bmad-gds
BMAD Game Development Studio
Use this skill as the game producer / orchestration layer for the repository's game-development cluster.
The job is not to do every game task directly. The job is to:
- normalize a messy game-production packet,
- decide which phase or risk matters most now,
- produce the next coordination artifact,
- route specialist work to the right downstream skill.
Read references/operating-modes.md for the main entry modes and references/scope-boundaries.md before choosing between this skill and the narrower game skills.
When to use this skill
- A game idea, prototype, or existing project needs to be turned into a milestone brief or production plan
- A small team needs help converting a GDD or design brief into epics, stories, and review checkpoints
- Playtest notes, bug lists, and milestone pressure need one cross-functional reprioritization pass
- A public beat such as a demo, festival, playtest, or launch target is forcing design, QA, and production decisions to reconnect
- The user needs one coordinating artifact first, then wants the skill to point toward the correct specialist follow-up
When not to use this skill
- The main issue is a raw Unity or Unreal build/log failure with no broader planning decision → use
game-build-log-triage - The main issue is performance capture and bottleneck diagnosis → use
game-performance-profiler - The main issue is triaging player/demo feedback into weighted priorities → use
game-demo-feedback-triage - The main issue is store-page, wishlist funnel, or launch-page operations → use
steam-store-launch-ops - The user only needs a generic engineering sprint plan with no game-specific context → use
task-planning - The user only needs early ideation / creative expansion before a production framing exists → use
bmad-idea
Instructions
Step 1: Capture the production intake brief
Before proposing a workflow, normalize the packet into this brief:
project_brief:
game_type: "genre, camera, platform, target audience"
team_shape: solo | duo | small-team | unknown
engine: Unity | Unreal | Godot | custom | unknown
current_stage: concept | prototype | vertical-slice | demo | production | launch-prep | live-ops
next_public_beat: none | internal-playtest | steam-playtest | next-fest | demo-drop | launch | patch
source_packet:
- idea-notes
- gdd-or-design-doc
- backlog-or-board
- playtest-feedback
- bug-or-build-issues
- launch-or-store-constraints
main_constraint: time | scope | quality | performance | unknown
main_question: "what decision or artifact is needed next?"
If the packet is incomplete, still proceed with the best visible stage and state the assumptions.
Step 2: Choose one operating mode
Pick exactly one primary mode for the current run.
-
Concept → milestone brief
- Use when the team has an idea, prototype, or vague direction
- Goal: define pillars, scope guardrails, first milestone, and risks
-
GDD → backlog slice
- Use when design intent exists but implementation slices are weak
- Goal: convert the GDD into epics, stories, acceptance checks, and review gates
-
Mixed signals → reprioritization
- Use when playtest notes, bug reports, and milestone pressure are colliding
- Goal: decide what must happen before the next build or public beat
-
Build trouble → routing decision
- Use when a build issue is present but the real question is whether it blocks a milestone
- Goal: produce the milestone/risk framing, then hand detailed log work to
game-build-log-triage
-
Public beat → readiness plan
- Use when the team is targeting a demo, festival, playtest, or launch window
- Goal: connect design, QA, build stability, and store/demo readiness into one plan
Step 3: Decide the next artifact, not the whole universe
Return one primary artifact from this list:
milestone-briefgdd-to-backlog packetreprioritization briefspecialist-routing briefpublic-beat readiness plan
Do not flood the team with parallel plans. Choose the single artifact that most reduces ambiguity right now.
Step 4: Route specialist work explicitly
If the intake shows a narrower downstream problem, route out with a short reason:
game-demo-feedback-triage→ clustered player/demo feedback and fix-first recommendationsgame-build-log-triage→ build, packaging, CI, signing, cook, compile, or editor-log failuresgame-performance-profiler→ frame-time, memory, hitches, GPU/CPU bottleneck, Steam Deck or console perf complaintssteam-store-launch-ops→ store-page, wishlist funnel, launch sequencing, public-facing launch preptask-planning→ general engineering decomposition after the game-specific milestone decision is made
If you route out, still leave the team with a short milestone-aware handoff, not just a tool name.
Step 5: Produce the coordination artifact
Use this exact structure:
# Game Production Coordination Brief
## Scope
- Game / build stage: ...
- Engine / platform context: ...
- Team shape: ...
- Next public beat: ...
- Confidence: high | medium | low
## Primary mode
- concept-to-milestone | gdd-to-backlog | reprioritization | build-trouble-routing | public-beat-readiness
## What matters most now
- 2-4 bullets on the strongest production truths from the packet
## Recommended next artifact
- One of: milestone-brief | gdd-to-backlog packet | reprioritization brief | specialist-routing brief | public-beat readiness plan
## Priority decisions
| Decision | Why now | Owner | Risk if delayed |
|----------|---------|-------|-----------------|
| ... | ... | ... | ... |
## Immediate next steps
1. ...
2. ...
3. ...
## Specialist handoffs
- Skill: ...
- Why: ...
- What packet to pass: ...
## What not to do yet
- 1-3 bullets preventing scope drift or the wrong lane
Step 6: Keep the milestone thread visible
Every output must connect work back to the next meaningful beat:
- internal playtest
- Steam Playtest
- Next Fest / public demo
- launch target
- major patch or content drop
If there is no explicit beat, infer the next milestone from the packet and say so.
Output format
Always return a short producer-style coordination brief.
Required qualities:
- prefer concrete next artifacts over abstract game-design essays
- surface the main constraint and tradeoff clearly
- keep specialist routing explicit
- preserve cross-functional visibility across design, engineering, QA, and launch timing
- keep the result under roughly 450-700 words unless the user asks for a larger planning packet
Examples
Example 1: concept to Steam demo
Input
We are a 3-person Unity team building a co-op survival game. We have rough mechanic notes and a prototype, and we want a Steam demo in 8 weeks. Use bmad-gds.
Output sketch
- Primary mode:
concept-to-milestone - Recommended next artifact:
milestone-brief - Priority decisions cover demo fantasy, scope cuts, one playable loop, and test cadence
- Specialist handoff may point to
task-planningonly after the milestone brief is locked
Example 2: mixed playtest plus bugs
Input
We have Discord feedback, a bug sheet, and a Next Fest date. Players are confused early, and the latest build also has two packaging issues.
Output sketch
- Primary mode:
reprioritization - Recommended next artifact:
reprioritization brief game-demo-feedback-triagegets the feedback packetgame-build-log-triagegets the packaging failures- The coordination brief keeps both tied to the Next Fest milestone
Example 3: raw build problem only
Input
Our Unreal CI build is failing during packaging. Help.
Output sketch
- Do not stay in
bmad-gdsas the main skill - Return a short
specialist-routing brief - Route to
game-build-log-triagewith the exact log/build packet required
Best practices
- Act like a producer, not a fantasy studio simulator — convert ambiguity into one useful next artifact.
- Use one primary mode per run — mixing concepting, launch ops, playtest triage, and log debugging weakens output quality.
- Route aggressively to specialist skills when the packet is mostly feedback, logs, performance, or launch-page operations.
- Keep scope pressure explicit — small game teams fail more often from spread than from under-ideation.
- Preserve milestone context — build issues and design changes matter differently depending on whether the next beat is a demo, festival, or launch.
- Prefer re-entry workflows — playtests and build failures often push teams back into planning; treat that as normal.
References
- references/operating-modes.md
- references/scope-boundaries.md
../bmad-idea/SKILL.md../task-planning/SKILL.md../game-demo-feedback-triage/SKILL.md../game-build-log-triage/SKILL.md../game-performance-profiler/SKILL.md../steam-store-launch-ops/SKILL.md