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-brief
gdd-to-backlog packet
reprioritization brief
specialist-routing brief
public-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 recommendations
game-build-log-triage → build, packaging, CI, signing, cook, compile, or editor-log failures
game-performance-profiler → frame-time, memory, hitches, GPU/CPU bottleneck, Steam Deck or console perf complaints
steam-store-launch-ops → store-page, wishlist funnel, launch sequencing, public-facing launch prep
task-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-planning only 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-triage gets the feedback packet
game-build-log-triage gets 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-gds as the main skill
- Return a short
specialist-routing brief
- Route to
game-build-log-triage with 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
1---2name: bmad-gds3description: AI-driven Game Development Studio (BMAD-GDS). Routes game projects through Pre-production, Design, Architecture, Production, and Game Testing phases using 6 specialized agents. Supports Unity, Unreal Engine, Godot, and custom engines.4---567891011# BMAD Game Development Studio1213Use this skill as the **game producer / orchestration layer** for the repository's game-development cluster.1415The job is not to do every game task directly. The job is to:161. normalize a messy game-production packet,172. decide which phase or risk matters most now,183. produce the next coordination artifact,194. route specialist work to the right downstream skill.2021Read [references/operating-modes.md](references/operating-modes.md) for the main entry modes and [references/scope-boundaries.md](references/scope-boundaries.md) before choosing between this skill and the narrower game skills.2223## When to use this skill24- A game idea, prototype, or existing project needs to be turned into a milestone brief or production plan25- A small team needs help converting a GDD or design brief into epics, stories, and review checkpoints26- Playtest notes, bug lists, and milestone pressure need one cross-functional reprioritization pass27- A public beat such as a demo, festival, playtest, or launch target is forcing design, QA, and production decisions to reconnect28- The user needs one coordinating artifact first, then wants the skill to point toward the correct specialist follow-up2930## When not to use this skill31- The main issue is a raw Unity or Unreal build/log failure with no broader planning decision → use `game-build-log-triage`32- The main issue is performance capture and bottleneck diagnosis → use `game-performance-profiler`33- The main issue is triaging player/demo feedback into weighted priorities → use `game-demo-feedback-triage`34- The main issue is store-page, wishlist funnel, or launch-page operations → use `steam-store-launch-ops`35- The user only needs a generic engineering sprint plan with no game-specific context → use `task-planning`36- The user only needs early ideation / creative expansion before a production framing exists → use `bmad-idea`3738## Instructions3940### Step 1: Capture the production intake brief41Before proposing a workflow, normalize the packet into this brief:4243```yaml44project_brief:45 game_type: "genre, camera, platform, target audience"46 team_shape: solo | duo | small-team | unknown47 engine: Unity | Unreal | Godot | custom | unknown48 current_stage: concept | prototype | vertical-slice | demo | production | launch-prep | live-ops49 next_public_beat: none | internal-playtest | steam-playtest | next-fest | demo-drop | launch | patch50 source_packet:51 - idea-notes52 - gdd-or-design-doc53 - backlog-or-board54 - playtest-feedback55 - bug-or-build-issues56 - launch-or-store-constraints57 main_constraint: time | scope | quality | performance | unknown58 main_question: "what decision or artifact is needed next?"59```6061If the packet is incomplete, still proceed with the best visible stage and state the assumptions.6263### Step 2: Choose one operating mode64Pick exactly one primary mode for the current run.65661. **Concept → milestone brief**67 - Use when the team has an idea, prototype, or vague direction68 - Goal: define pillars, scope guardrails, first milestone, and risks69702. **GDD → backlog slice**71 - Use when design intent exists but implementation slices are weak72 - Goal: convert the GDD into epics, stories, acceptance checks, and review gates73743. **Mixed signals → reprioritization**75 - Use when playtest notes, bug reports, and milestone pressure are colliding76 - Goal: decide what must happen before the next build or public beat77784. **Build trouble → routing decision**79 - Use when a build issue is present but the real question is whether it blocks a milestone80 - Goal: produce the milestone/risk framing, then hand detailed log work to `game-build-log-triage`81825. **Public beat → readiness plan**83 - Use when the team is targeting a demo, festival, playtest, or launch window84 - Goal: connect design, QA, build stability, and store/demo readiness into one plan8586### Step 3: Decide the next artifact, not the whole universe87Return **one primary artifact** from this list:88- `milestone-brief`89- `gdd-to-backlog packet`90- `reprioritization brief`91- `specialist-routing brief`92- `public-beat readiness plan`9394Do not flood the team with parallel plans. Choose the single artifact that most reduces ambiguity right now.9596### Step 4: Route specialist work explicitly97If the intake shows a narrower downstream problem, route out with a short reason:98- `game-demo-feedback-triage` → clustered player/demo feedback and fix-first recommendations99- `game-build-log-triage` → build, packaging, CI, signing, cook, compile, or editor-log failures100- `game-performance-profiler` → frame-time, memory, hitches, GPU/CPU bottleneck, Steam Deck or console perf complaints101- `steam-store-launch-ops` → store-page, wishlist funnel, launch sequencing, public-facing launch prep102- `task-planning` → general engineering decomposition after the game-specific milestone decision is made103104If you route out, still leave the team with a short milestone-aware handoff, not just a tool name.105106### Step 5: Produce the coordination artifact107Use this exact structure:108109```markdown110# Game Production Coordination Brief111112## Scope113- Game / build stage: ...114- Engine / platform context: ...115- Team shape: ...116- Next public beat: ...117- Confidence: high | medium | low118119## Primary mode120- concept-to-milestone | gdd-to-backlog | reprioritization | build-trouble-routing | public-beat-readiness121122## What matters most now123- 2-4 bullets on the strongest production truths from the packet124125## Recommended next artifact126- One of: milestone-brief | gdd-to-backlog packet | reprioritization brief | specialist-routing brief | public-beat readiness plan127128## Priority decisions129| Decision | Why now | Owner | Risk if delayed |130|----------|---------|-------|-----------------|131| ... | ... | ... | ... |132133## Immediate next steps1341. ...1352. ...1363. ...137138## Specialist handoffs139- Skill: ...140- Why: ...141- What packet to pass: ...142143## What not to do yet144- 1-3 bullets preventing scope drift or the wrong lane145```146147### Step 6: Keep the milestone thread visible148Every output must connect work back to the next meaningful beat:149- internal playtest150- Steam Playtest151- Next Fest / public demo152- launch target153- major patch or content drop154155If there is no explicit beat, infer the next milestone from the packet and say so.156157## Output format158Always return a **short producer-style coordination brief**.159160Required qualities:161- prefer concrete next artifacts over abstract game-design essays162- surface the main constraint and tradeoff clearly163- keep specialist routing explicit164- preserve cross-functional visibility across design, engineering, QA, and launch timing165- keep the result under roughly 450-700 words unless the user asks for a larger planning packet166167## Examples168169### Example 1: concept to Steam demo170**Input**171> 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.172173**Output sketch**174- Primary mode: `concept-to-milestone`175- Recommended next artifact: `milestone-brief`176- Priority decisions cover demo fantasy, scope cuts, one playable loop, and test cadence177- Specialist handoff may point to `task-planning` only after the milestone brief is locked178179### Example 2: mixed playtest plus bugs180**Input**181> 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.182183**Output sketch**184- Primary mode: `reprioritization`185- Recommended next artifact: `reprioritization brief`186- `game-demo-feedback-triage` gets the feedback packet187- `game-build-log-triage` gets the packaging failures188- The coordination brief keeps both tied to the Next Fest milestone189190### Example 3: raw build problem only191**Input**192> Our Unreal CI build is failing during packaging. Help.193194**Output sketch**195- Do not stay in `bmad-gds` as the main skill196- Return a short `specialist-routing brief`197- Route to `game-build-log-triage` with the exact log/build packet required198199## Best practices2001. **Act like a producer, not a fantasy studio simulator** — convert ambiguity into one useful next artifact.2012. **Use one primary mode per run** — mixing concepting, launch ops, playtest triage, and log debugging weakens output quality.2023. **Route aggressively to specialist skills** when the packet is mostly feedback, logs, performance, or launch-page operations.2034. **Keep scope pressure explicit** — small game teams fail more often from spread than from under-ideation.2045. **Preserve milestone context** — build issues and design changes matter differently depending on whether the next beat is a demo, festival, or launch.2056. **Prefer re-entry workflows** — playtests and build failures often push teams back into planning; treat that as normal.206207## References208- [references/operating-modes.md](references/operating-modes.md)209- [references/scope-boundaries.md](references/scope-boundaries.md)210- `../bmad-idea/SKILL.md`211- `../task-planning/SKILL.md`212- `../game-demo-feedback-triage/SKILL.md`213- `../game-build-log-triage/SKILL.md`214- `../game-performance-profiler/SKILL.md`215- `../steam-store-launch-ops/SKILL.md`