Stakeholder presentations
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## Output
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**game-brief-{game_name}-{date}.md** containing:
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- Executive summary
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- Complete game vision
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- Target market analysis
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- Core gameplay definition
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- Scope and constraints
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- Reference framework
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- Art/audio direction
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- Risk assessment
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- Success criteria
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- Next steps
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## Integration with BMad Method
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```
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1-analysis/game-brief (You are here)
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↓
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2-plan-workflows/gdd (Game Design Document)
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↓
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2-plan-workflows/narrative (Optional: Story-heavy games)
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↓
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3-solutioning (Technical architecture, engine selection)
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↓
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4-dev-stories (Implementation stories)
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```
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## Comparison: Game Brief vs. GDD
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| Aspect | Game Brief | GDD |
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| ------------------- | --------------------------- | ------------------------- |
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| **Purpose** | Validate concept | Design for implementation |
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| **Detail Level** | High-level vision | Detailed specifications |
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| **Time Investment** | 1-2 hours | 4-10 hours |
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| **Audience** | Self, team, stakeholders | Development team |
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| **Scope** | Concept validation | Implementation roadmap |
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| **Format** | Conversational, exploratory | Structured, comprehensive |
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| **Output** | 3-5 pages | 10-30+ pages |
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## Comparison: Game Brief vs. Product Brief
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| Aspect | Game Brief | Product Brief |
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| ----------------- | ---------------------------- | --------------------------------- |
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| **Focus** | Player experience, fun, feel | User problems, features, value |
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| **Metrics** | Engagement, retention, fun | Revenue, conversion, satisfaction |
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| **Core Elements** | Gameplay pillars, mechanics | Problem/solution, user segments |
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| **References** | Other games | Competitors, market |
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| **Vision** | Emotional experience | Business outcomes |
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## Example Use Case
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### Scenario: Indie Roguelike Card Game
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**Starting Point:**
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"I want to make a roguelike card game with a twist"
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**After Game Brief:**
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- **Core Concept:** "A roguelike card battler where you play as emotions battling inner demons"
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- **Target Audience:** Core gamers who love Slay the Spire, interested in mental health themes
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- **Differentiator:** Emotional narrative system where deck composition affects story
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- **MVP Scope:** 3 characters, 80 cards, 30 enemy types, 3 bosses, 6-hour first run
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- **Platform:** PC (Steam) first, mobile later
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- **Timeline:** 12 months with 2-person team
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- **Key Risk:** Emotional theme might alienate hardcore roguelike fans
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- **Mitigation:** Prototype early, test with target audience, offer "mechanical-only" mode
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**Next Steps:**
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1. Build card combat prototype (2 weeks)
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2. Test emotional resonance with players
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3. Proceed to GDD workflow if prototype validates
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## Tips for Success
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### Be Honest About Scope
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The most common game dev failure is scope mismatch. Use this workflow to reality-check:
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- Can your team actually build this?
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- Is the timeline realistic?
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- Do you have budget for assets?
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### Focus on Player Experience
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Don't think about code or implementation. Think about:
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- What will players DO?
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- How will they FEEL?
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- Why will they CARE?
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### Validate Early
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The brief identifies assumptions and risks. Don't skip to GDD without:
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- Prototyping risky mechanics
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- Testing with target audience
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- Validating market interest
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### Use References Wisely
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"Like X but with Y" is a starting point, not a differentiator. Push beyond:
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- What specifically from reference games?
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- What are you explicitly NOT doing?
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- What's genuinely new?
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## FAQ
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**Q: Is this required before GDD?**
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A: No, but highly recommended for new projects. You can start directly with GDD if you have a clear vision.
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**Q: Can I use this for game jams?**
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A: Yes, but use YOLO mode for speed. Focus on vision, mechanics, and MVP scope.
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**Q: What if my game concept changes?**
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A: Revisit and update the brief. It's a living document during early development.
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**Q: How detailed should content volume estimates be?**
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A: Rough orders of magnitude are fine. "~50 enemies" not "47 enemies with 3 variants each."
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**Q: Should I complete this alone or with my team?**
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A: Involve your team! Collaborative briefs catch blind spots and build shared vision.
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## Related Workflows
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- **Product Brief** (`1-analysis/product-brief`): For software products, not games
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- **GDD** (`2-plan-workflows/gdd`): Next step after game brief
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- **Narrative Design** (`2-plan-workflows/narrative`): For story-heavy games after GDD
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- **Solutioning** (`3-solutioning`): Technical architecture after planning
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bmad/bmm/workflows/1-analysis/game-brief/checklist.md
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# Game Brief Validation Checklist
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Use this checklist to ensure your game brief is complete and ready for GDD creation.
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## Game Vision ✓
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- [ ] **Core Concept** is clear and concise (one sentence)
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- [ ] **Elevator Pitch** hooks the reader in 2-3 sentences
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- [ ] **Vision Statement** is aspirational but achievable
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- [ ] Vision captures the emotional experience you want to create
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## Target Market ✓
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- [ ] **Primary Audience** is specific (not just "gamers")
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- [ ] Age range and experience level are defined
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- [ ] Play session expectations are realistic
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- [ ] **Market Context** demonstrates opportunity
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- [ ] Competitive landscape is understood
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- [ ] You know why this audience will care
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## Game Fundamentals ✓
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- [ ] **Core Gameplay Pillars** (2-4) are clearly defined
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- [ ] Each pillar is specific and measurable
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- [ ] **Primary Mechanics** describe what players actually DO
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- [ ] **Player Experience Goals** connect mechanics to emotions
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- [ ] Core loop is clear and compelling
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## Scope and Constraints ✓
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- [ ] **Target Platforms** are prioritized
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- [ ] **Development Timeline** is realistic
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- [ ] **Budget** aligns with scope
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- [ ] **Team Resources** (size, skills) are documented
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- [ ] **Technical Constraints** are identified
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- [ ] Scope matches team capability
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## Reference Framework ✓
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- [ ] **Inspiration Games** (3-5) are listed with specifics
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- [ ] You know what you're taking vs. NOT taking from each
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- [ ] **Competitive Analysis** covers direct and indirect competitors
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- [ ] **Key Differentiators** are genuine and valuable
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- [ ] Differentiators are specific (not "just better")
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## Content Framework ✓
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- [ ] **World and Setting** is defined
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- [ ] **Narrative Approach** matches game type
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- [ ] **Content Volume** is estimated (rough order of magnitude)
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- [ ] Playtime expectations are set
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- [ ] Replayability approach is clear
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## Art and Audio Direction ✓
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- [ ] **Visual Style** is described with references
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- [ ] 2D vs. 3D is decided
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- [ ] **Audio Style** matches game mood
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- [ ] **Production Approach** is realistic for team/budget
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- [ ] Style complexity matches capabilities
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## Risk Assessment ✓
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- [ ] **Key Risks** are honestly identified
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- [ ] **Technical Challenges** are documented
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- [ ] **Market Risks** are considered
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- [ ] **Mitigation Strategies** are actionable
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- [ ] Assumptions to validate are listed
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## Success Criteria ✓
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- [ ] **MVP Definition** is truly minimal
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- [ ] MVP can validate core gameplay hypothesis
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- [ ] **Success Metrics** are specific and measurable
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- [ ] **Launch Goals** are realistic
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- [ ] You know what "done" looks like for MVP
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## Next Steps ✓
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- [ ] **Immediate Actions** are prioritized
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- [ ] **Research Needs** are identified
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- [ ] **Open Questions** are documented
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- [ ] Critical path is clear
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- [ ] Blockers are identified
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## Overall Quality ✓
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- [ ] Brief is clear and concise (3-5 pages)
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- [ ] Sections are internally consistent
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- [ ] Scope is realistic for team/timeline/budget
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- [ ] Vision is compelling and achievable
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- [ ] You're excited to build this game
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- [ ] Team/stakeholders can understand the vision
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## Red Flags 🚩
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Watch for these warning signs:
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- [ ] ❌ Scope too large for team/timeline
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- [ ] ❌ Unclear core loop or pillars
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- [ ] ❌ Target audience is "everyone"
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- [ ] ❌ Differentiators are vague or weak
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- [ ] ❌ No prototype plan for risky mechanics
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- [ ] ❌ Budget/timeline is wishful thinking
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- [ ] ❌ Market is saturated with no clear positioning
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- [ ] ❌ MVP is not actually minimal
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## Ready for Next Steps?
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If you've checked most boxes and have no major red flags:
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✅ **Ready to proceed to:**
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- Prototype core mechanic
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- GDD workflow
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- Team/stakeholder review
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- Market validation
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⚠️ **Need more work if:**
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- Multiple sections incomplete
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- Red flags present
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- Team/stakeholders don't align
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- Core concept unclear
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---
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_This checklist is a guide, not a gate. Use your judgment based on project needs._
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371
bmad/bmm/workflows/1-analysis/game-brief/instructions.md
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# Game Brief - Interactive Workflow Instructions
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<critical>The workflow execution engine is governed by: {project-root}/bmad/core/tasks/workflow.xml</critical>
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<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
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<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
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<critical>Generate all documents in {document_output_language}</critical>
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<critical>DOCUMENT OUTPUT: Concise, professional, game-design focused. Use tables/lists over prose. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
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<workflow>
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<step n="0" goal="Validate workflow readiness" tag="workflow-status">
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<action>Check if {output_folder}/bmm-workflow-status.yaml exists</action>
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<check if="status file not found">
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<output>No workflow status file found. Game brief is optional - you can continue without status tracking.</output>
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<action>Set standalone_mode = true</action>
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</check>
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<check if="status file found">
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<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
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<action>Parse workflow_status section</action>
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<action>Check status of "game-brief" workflow</action>
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<action>Get project_level from YAML metadata</action>
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<action>Find first non-completed workflow (next expected workflow)</action>
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<check if="project_type != 'game'">
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<output>Note: This is a {{project_type}} project. Game brief is designed for game projects.</output>
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<ask>Continue with game brief anyway? (y/n)</ask>
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<check if="n">
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<action>Exit workflow</action>
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</check>
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</check>
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<check if="game-brief status is file path (already completed)">
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<output>⚠️ Game Brief already completed: {{game-brief status}}</output>
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<ask>Re-running will overwrite the existing brief. Continue? (y/n)</ask>
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<check if="n">
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<output>Exiting. Use workflow-status to see your next step.</output>
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<action>Exit workflow</action>
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</check>
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</check>
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<check if="game-brief is not the next expected workflow (latter items are completed already in the list)">
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<output>⚠️ Next expected workflow: {{next_workflow}}. Game Brief is out of sequence.</output>
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<ask>Continue with Game Brief anyway? (y/n)</ask>
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<check if="n">
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<output>Exiting. Run {{next_workflow}} instead.</output>
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<action>Exit workflow</action>
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</check>
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</check>
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<action>Set standalone_mode = false</action>
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</check>
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</step>
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<step n="1" goal="Initialize game brief session">
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<action>Welcome the user in {communication_language} to the Game Brief creation process</action>
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<action>Explain this is a collaborative process to define their game vision, capturing the essence of what they want to create</action>
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<action>Ask for the working title of their game</action>
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<template-output>game_name</template-output>
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</step>
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<step n="1" goal="Gather available inputs and context">
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<action>Explore what existing materials the user has available to inform the brief</action>
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<action>Offer options for input sources: market research, brainstorming results, competitive analysis, design notes, reference games, or starting fresh</action>
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<action>If documents are provided, load and analyze them to extract key insights, themes, and patterns</action>
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<action>Engage the user about their core vision: what gameplay experience they want to create, what emotions players should feel, and what sparked this game idea</action>
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<action>Build initial understanding through conversational exploration rather than rigid questioning</action>
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<template-output>initial_context</template-output>
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</step>
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<step n="2" goal="Choose collaboration mode">
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<ask>How would you like to work through the brief?
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**1. Interactive Mode** - We'll work through each section together, discussing and refining as we go
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**2. YOLO Mode** - I'll generate a complete draft based on our conversation so far, then we'll refine it together
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Which approach works best for you?</ask>
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<action>Store the user's preference for mode</action>
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<template-output>collaboration_mode</template-output>
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</step>
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<step n="3" goal="Define game vision" if="collaboration_mode == 'interactive'">
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<action>Guide user to articulate their game vision across three levels of depth</action>
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<action>Help them craft a one-sentence core concept that captures the essence (reference successful games like "A roguelike deck-builder where you climb a mysterious spire" as examples)</action>
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<action>Develop an elevator pitch (2-3 sentences) that would compel a publisher or player - refine until it's concise but hooks attention</action>
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<action>Explore their aspirational vision statement: the experience they want to create and what makes it meaningful - ensure it's ambitious yet achievable</action>
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<action>Refine through conversation, challenging vague language and elevating compelling ideas</action>
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<template-output>core_concept</template-output>
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<template-output>elevator_pitch</template-output>
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<template-output>vision_statement</template-output>
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</step>
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<step n="4" goal="Identify target market" if="collaboration_mode == 'interactive'">
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<action>Guide user to define their primary target audience with specific demographics, gaming preferences, and behavioral characteristics</action>
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<action>Push for specificity beyond generic descriptions like "people who like fun games" - challenge vague answers</action>
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<action>Explore secondary audiences if applicable and how their needs might differ</action>
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<action>Investigate the market context: opportunity size, competitive landscape, similar successful games, and why now is the right time</action>
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<action>Help identify a realistic and reachable audience segment based on evidence or well-reasoned assumptions</action>
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<template-output>primary_audience</template-output>
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<template-output>secondary_audience</template-output>
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<template-output>market_context</template-output>
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</step>
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<step n="5" goal="Define game fundamentals" if="collaboration_mode == 'interactive'">
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<action>Help user identify 2-4 core gameplay pillars that fundamentally define their game - everything should support these pillars</action>
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<action>Provide examples from successful games for inspiration (Hollow Knight's "tight controls + challenging combat + rewarding exploration")</action>
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<action>Explore what the player actually DOES - core actions, key systems, and interaction models</action>
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||||
<action>Define the emotional experience goals: what feelings are you designing for (tension/relief, mastery/growth, creativity/expression, discovery/surprise)</action>
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<action>Ensure pillars are specific and measurable, focusing on player actions rather than implementation details</action>
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||||
<action>Connect mechanics directly to emotional experiences through guided discussion</action>
|
||||
|
||||
<template-output>core_gameplay_pillars</template-output>
|
||||
<template-output>primary_mechanics</template-output>
|
||||
<template-output>player_experience_goals</template-output>
|
||||
</step>
|
||||
|
||||
<step n="6" goal="Define scope and constraints" if="collaboration_mode == 'interactive'">
|
||||
<action>Help user establish realistic project constraints across all key dimensions</action>
|
||||
<action>Explore target platforms and prioritization (PC, console, mobile, web)</action>
|
||||
<action>Discuss development timeline: release targets, fixed deadlines, phased release strategies</action>
|
||||
<action>Investigate budget reality: funding source, asset creation costs, marketing, tools and software</action>
|
||||
<action>Assess team resources: size, roles, availability, skills gaps, outsourcing needs</action>
|
||||
<action>Define technical constraints: engine choice, performance targets, file size limits, accessibility requirements</action>
|
||||
<action>Push for realism about scope - identify potential blockers early and document resource assumptions</action>
|
||||
|
||||
<template-output>target_platforms</template-output>
|
||||
<template-output>development_timeline</template-output>
|
||||
<template-output>budget_considerations</template-output>
|
||||
<template-output>team_resources</template-output>
|
||||
<template-output>technical_constraints</template-output>
|
||||
</step>
|
||||
|
||||
<step n="7" goal="Establish reference framework" if="collaboration_mode == 'interactive'">
|
||||
<action>Guide user to identify 3-5 inspiration games and articulate what they're drawing from each (mechanics, feel, art style) and explicitly what they're NOT taking</action>
|
||||
<action>Conduct competitive analysis: identify direct and indirect competitors, analyze what they do well and poorly, and define how this game will differ</action>
|
||||
<action>Explore key differentiators and unique value proposition - what's the hook that makes players choose this game over alternatives</action>
|
||||
<action>Challenge "just better" thinking - push for genuine, specific differentiation that's actually valuable to players</action>
|
||||
<action>Validate that differentiators are concrete, achievable, and compelling</action>
|
||||
|
||||
<template-output>inspiration_games</template-output>
|
||||
<template-output>competitive_analysis</template-output>
|
||||
<template-output>key_differentiators</template-output>
|
||||
</step>
|
||||
|
||||
<step n="8" goal="Define content framework" if="collaboration_mode == 'interactive'">
|
||||
<action>Explore the game's world and setting: location, time period, world-building depth, narrative importance, and genre context</action>
|
||||
<action>Define narrative approach: story-driven/light/absent, linear/branching/emergent, delivery methods (cutscenes, dialogue, environmental), writing scope</action>
|
||||
<action>Estimate content volume realistically: playthrough length, level/stage count, replayability strategy, total asset volume</action>
|
||||
<action>Identify if a dedicated narrative workflow will be needed later based on story complexity</action>
|
||||
<action>Flag content-heavy areas that require detailed planning and resource allocation</action>
|
||||
|
||||
<template-output>world_setting</template-output>
|
||||
<template-output>narrative_approach</template-output>
|
||||
<template-output>content_volume</template-output>
|
||||
</step>
|
||||
|
||||
<step n="9" goal="Define art and audio direction" if="collaboration_mode == 'interactive'">
|
||||
<action>Explore visual style direction: art style preference, color palette and mood, reference games/images, 2D vs 3D, animation requirements</action>
|
||||
<action>Define audio style: music genre and mood, SFX approach, voice acting scope, audio's importance to gameplay</action>
|
||||
<action>Discuss production approach: in-house creation vs outsourcing, asset store usage, AI/generative tools, style complexity vs team capability</action>
|
||||
<action>Ensure art and audio vision aligns realistically with budget and team skills - identify potential production bottlenecks early</action>
|
||||
<action>Note if a comprehensive style guide will be needed for consistent production</action>
|
||||
|
||||
<template-output>visual_style</template-output>
|
||||
<template-output>audio_style</template-output>
|
||||
<template-output>production_approach</template-output>
|
||||
</step>
|
||||
|
||||
<step n="10" goal="Assess risks" if="collaboration_mode == 'interactive'">
|
||||
<action>Facilitate honest risk assessment across all dimensions - what could prevent completion, what could make it unfun, what assumptions might be wrong</action>
|
||||
<action>Identify technical challenges: unproven elements, performance concerns, platform-specific issues, tool dependencies</action>
|
||||
<action>Explore market risks: saturation, trend dependency, competition intensity, discoverability challenges</action>
|
||||
<action>For each major risk, develop actionable mitigation strategies - how to validate assumptions, backup plans, early prototyping opportunities</action>
|
||||
<action>Prioritize risks by impact and likelihood, focusing on proactive mitigation rather than passive worry</action>
|
||||
|
||||
<template-output>key_risks</template-output>
|
||||
<template-output>technical_challenges</template-output>
|
||||
<template-output>market_risks</template-output>
|
||||
<template-output>mitigation_strategies</template-output>
|
||||
</step>
|
||||
|
||||
<step n="11" goal="Define success criteria" if="collaboration_mode == 'interactive'">
|
||||
<action>Define the MVP (Minimum Playable Version) - what's the absolute minimum where the core loop is fun and complete, with essential content only</action>
|
||||
<action>Establish specific, measurable success metrics: player acquisition, retention rates, session length, completion rate, review scores, revenue targets, community engagement</action>
|
||||
<action>Set concrete launch goals: first-month sales/downloads, review score targets, streamer/press coverage, community size</action>
|
||||
<action>Push for specificity and measurability - challenge vague aspirations with "how will you measure that?"</action>
|
||||
<action>Clearly distinguish between MVP milestones and full release goals, ensuring all targets are realistic given resources</action>
|
||||
|
||||
<template-output>mvp_definition</template-output>
|
||||
<template-output>success_metrics</template-output>
|
||||
<template-output>launch_goals</template-output>
|
||||
</step>
|
||||
|
||||
<step n="12" goal="Identify immediate next steps" if="collaboration_mode == 'interactive'">
|
||||
<action>Identify immediate actions to take right after this brief: prototype core mechanics, create art style tests, validate technical feasibility, build vertical slice, playtest with target audience</action>
|
||||
<action>Determine research needs: market validation, technical proof of concept, player interest testing, competitive deep-dive</action>
|
||||
<action>Document open questions and uncertainties: unresolved design questions, technical unknowns, market validation needs, resource/budget questions</action>
|
||||
<action>Create actionable, specific next steps - prioritize by importance and dependency</action>
|
||||
<action>Identify blockers that must be resolved before moving forward</action>
|
||||
|
||||
<template-output>immediate_actions</template-output>
|
||||
<template-output>research_needs</template-output>
|
||||
<template-output>open_questions</template-output>
|
||||
</step>
|
||||
|
||||
<!-- YOLO Mode - Generate everything then refine -->
|
||||
<step n="3" goal="Generate complete brief draft" if="collaboration_mode == 'yolo'">
|
||||
<action>Based on initial context and any provided documents, generate a complete game brief covering all sections</action>
|
||||
<action>Make reasonable assumptions where information is missing</action>
|
||||
<action>Flag areas that need user validation with [NEEDS CONFIRMATION] tags</action>
|
||||
|
||||
<template-output>core_concept</template-output>
|
||||
<template-output>elevator_pitch</template-output>
|
||||
<template-output>vision_statement</template-output>
|
||||
<template-output>primary_audience</template-output>
|
||||
<template-output>secondary_audience</template-output>
|
||||
<template-output>market_context</template-output>
|
||||
<template-output>core_gameplay_pillars</template-output>
|
||||
<template-output>primary_mechanics</template-output>
|
||||
<template-output>player_experience_goals</template-output>
|
||||
<template-output>target_platforms</template-output>
|
||||
<template-output>development_timeline</template-output>
|
||||
<template-output>budget_considerations</template-output>
|
||||
<template-output>team_resources</template-output>
|
||||
<template-output>technical_constraints</template-output>
|
||||
<template-output>inspiration_games</template-output>
|
||||
<template-output>competitive_analysis</template-output>
|
||||
<template-output>key_differentiators</template-output>
|
||||
<template-output>world_setting</template-output>
|
||||
<template-output>narrative_approach</template-output>
|
||||
<template-output>content_volume</template-output>
|
||||
<template-output>visual_style</template-output>
|
||||
<template-output>audio_style</template-output>
|
||||
<template-output>production_approach</template-output>
|
||||
<template-output>key_risks</template-output>
|
||||
<template-output>technical_challenges</template-output>
|
||||
<template-output>market_risks</template-output>
|
||||
<template-output>mitigation_strategies</template-output>
|
||||
<template-output>mvp_definition</template-output>
|
||||
<template-output>success_metrics</template-output>
|
||||
<template-output>launch_goals</template-output>
|
||||
<template-output>immediate_actions</template-output>
|
||||
<template-output>research_needs</template-output>
|
||||
<template-output>open_questions</template-output>
|
||||
|
||||
<action>Present the complete draft to the user</action>
|
||||
<ask>Here's the complete game brief draft. What would you like to adjust or refine?</ask>
|
||||
</step>
|
||||
|
||||
<step n="4" goal="Refine brief sections" repeat="until-approved" if="collaboration_mode == 'yolo'">
|
||||
<ask>Which section would you like to refine?
|
||||
|
||||
1. Game Vision
|
||||
2. Target Market
|
||||
3. Game Fundamentals
|
||||
4. Scope and Constraints
|
||||
5. Reference Framework
|
||||
6. Content Framework
|
||||
7. Art and Audio Direction
|
||||
8. Risk Assessment
|
||||
9. Success Criteria
|
||||
10. Next Steps
|
||||
11. Save and continue</ask>
|
||||
|
||||
<action>Work with user to refine selected section</action>
|
||||
<action>Update relevant template outputs</action>
|
||||
</step>
|
||||
|
||||
<!-- Final steps for both modes -->
|
||||
<step n="13" goal="Create executive summary">
|
||||
<action>Synthesize all sections into a compelling executive summary</action>
|
||||
<action>Include:
|
||||
- Game concept in 1-2 sentences
|
||||
- Target audience and market
|
||||
- Core gameplay pillars
|
||||
- Key differentiators
|
||||
- Success vision</action>
|
||||
|
||||
<template-output>executive_summary</template-output>
|
||||
</step>
|
||||
|
||||
<step n="14" goal="Compile supporting materials">
|
||||
<action>If research documents were provided, create a summary of key findings</action>
|
||||
<action>Document any stakeholder input received during the process</action>
|
||||
<action>Compile list of reference games and resources</action>
|
||||
|
||||
<template-output>research_summary</template-output>
|
||||
<template-output>stakeholder_input</template-output>
|
||||
<template-output>references</template-output>
|
||||
</step>
|
||||
|
||||
<step n="15" goal="Final review and handoff">
|
||||
<action>Generate the complete game brief document</action>
|
||||
<action>Review all sections for completeness and consistency</action>
|
||||
<action>Flag any areas that need design attention with [DESIGN-TODO] tags</action>
|
||||
|
||||
<ask>The game brief is complete! Would you like to:
|
||||
|
||||
1. Review the entire document
|
||||
2. Make final adjustments
|
||||
3. Generate an executive summary version (3-page limit)
|
||||
4. Save and prepare for GDD creation
|
||||
|
||||
This brief will serve as the primary input for creating the Game Design Document (GDD).
|
||||
|
||||
**Recommended next steps:**
|
||||
|
||||
- Create prototype of core mechanic
|
||||
- Proceed to GDD workflow: `workflow gdd`
|
||||
- Validate assumptions with target players</ask>
|
||||
|
||||
<check if="user chooses option 3 (executive summary)">
|
||||
<action>Create condensed 3-page executive brief focusing on: core concept, target market, gameplay pillars, key differentiators, and success criteria</action>
|
||||
<action>Save as: {output_folder}/game-brief-executive-{{game_name}}-{{date}}.md</action>
|
||||
</check>
|
||||
|
||||
<template-output>final_brief</template-output>
|
||||
<template-output>executive_brief</template-output>
|
||||
</step>
|
||||
|
||||
<step n="16" goal="Update status and complete" tag="workflow-status">
|
||||
<check if="standalone_mode != true">
|
||||
<action>Load the FULL file: {output_folder}/bmm-workflow-status.yaml</action>
|
||||
<action>Find workflow_status key "game-brief"</action>
|
||||
<critical>ONLY write the file path as the status value - no other text, notes, or metadata</critical>
|
||||
<action>Update workflow_status["game-brief"] = "{output_folder}/bmm-game-brief-{{game_name}}-{{date}}.md"</action>
|
||||
<action>Save file, preserving ALL comments and structure including STATUS DEFINITIONS</action>
|
||||
|
||||
<action>Find first non-completed workflow in workflow_status (next workflow to do)</action>
|
||||
<action>Determine next agent from path file based on next workflow</action>
|
||||
</check>
|
||||
|
||||
<output>**✅ Game Brief Complete, {user_name}!**
|
||||
|
||||
**Brief Document:**
|
||||
|
||||
- Game brief saved to {output_folder}/bmm-game-brief-{{game_name}}-{{date}}.md
|
||||
|
||||
{{#if standalone_mode != true}}
|
||||
**Status Updated:**
|
||||
|
||||
- Progress tracking updated: game-brief marked complete
|
||||
- Next workflow: {{next_workflow}}
|
||||
{{else}}
|
||||
**Note:** Running in standalone mode (no progress tracking)
|
||||
{{/if}}
|
||||
|
||||
**Next Steps:**
|
||||
|
||||
{{#if standalone_mode != true}}
|
||||
|
||||
- **Next workflow:** {{next_workflow}} ({{next_agent}} agent)
|
||||
- **Optional:** Consider creating a prototype of core mechanic or validating assumptions with target players before proceeding
|
||||
|
||||
Check status anytime with: `workflow-status`
|
||||
{{else}}
|
||||
Since no workflow is in progress:
|
||||
|
||||
- Refer to the BMM workflow guide if unsure what to do next
|
||||
- Or run `workflow-init` to create a workflow path and get guided next steps
|
||||
{{/if}}
|
||||
</output>
|
||||
</step>
|
||||
|
||||
</workflow>
|
||||
205
bmad/bmm/workflows/1-analysis/game-brief/template.md
Normal file
205
bmad/bmm/workflows/1-analysis/game-brief/template.md
Normal file
@@ -0,0 +1,205 @@
|
||||
# Game Brief: {{game_name}}
|
||||
|
||||
**Date:** {{date}}
|
||||
**Author:** {{user_name}}
|
||||
**Status:** Draft for GDD Development
|
||||
|
||||
---
|
||||
|
||||
## Executive Summary
|
||||
|
||||
{{executive_summary}}
|
||||
|
||||
---
|
||||
|
||||
## Game Vision
|
||||
|
||||
### Core Concept
|
||||
|
||||
{{core_concept}}
|
||||
|
||||
### Elevator Pitch
|
||||
|
||||
{{elevator_pitch}}
|
||||
|
||||
### Vision Statement
|
||||
|
||||
{{vision_statement}}
|
||||
|
||||
---
|
||||
|
||||
## Target Market
|
||||
|
||||
### Primary Audience
|
||||
|
||||
{{primary_audience}}
|
||||
|
||||
### Secondary Audience
|
||||
|
||||
{{secondary_audience}}
|
||||
|
||||
### Market Context
|
||||
|
||||
{{market_context}}
|
||||
|
||||
---
|
||||
|
||||
## Game Fundamentals
|
||||
|
||||
### Core Gameplay Pillars
|
||||
|
||||
{{core_gameplay_pillars}}
|
||||
|
||||
### Primary Mechanics
|
||||
|
||||
{{primary_mechanics}}
|
||||
|
||||
### Player Experience Goals
|
||||
|
||||
{{player_experience_goals}}
|
||||
|
||||
---
|
||||
|
||||
## Scope and Constraints
|
||||
|
||||
### Target Platforms
|
||||
|
||||
{{target_platforms}}
|
||||
|
||||
### Development Timeline
|
||||
|
||||
{{development_timeline}}
|
||||
|
||||
### Budget Considerations
|
||||
|
||||
{{budget_considerations}}
|
||||
|
||||
### Team Resources
|
||||
|
||||
{{team_resources}}
|
||||
|
||||
### Technical Constraints
|
||||
|
||||
{{technical_constraints}}
|
||||
|
||||
---
|
||||
|
||||
## Reference Framework
|
||||
|
||||
### Inspiration Games
|
||||
|
||||
{{inspiration_games}}
|
||||
|
||||
### Competitive Analysis
|
||||
|
||||
{{competitive_analysis}}
|
||||
|
||||
### Key Differentiators
|
||||
|
||||
{{key_differentiators}}
|
||||
|
||||
---
|
||||
|
||||
## Content Framework
|
||||
|
||||
### World and Setting
|
||||
|
||||
{{world_setting}}
|
||||
|
||||
### Narrative Approach
|
||||
|
||||
{{narrative_approach}}
|
||||
|
||||
### Content Volume
|
||||
|
||||
{{content_volume}}
|
||||
|
||||
---
|
||||
|
||||
## Art and Audio Direction
|
||||
|
||||
### Visual Style
|
||||
|
||||
{{visual_style}}
|
||||
|
||||
### Audio Style
|
||||
|
||||
{{audio_style}}
|
||||
|
||||
### Production Approach
|
||||
|
||||
{{production_approach}}
|
||||
|
||||
---
|
||||
|
||||
## Risk Assessment
|
||||
|
||||
### Key Risks
|
||||
|
||||
{{key_risks}}
|
||||
|
||||
### Technical Challenges
|
||||
|
||||
{{technical_challenges}}
|
||||
|
||||
### Market Risks
|
||||
|
||||
{{market_risks}}
|
||||
|
||||
### Mitigation Strategies
|
||||
|
||||
{{mitigation_strategies}}
|
||||
|
||||
---
|
||||
|
||||
## Success Criteria
|
||||
|
||||
### MVP Definition
|
||||
|
||||
{{mvp_definition}}
|
||||
|
||||
### Success Metrics
|
||||
|
||||
{{success_metrics}}
|
||||
|
||||
### Launch Goals
|
||||
|
||||
{{launch_goals}}
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
### Immediate Actions
|
||||
|
||||
{{immediate_actions}}
|
||||
|
||||
### Research Needs
|
||||
|
||||
{{research_needs}}
|
||||
|
||||
### Open Questions
|
||||
|
||||
{{open_questions}}
|
||||
|
||||
---
|
||||
|
||||
## Appendices
|
||||
|
||||
### A. Research Summary
|
||||
|
||||
{{research_summary}}
|
||||
|
||||
### B. Stakeholder Input
|
||||
|
||||
{{stakeholder_input}}
|
||||
|
||||
### C. References
|
||||
|
||||
{{references}}
|
||||
|
||||
---
|
||||
|
||||
_This Game Brief serves as the foundational input for Game Design Document (GDD) creation._
|
||||
|
||||
_Next Steps: Use the `workflow gdd` command to create detailed game design documentation._
|
||||
32
bmad/bmm/workflows/1-analysis/game-brief/workflow.yaml
Normal file
32
bmad/bmm/workflows/1-analysis/game-brief/workflow.yaml
Normal file
@@ -0,0 +1,32 @@
|
||||
# Game Brief - Interactive Workflow Configuration
|
||||
name: game-brief
|
||||
description: "Interactive game brief creation workflow that guides users through defining their game vision with multiple input sources and conversational collaboration"
|
||||
author: "BMad"
|
||||
|
||||
# Critical variables from config
|
||||
config_source: "{project-root}/bmad/bmm/config.yaml"
|
||||
output_folder: "{config_source}:output_folder"
|
||||
user_name: "{config_source}:user_name"
|
||||
communication_language: "{config_source}:communication_language"
|
||||
document_output_language: "{config_source}:document_output_language"
|
||||
user_skill_level: "{config_source}:user_skill_level"
|
||||
date: system-generated
|
||||
|
||||
# Optional input documents
|
||||
recommended_inputs:
|
||||
- market_research: "Market research document (optional)"
|
||||
- brainstorming_results: "Brainstorming session outputs (optional)"
|
||||
- competitive_analysis: "Competitive game analysis (optional)"
|
||||
- initial_ideas: "Initial game ideas or notes (optional)"
|
||||
- reference_games: "List of inspiration games (optional)"
|
||||
|
||||
# Module path and component files
|
||||
installed_path: "{project-root}/bmad/bmm/workflows/1-analysis/game-brief"
|
||||
template: "{installed_path}/template.md"
|
||||
instructions: "{installed_path}/instructions.md"
|
||||
validation: "{installed_path}/checklist.md"
|
||||
|
||||
# Output configuration
|
||||
default_output_file: "{output_folder}/game-brief-{{game_name}}-{{date}}.md"
|
||||
|
||||
standalone: true
|
||||
Reference in New Issue
Block a user