Game Brief Workflow
Overview
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).
Purpose
Game Brief answers:
- What game are you making?
- Who is it for?
- What makes it unique?
- Is it feasible?
This is NOT:
- A full Game Design Document
- A technical specification
- A production plan
- A detailed content outline
When to Use This Workflow
Use the game-brief workflow when:
- Starting a new game project from scratch
- Exploring a game idea before committing
- Pitching a concept to team/stakeholders
- Validating market fit and feasibility
- Preparing input for the GDD workflow
Skip if:
- You already have a complete GDD
- Continuing an existing project
- Prototyping without planning needs
Workflow Structure
Interactive Mode (Recommended)
Work through each section collaboratively:
- Game Vision (concept, pitch, vision statement)
- Target Market (audience, competition, positioning)
- Game Fundamentals (pillars, mechanics, experience goals)
- Scope and Constraints (platforms, timeline, budget, team)
- Reference Framework (inspiration, competitors, differentiators)
- Content Framework (world, narrative, volume)
- Art and Audio Direction (visual and audio style)
- Risk Assessment (risks, challenges, mitigation)
- Success Criteria (MVP, metrics, launch goals)
- Next Steps (immediate actions, research, questions)
YOLO Mode
AI generates complete draft, then you refine sections iteratively.
Key Features
Optional Inputs
The workflow can incorporate:
- Market research
- Brainstorming results
- Competitive analysis
- Design notes
- Reference game lists
Realistic Scoping
The workflow actively helps you:
- Identify scope vs. resource mismatches
- Assess technical feasibility
- Recognize market risks
- Plan mitigation strategies
Clear Handoff
Output is designed to feed directly into:
- GDD workflow (2-plan phase)
- Prototyping decisions
- Team discussions
- Stakeholder presentations
Output
game-brief-{game_name}-{date}.md containing:
- Executive summary
- Complete game vision
- Target market analysis
- Core gameplay definition
- Scope and constraints
- Reference framework
- Art/audio direction
- Risk assessment
- Success criteria
- Next steps
Integration with BMad Method
1-analysis/game-brief (You are here)
↓
2-plan-workflows/gdd (Game Design Document)
↓
2-plan-workflows/narrative (Optional: Story-heavy games)
↓
3-solutioning (Technical architecture, engine selection)
↓
4-dev-stories (Implementation stories)
Comparison: Game Brief vs. GDD
| Aspect | Game Brief | GDD |
|---|---|---|
| Purpose | Validate concept | Design for implementation |
| Detail Level | High-level vision | Detailed specifications |
| Time Investment | 1-2 hours | 4-10 hours |
| Audience | Self, team, stakeholders | Development team |
| Scope | Concept validation | Implementation roadmap |
| Format | Conversational, exploratory | Structured, comprehensive |
| Output | 3-5 pages | 10-30+ pages |
Comparison: Game Brief vs. Product Brief
| Aspect | Game Brief | Product Brief |
|---|---|---|
| Focus | Player experience, fun, feel | User problems, features, value |
| Metrics | Engagement, retention, fun | Revenue, conversion, satisfaction |
| Core Elements | Gameplay pillars, mechanics | Problem/solution, user segments |
| References | Other games | Competitors, market |
| Vision | Emotional experience | Business outcomes |
Example Use Case
Scenario: Indie Roguelike Card Game
Starting Point: "I want to make a roguelike card game with a twist"
After Game Brief:
- Core Concept: "A roguelike card battler where you play as emotions battling inner demons"
- Target Audience: Core gamers who love Slay the Spire, interested in mental health themes
- Differentiator: Emotional narrative system where deck composition affects story
- MVP Scope: 3 characters, 80 cards, 30 enemy types, 3 bosses, 6-hour first run
- Platform: PC (Steam) first, mobile later
- Timeline: 12 months with 2-person team
- Key Risk: Emotional theme might alienate hardcore roguelike fans
- Mitigation: Prototype early, test with target audience, offer "mechanical-only" mode
Next Steps:
- Build card combat prototype (2 weeks)
- Test emotional resonance with players
- Proceed to GDD workflow if prototype validates
Tips for Success
Be Honest About Scope
The most common game dev failure is scope mismatch. Use this workflow to reality-check:
- Can your team actually build this?
- Is the timeline realistic?
- Do you have budget for assets?
Focus on Player Experience
Don't think about code or implementation. Think about:
- What will players DO?
- How will they FEEL?
- Why will they CARE?
Validate Early
The brief identifies assumptions and risks. Don't skip to GDD without:
- Prototyping risky mechanics
- Testing with target audience
- Validating market interest
Use References Wisely
"Like X but with Y" is a starting point, not a differentiator. Push beyond:
- What specifically from reference games?
- What are you explicitly NOT doing?
- What's genuinely new?
FAQ
Q: Is this required before GDD? A: No, but highly recommended for new projects. You can start directly with GDD if you have a clear vision.
Q: Can I use this for game jams? A: Yes, but use YOLO mode for speed. Focus on vision, mechanics, and MVP scope.
Q: What if my game concept changes? A: Revisit and update the brief. It's a living document during early development.
Q: How detailed should content volume estimates be? A: Rough orders of magnitude are fine. "~50 enemies" not "47 enemies with 3 variants each."
Q: Should I complete this alone or with my team? A: Involve your team! Collaborative briefs catch blind spots and build shared vision.
Related Workflows
- Product Brief (
1-analysis/product-brief): For software products, not games - GDD (
2-plan-workflows/gdd): Next step after game brief - Narrative Design (
2-plan-workflows/narrative): For story-heavy games after GDD - Solutioning (
3-solutioning): Technical architecture after planning