# Game Brief - Interactive Workflow Instructions
The workflow execution engine is governed by: {project-root}/bmad/core/tasks/workflow.xml
You MUST have already loaded and processed: {installed_path}/workflow.yaml
Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}
Generate all documents in {document_output_language}
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.
Check if {output_folder}/bmm-workflow-status.yaml exists
Set standalone_mode = true
Load the FULL file: {output_folder}/bmm-workflow-status.yaml
Parse workflow_status section
Check status of "game-brief" workflow
Get project_level from YAML metadata
Find first non-completed workflow (next expected workflow)
Continue with game brief anyway? (y/n)
Exit workflow
Re-running will overwrite the existing brief. Continue? (y/n)
Exit workflow
Continue with Game Brief anyway? (y/n)
Exit workflow
Set standalone_mode = false
Welcome the user in {communication_language} to the Game Brief creation process
Explain this is a collaborative process to define their game vision, capturing the essence of what they want to create
Ask for the working title of their game
game_name
Explore what existing materials the user has available to inform the brief
Offer options for input sources: market research, brainstorming results, competitive analysis, design notes, reference games, or starting fresh
If documents are provided, load and analyze them to extract key insights, themes, and patterns
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
Build initial understanding through conversational exploration rather than rigid questioning
initial_context
How would you like to work through the brief?
**1. Interactive Mode** - We'll work through each section together, discussing and refining as we go
**2. YOLO Mode** - I'll generate a complete draft based on our conversation so far, then we'll refine it together
Which approach works best for you?
Store the user's preference for mode
collaboration_mode
Guide user to articulate their game vision across three levels of depth
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)
Develop an elevator pitch (2-3 sentences) that would compel a publisher or player - refine until it's concise but hooks attention
Explore their aspirational vision statement: the experience they want to create and what makes it meaningful - ensure it's ambitious yet achievable
Refine through conversation, challenging vague language and elevating compelling ideas
core_concept
elevator_pitch
vision_statement
Guide user to define their primary target audience with specific demographics, gaming preferences, and behavioral characteristics
Push for specificity beyond generic descriptions like "people who like fun games" - challenge vague answers
Explore secondary audiences if applicable and how their needs might differ
Investigate the market context: opportunity size, competitive landscape, similar successful games, and why now is the right time
Help identify a realistic and reachable audience segment based on evidence or well-reasoned assumptions
primary_audience
secondary_audience
market_context
Help user identify 2-4 core gameplay pillars that fundamentally define their game - everything should support these pillars
Provide examples from successful games for inspiration (Hollow Knight's "tight controls + challenging combat + rewarding exploration")
Explore what the player actually DOES - core actions, key systems, and interaction models
Define the emotional experience goals: what feelings are you designing for (tension/relief, mastery/growth, creativity/expression, discovery/surprise)
Ensure pillars are specific and measurable, focusing on player actions rather than implementation details
Connect mechanics directly to emotional experiences through guided discussion
core_gameplay_pillars
primary_mechanics
player_experience_goals
Help user establish realistic project constraints across all key dimensions
Explore target platforms and prioritization (PC, console, mobile, web)
Discuss development timeline: release targets, fixed deadlines, phased release strategies
Investigate budget reality: funding source, asset creation costs, marketing, tools and software
Assess team resources: size, roles, availability, skills gaps, outsourcing needs
Define technical constraints: engine choice, performance targets, file size limits, accessibility requirements
Push for realism about scope - identify potential blockers early and document resource assumptions
target_platforms
development_timeline
budget_considerations
team_resources
technical_constraints
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
Conduct competitive analysis: identify direct and indirect competitors, analyze what they do well and poorly, and define how this game will differ
Explore key differentiators and unique value proposition - what's the hook that makes players choose this game over alternatives
Challenge "just better" thinking - push for genuine, specific differentiation that's actually valuable to players
Validate that differentiators are concrete, achievable, and compelling
inspiration_games
competitive_analysis
key_differentiators
Explore the game's world and setting: location, time period, world-building depth, narrative importance, and genre context
Define narrative approach: story-driven/light/absent, linear/branching/emergent, delivery methods (cutscenes, dialogue, environmental), writing scope
Estimate content volume realistically: playthrough length, level/stage count, replayability strategy, total asset volume
Identify if a dedicated narrative workflow will be needed later based on story complexity
Flag content-heavy areas that require detailed planning and resource allocation
world_setting
narrative_approach
content_volume
Explore visual style direction: art style preference, color palette and mood, reference games/images, 2D vs 3D, animation requirements
Define audio style: music genre and mood, SFX approach, voice acting scope, audio's importance to gameplay
Discuss production approach: in-house creation vs outsourcing, asset store usage, AI/generative tools, style complexity vs team capability
Ensure art and audio vision aligns realistically with budget and team skills - identify potential production bottlenecks early
Note if a comprehensive style guide will be needed for consistent production
visual_style
audio_style
production_approach
Facilitate honest risk assessment across all dimensions - what could prevent completion, what could make it unfun, what assumptions might be wrong
Identify technical challenges: unproven elements, performance concerns, platform-specific issues, tool dependencies
Explore market risks: saturation, trend dependency, competition intensity, discoverability challenges
For each major risk, develop actionable mitigation strategies - how to validate assumptions, backup plans, early prototyping opportunities
Prioritize risks by impact and likelihood, focusing on proactive mitigation rather than passive worry
key_risks
technical_challenges
market_risks
mitigation_strategies
Define the MVP (Minimum Playable Version) - what's the absolute minimum where the core loop is fun and complete, with essential content only
Establish specific, measurable success metrics: player acquisition, retention rates, session length, completion rate, review scores, revenue targets, community engagement
Set concrete launch goals: first-month sales/downloads, review score targets, streamer/press coverage, community size
Push for specificity and measurability - challenge vague aspirations with "how will you measure that?"
Clearly distinguish between MVP milestones and full release goals, ensuring all targets are realistic given resources
mvp_definition
success_metrics
launch_goals
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
Determine research needs: market validation, technical proof of concept, player interest testing, competitive deep-dive
Document open questions and uncertainties: unresolved design questions, technical unknowns, market validation needs, resource/budget questions
Create actionable, specific next steps - prioritize by importance and dependency
Identify blockers that must be resolved before moving forward
immediate_actions
research_needs
open_questions
Based on initial context and any provided documents, generate a complete game brief covering all sections
Make reasonable assumptions where information is missing
Flag areas that need user validation with [NEEDS CONFIRMATION] tags
core_concept
elevator_pitch
vision_statement
primary_audience
secondary_audience
market_context
core_gameplay_pillars
primary_mechanics
player_experience_goals
target_platforms
development_timeline
budget_considerations
team_resources
technical_constraints
inspiration_games
competitive_analysis
key_differentiators
world_setting
narrative_approach
content_volume
visual_style
audio_style
production_approach
key_risks
technical_challenges
market_risks
mitigation_strategies
mvp_definition
success_metrics
launch_goals
immediate_actions
research_needs
open_questions
Present the complete draft to the user
Here's the complete game brief draft. What would you like to adjust or refine?
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
Work with user to refine selected section
Update relevant template outputs
Synthesize all sections into a compelling executive summary
Include:
- Game concept in 1-2 sentences
- Target audience and market
- Core gameplay pillars
- Key differentiators
- Success vision
executive_summary
If research documents were provided, create a summary of key findings
Document any stakeholder input received during the process
Compile list of reference games and resources
research_summary
stakeholder_input
references
Generate the complete game brief document
Review all sections for completeness and consistency
Flag any areas that need design attention with [DESIGN-TODO] tags
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
Create condensed 3-page executive brief focusing on: core concept, target market, gameplay pillars, key differentiators, and success criteria
Save as: {output_folder}/game-brief-executive-{{game_name}}-{{date}}.md
final_brief
executive_brief
Load the FULL file: {output_folder}/bmm-workflow-status.yaml
Find workflow_status key "game-brief"
ONLY write the file path as the status value - no other text, notes, or metadata
Update workflow_status["game-brief"] = "{output_folder}/bmm-game-brief-{{game_name}}-{{date}}.md"
Save file, preserving ALL comments and structure including STATUS DEFINITIONS
Find first non-completed workflow in workflow_status (next workflow to do)
Determine next agent from path file based on next workflow