bmad-method 5.1.3 → 6.0.0-Beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (739) hide show
  1. package/.coderabbit.yaml +40 -0
  2. package/.github/CODE_OF_CONDUCT.md +128 -0
  3. package/.github/FUNDING.yaml +2 -2
  4. package/.github/ISSUE_TEMPLATE/config.yaml +8 -0
  5. package/.github/ISSUE_TEMPLATE/feature_request.md +11 -11
  6. package/.github/ISSUE_TEMPLATE/issue.md +32 -0
  7. package/.github/scripts/discord-helpers.sh +34 -0
  8. package/.github/workflows/discord.yaml +82 -17
  9. package/.github/workflows/docs.yaml +63 -0
  10. package/.github/workflows/manual-release.yaml +40 -20
  11. package/.github/workflows/quality.yaml +115 -0
  12. package/.husky/pre-commit +17 -0
  13. package/.markdownlint-cli2.yaml +41 -0
  14. package/.nvmrc +1 -0
  15. package/.prettierignore +9 -0
  16. package/.vscode/settings.json +38 -10
  17. package/CHANGELOG.md +1167 -372
  18. package/CNAME +1 -0
  19. package/CONTRIBUTING.md +100 -142
  20. package/CONTRIBUTORS.md +32 -0
  21. package/LICENSE +10 -1
  22. package/README.md +67 -170
  23. package/SECURITY.md +85 -0
  24. package/TRADEMARK.md +55 -0
  25. package/Wordmark.png +0 -0
  26. package/banner-bmad-method.png +0 -0
  27. package/docs/404.md +9 -0
  28. package/docs/_STYLE_GUIDE.md +367 -0
  29. package/docs/downloads.md +74 -0
  30. package/docs/explanation/advanced-elicitation.md +24 -0
  31. package/docs/explanation/adversarial-review.md +57 -0
  32. package/docs/explanation/brainstorming.md +31 -0
  33. package/docs/explanation/brownfield-faq.md +55 -0
  34. package/docs/explanation/party-mode.md +57 -0
  35. package/docs/explanation/preventing-agent-conflicts.md +110 -0
  36. package/docs/explanation/quick-flow.md +27 -0
  37. package/docs/explanation/why-solutioning-matters.md +75 -0
  38. package/docs/how-to/brownfield/index.md +84 -0
  39. package/docs/how-to/brownfield/quick-fix-in-brownfield.md +76 -0
  40. package/docs/how-to/customize-bmad.md +158 -0
  41. package/docs/how-to/get-answers-about-bmad.md +102 -0
  42. package/docs/how-to/install-bmad.md +82 -0
  43. package/docs/how-to/shard-large-documents.md +101 -0
  44. package/docs/how-to/upgrade-to-v6.md +131 -0
  45. package/docs/index.md +56 -0
  46. package/docs/reference/workflow-map.md +83 -0
  47. package/docs/tea/explanation/engagement-models.md +710 -0
  48. package/docs/tea/explanation/fixture-architecture.md +457 -0
  49. package/docs/tea/explanation/knowledge-base-system.md +554 -0
  50. package/docs/tea/explanation/network-first-patterns.md +853 -0
  51. package/docs/tea/explanation/risk-based-testing.md +586 -0
  52. package/docs/tea/explanation/tea-overview.md +410 -0
  53. package/docs/tea/explanation/test-quality-standards.md +907 -0
  54. package/docs/tea/explanation/testing-as-engineering.md +112 -0
  55. package/docs/tea/glossary/index.md +159 -0
  56. package/docs/tea/how-to/brownfield/use-tea-for-enterprise.md +525 -0
  57. package/docs/tea/how-to/brownfield/use-tea-with-existing-tests.md +577 -0
  58. package/docs/tea/how-to/customization/enable-tea-mcp-enhancements.md +424 -0
  59. package/docs/tea/how-to/customization/integrate-playwright-utils.md +813 -0
  60. package/docs/tea/how-to/workflows/run-atdd.md +436 -0
  61. package/docs/tea/how-to/workflows/run-automate.md +653 -0
  62. package/docs/tea/how-to/workflows/run-nfr-assess.md +679 -0
  63. package/docs/tea/how-to/workflows/run-test-design.md +135 -0
  64. package/docs/tea/how-to/workflows/run-test-review.md +605 -0
  65. package/docs/tea/how-to/workflows/run-trace.md +883 -0
  66. package/docs/tea/how-to/workflows/setup-ci.md +712 -0
  67. package/docs/tea/how-to/workflows/setup-test-framework.md +98 -0
  68. package/docs/tea/reference/commands.md +276 -0
  69. package/docs/tea/reference/configuration.md +678 -0
  70. package/docs/tea/reference/knowledge-base.md +340 -0
  71. package/docs/tea/tutorials/tea-lite-quickstart.md +444 -0
  72. package/docs/tutorials/getting-started.md +205 -0
  73. package/eslint.config.mjs +42 -9
  74. package/package.json +50 -38
  75. package/prettier.config.mjs +1 -1
  76. package/src/bmm/_module-installer/installer.js +48 -0
  77. package/src/bmm/agents/analyst.agent.yaml +36 -0
  78. package/src/bmm/agents/architect.agent.yaml +28 -0
  79. package/src/bmm/agents/dev.agent.yaml +38 -0
  80. package/src/bmm/agents/pm.agent.yaml +46 -0
  81. package/src/bmm/agents/quick-flow-solo-dev.agent.yaml +32 -0
  82. package/src/bmm/agents/sm.agent.yaml +36 -0
  83. package/src/bmm/agents/tea.agent.yaml +63 -0
  84. package/src/bmm/agents/tech-writer/tech-writer-sidecar/documentation-standards.md +224 -0
  85. package/src/bmm/agents/tech-writer/tech-writer.agent.yaml +45 -0
  86. package/src/bmm/agents/ux-designer.agent.yaml +26 -0
  87. package/src/bmm/data/project-context-template.md +26 -0
  88. package/src/bmm/module-help.csv +32 -0
  89. package/src/bmm/module.yaml +44 -0
  90. package/src/bmm/teams/default-party.csv +21 -0
  91. package/src/bmm/teams/team-fullstack.yaml +12 -0
  92. package/src/bmm/testarch/knowledge/adr-quality-readiness-checklist.md +350 -0
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  103. package/src/bmm/testarch/knowledge/feature-flags.md +750 -0
  104. package/src/bmm/testarch/knowledge/file-utils.md +463 -0
  105. package/src/bmm/testarch/knowledge/fixture-architecture.md +401 -0
  106. package/src/bmm/testarch/knowledge/fixtures-composition.md +382 -0
  107. package/src/bmm/testarch/knowledge/intercept-network-call.md +430 -0
  108. package/src/bmm/testarch/knowledge/log.md +429 -0
  109. package/src/bmm/testarch/knowledge/network-error-monitor.md +405 -0
  110. package/src/bmm/testarch/knowledge/network-first.md +486 -0
  111. package/src/bmm/testarch/knowledge/network-recorder.md +527 -0
  112. package/src/bmm/testarch/knowledge/nfr-criteria.md +670 -0
  113. package/src/bmm/testarch/knowledge/overview.md +286 -0
  114. package/src/bmm/testarch/knowledge/playwright-config.md +730 -0
  115. package/src/bmm/testarch/knowledge/probability-impact.md +601 -0
  116. package/src/bmm/testarch/knowledge/recurse.md +421 -0
  117. package/src/bmm/testarch/knowledge/risk-governance.md +615 -0
  118. package/src/bmm/testarch/knowledge/selective-testing.md +732 -0
  119. package/src/bmm/testarch/knowledge/selector-resilience.md +527 -0
  120. package/src/bmm/testarch/knowledge/test-healing-patterns.md +644 -0
  121. package/src/bmm/testarch/knowledge/test-levels-framework.md +473 -0
  122. package/src/bmm/testarch/knowledge/test-priorities-matrix.md +373 -0
  123. package/src/bmm/testarch/knowledge/test-quality.md +664 -0
  124. package/src/bmm/testarch/knowledge/timing-debugging.md +372 -0
  125. package/src/bmm/testarch/knowledge/visual-debugging.md +524 -0
  126. package/src/bmm/testarch/tea-index.csv +35 -0
  127. package/src/bmm/workflows/1-analysis/create-product-brief/product-brief.template.md +10 -0
  128. package/src/bmm/workflows/1-analysis/create-product-brief/steps/step-01-init.md +177 -0
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  130. package/src/bmm/workflows/1-analysis/create-product-brief/steps/step-02-vision.md +199 -0
  131. package/src/bmm/workflows/1-analysis/create-product-brief/steps/step-03-users.md +202 -0
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- # Correct Course Task - Game Development
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-
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- ## Purpose
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-
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- - Guide a structured response to game development change triggers using the `{root}/checklists/game-change-checklist`.
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- - Analyze the impacts of changes on game features, technical systems, and milestone deliverables.
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- - Explore game-specific solutions (e.g., performance optimizations, feature scaling, platform adjustments).
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- - Draft specific, actionable proposed updates to affected game artifacts (e.g., GDD sections, technical specs, Unity configurations).
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- - Produce a consolidated "Game Development Change Proposal" document for review and approval.
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- - Ensure clear handoff path for changes requiring fundamental redesign or technical architecture updates.
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-
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- ## Instructions
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-
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- ### 1. Initial Setup & Mode Selection
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-
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- - **Acknowledge Task & Inputs:**
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- - Confirm with the user that the "Game Development Correct Course Task" is being initiated.
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- - Verify the change trigger (e.g., performance issue, platform constraint, gameplay feedback, technical blocker).
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- - Confirm access to relevant game artifacts:
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- - Game Design Document (GDD)
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- - Technical Design Documents
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- - Unity Architecture specifications
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- - Performance budgets and platform requirements
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- - Current sprint's game stories and epics
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- - Asset specifications and pipelines
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- - Confirm access to `{root}/checklists/game-change-checklist`.
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-
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- - **Establish Interaction Mode:**
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- - Ask the user their preferred interaction mode:
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- - **"Incrementally (Default & Recommended):** Work through the game-change-checklist section by section, discussing findings and drafting changes collaboratively. Best for complex technical or gameplay changes."
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- - **"YOLO Mode (Batch Processing):** Conduct batched analysis and present consolidated findings. Suitable for straightforward performance optimizations or minor adjustments."
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- - Confirm the selected mode and inform: "We will now use the game-change-checklist to analyze the change and draft proposed updates specific to our Unity game development context."
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-
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- ### 2. Execute Game Development Checklist Analysis
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-
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- - Systematically work through the game-change-checklist sections:
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- 1. **Change Context & Game Impact**
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- 2. **Feature/System Impact Analysis**
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- 3. **Technical Artifact Conflict Resolution**
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- 4. **Performance & Platform Evaluation**
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- 5. **Path Forward Recommendation**
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-
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- - For each checklist section:
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- - Present game-specific prompts and considerations
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- - Analyze impacts on:
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- - Unity scenes and prefabs
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- - Component dependencies
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- - Performance metrics (FPS, memory, build size)
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- - Platform-specific code paths
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- - Asset loading and management
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- - Third-party plugins/SDKs
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- - Discuss findings with clear technical context
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- - Record status: `[x] Addressed`, `[N/A]`, `[!] Further Action Needed`
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- - Document Unity-specific decisions and constraints
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-
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- ### 3. Draft Game-Specific Proposed Changes
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-
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- Based on the analysis and agreed path forward:
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-
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- - **Identify affected game artifacts requiring updates:**
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- - GDD sections (mechanics, systems, progression)
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- - Technical specifications (architecture, performance targets)
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- - Unity-specific configurations (build settings, quality settings)
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- - Game story modifications (scope, acceptance criteria)
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- - Asset pipeline adjustments
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- - Platform-specific adaptations
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-
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- - **Draft explicit changes for each artifact:**
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- - **Game Stories:** Revise story text, Unity-specific acceptance criteria, technical constraints
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- - **Technical Specs:** Update architecture diagrams, component hierarchies, performance budgets
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- - **Unity Configurations:** Propose settings changes, optimization strategies, platform variants
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- - **GDD Updates:** Modify feature descriptions, balance parameters, progression systems
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- - **Asset Specifications:** Adjust texture sizes, model complexity, audio compression
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- - **Performance Targets:** Update FPS goals, memory limits, load time requirements
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-
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- - **Include Unity-specific details:**
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- - Prefab structure changes
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- - Scene organization updates
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- - Component refactoring needs
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- - Shader/material optimizations
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- - Build pipeline modifications
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-
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- ### 4. Generate "Game Development Change Proposal"
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-
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- - Create a comprehensive proposal document containing:
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-
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- **A. Change Summary:**
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- - Original issue (performance, gameplay, technical constraint)
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- - Game systems affected
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- - Platform/performance implications
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- - Chosen solution approach
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-
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- **B. Technical Impact Analysis:**
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- - Unity architecture changes needed
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- - Performance implications (with metrics)
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- - Platform compatibility effects
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- - Asset pipeline modifications
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- - Third-party dependency impacts
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-
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- **C. Specific Proposed Edits:**
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- - For each game story: "Change Story GS-X.Y from: [old] To: [new]"
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- - For technical specs: "Update Unity Architecture Section X: [changes]"
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- - For GDD: "Modify [Feature] in Section Y: [updates]"
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- - For configurations: "Change [Setting] from [old_value] to [new_value]"
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-
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- **D. Implementation Considerations:**
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- - Required Unity version updates
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- - Asset reimport needs
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- - Shader recompilation requirements
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- - Platform-specific testing needs
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-
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- ### 5. Finalize & Determine Next Steps
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-
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- - Obtain explicit approval for the "Game Development Change Proposal"
115
- - Provide the finalized document to the user
116
-
117
- - **Based on change scope:**
118
- - **Minor adjustments (can be handled in current sprint):**
119
- - Confirm task completion
120
- - Suggest handoff to game-dev agent for implementation
121
- - Note any required playtesting validation
122
- - **Major changes (require replanning):**
123
- - Clearly state need for deeper technical review
124
- - Recommend engaging Game Architect or Technical Lead
125
- - Provide proposal as input for architecture revision
126
- - Flag any milestone/deadline impacts
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-
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- ## Output Deliverables
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-
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- - **Primary:** "Game Development Change Proposal" document containing:
131
- - Game-specific change analysis
132
- - Technical impact assessment with Unity context
133
- - Platform and performance considerations
134
- - Clearly drafted updates for all affected game artifacts
135
- - Implementation guidance and constraints
136
-
137
- - **Secondary:** Annotated game-change-checklist showing:
138
- - Technical decisions made
139
- - Performance trade-offs considered
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- - Platform-specific accommodations
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- - Unity-specific implementation notes
@@ -1,184 +0,0 @@
1
- # Create Game Story Task
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-
3
- ## Purpose
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-
5
- To identify the next logical game story based on project progress and epic definitions, and then to prepare a comprehensive, self-contained, and actionable story file using the `Game Story Template`. This task ensures the story is enriched with all necessary technical context, Unity-specific requirements, and acceptance criteria, making it ready for efficient implementation by a Game Developer Agent with minimal need for additional research or finding its own context.
6
-
7
- ## SEQUENTIAL Task Execution (Do not proceed until current Task is complete)
8
-
9
- ### 0. Load Core Configuration and Check Workflow
10
-
11
- - Load `{root}/core-config.yaml` from the project root
12
- - If the file does not exist, HALT and inform the user: "core-config.yaml not found. This file is required for story creation. You can either: 1) Copy core-config.yaml from GITHUB bmad-core/ and configure it for your game project OR 2) Run the BMad installer against your project to upgrade and add the file automatically. Please add and configure before proceeding."
13
- - Extract key configurations: `devStoryLocation`, `gdd.*`, `gamearchitecture.*`, `workflow.*`
14
-
15
- ### 1. Identify Next Story for Preparation
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-
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- #### 1.1 Locate Epic Files and Review Existing Stories
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-
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- - Based on `gddSharded` from config, locate epic files (sharded location/pattern or monolithic GDD sections)
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- - If `devStoryLocation` has story files, load the highest `{epicNum}.{storyNum}.story.md` file
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- - **If highest story exists:**
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- - Verify status is 'Done'. If not, alert user: "ALERT: Found incomplete story! File: {lastEpicNum}.{lastStoryNum}.story.md Status: [current status] You should fix this story first, but would you like to accept risk & override to create the next story in draft?"
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- - If proceeding, select next sequential story in the current epic
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- - If epic is complete, prompt user: "Epic {epicNum} Complete: All stories in Epic {epicNum} have been completed. Would you like to: 1) Begin Epic {epicNum + 1} with story 1 2) Select a specific story to work on 3) Cancel story creation"
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- - **CRITICAL**: NEVER automatically skip to another epic. User MUST explicitly instruct which story to create.
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- - **If no story files exist:** The next story is ALWAYS 1.1 (first story of first epic)
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- - Announce the identified story to the user: "Identified next story for preparation: {epicNum}.{storyNum} - {Story Title}"
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-
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- ### 2. Gather Story Requirements and Previous Story Context
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-
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- - Extract story requirements from the identified epic file or GDD section
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- - If previous story exists, review Dev Agent Record sections for:
33
- - Completion Notes and Debug Log References
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- - Implementation deviations and technical decisions
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- - Unity-specific challenges (prefab issues, scene management, performance)
36
- - Asset pipeline decisions and optimizations
37
- - Extract relevant insights that inform the current story's preparation
38
-
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- ### 3. Gather Architecture Context
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-
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- #### 3.1 Determine Architecture Reading Strategy
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-
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- - **If `gamearchitectureVersion: >= v3` and `gamearchitectureSharded: true`**: Read `{gamearchitectureShardedLocation}/index.md` then follow structured reading order below
44
- - **Else**: Use monolithic `gamearchitectureFile` for similar sections
45
-
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- #### 3.2 Read Architecture Documents Based on Story Type
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-
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- **For ALL Game Stories:** tech-stack.md, unity-project-structure.md, coding-standards.md, testing-resilience-architecture.md
49
-
50
- **For Gameplay/Mechanics Stories, additionally:** gameplay-systems-architecture.md, component-architecture-details.md, physics-config.md, input-system.md, state-machines.md, game-data-models.md
51
-
52
- **For UI/UX Stories, additionally:** ui-architecture.md, ui-components.md, ui-state-management.md, scene-management.md
53
-
54
- **For Backend/Services Stories, additionally:** game-data-models.md, data-persistence.md, save-system.md, analytics-integration.md, multiplayer-architecture.md
55
-
56
- **For Graphics/Rendering Stories, additionally:** rendering-pipeline.md, shader-guidelines.md, sprite-management.md, particle-systems.md
57
-
58
- **For Audio Stories, additionally:** audio-architecture.md, audio-mixing.md, sound-banks.md
59
-
60
- #### 3.3 Extract Story-Specific Technical Details
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-
62
- Extract ONLY information directly relevant to implementing the current story. Do NOT invent new patterns, systems, or standards not in the source documents.
63
-
64
- Extract:
65
-
66
- - Specific Unity components and MonoBehaviours the story will use
67
- - Unity Package Manager dependencies and their APIs (e.g., Cinemachine, Input System, URP)
68
- - Package-specific configurations and setup requirements
69
- - Prefab structures and scene organization requirements
70
- - Input system bindings and configurations
71
- - Physics settings and collision layers
72
- - UI canvas and layout specifications
73
- - Asset naming conventions and folder structures
74
- - Performance budgets (target FPS, memory limits, draw calls)
75
- - Platform-specific considerations (mobile vs desktop)
76
- - Testing requirements specific to Unity features
77
-
78
- ALWAYS cite source documents: `[Source: gamearchitecture/{filename}.md#{section}]`
79
-
80
- ### 4. Unity-Specific Technical Analysis
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-
82
- #### 4.1 Package Dependencies Analysis
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-
84
- - Identify Unity Package Manager packages required for the story
85
- - Document package versions from manifest.json
86
- - Note any package-specific APIs or components being used
87
- - List package configuration requirements (e.g., Input System settings, URP asset config)
88
- - Identify any third-party Asset Store packages and their integration points
89
-
90
- #### 4.2 Scene and Prefab Planning
91
-
92
- - Identify which scenes will be modified or created
93
- - List prefabs that need to be created or updated
94
- - Document prefab variant requirements
95
- - Specify scene loading/unloading requirements
96
-
97
- #### 4.3 Component Architecture
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-
99
- - Define MonoBehaviour scripts needed
100
- - Specify ScriptableObject assets required
101
- - Document component dependencies and execution order
102
- - Identify required Unity Events and UnityActions
103
- - Note any package-specific components (e.g., Cinemachine VirtualCamera, InputActionAsset)
104
-
105
- #### 4.4 Asset Requirements
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-
107
- - List sprite/texture requirements with resolution specs
108
- - Define animation clips and animator controllers needed
109
- - Specify audio clips and their import settings
110
- - Document any shader or material requirements
111
- - Note any package-specific assets (e.g., URP materials, Input Action maps)
112
-
113
- ### 5. Populate Story Template with Full Context
114
-
115
- - Create new story file: `{devStoryLocation}/{epicNum}.{storyNum}.story.md` using Game Story Template
116
- - Fill in basic story information: Title, Status (Draft), Story statement, Acceptance Criteria from Epic/GDD
117
- - **`Dev Notes` section (CRITICAL):**
118
- - CRITICAL: This section MUST contain ONLY information extracted from gamearchitecture documents and GDD. NEVER invent or assume technical details.
119
- - Include ALL relevant technical details from Steps 2-4, organized by category:
120
- - **Previous Story Insights**: Key learnings from previous story implementation
121
- - **Package Dependencies**: Unity packages required, versions, configurations [with source references]
122
- - **Unity Components**: Specific MonoBehaviours, ScriptableObjects, systems [with source references]
123
- - **Scene & Prefab Specs**: Scene modifications, prefab structures, variants [with source references]
124
- - **Input Configuration**: Input actions, bindings, control schemes [with source references]
125
- - **UI Implementation**: Canvas setup, layout groups, UI events [with source references]
126
- - **Asset Pipeline**: Asset requirements, import settings, optimization notes
127
- - **Performance Targets**: FPS targets, memory budgets, profiler metrics
128
- - **Platform Considerations**: Mobile vs desktop differences, input variations
129
- - **Testing Requirements**: PlayMode tests, Unity Test Framework specifics
130
- - Every technical detail MUST include its source reference: `[Source: gamearchitecture/{filename}.md#{section}]`
131
- - If information for a category is not found in the gamearchitecture docs, explicitly state: "No specific guidance found in gamearchitecture docs"
132
- - **`Tasks / Subtasks` section:**
133
- - Generate detailed, sequential list of technical tasks based ONLY on: Epic/GDD Requirements, Story AC, Reviewed GameArchitecture Information
134
- - Include Unity-specific tasks:
135
- - Scene setup and configuration
136
- - Prefab creation and testing
137
- - Component implementation with proper lifecycle methods
138
- - Input system integration
139
- - Physics configuration
140
- - UI implementation with proper anchoring
141
- - Performance profiling checkpoints
142
- - Each task must reference relevant gamearchitecture documentation
143
- - Include PlayMode testing as explicit subtasks
144
- - Link tasks to ACs where applicable (e.g., `Task 1 (AC: 1, 3)`)
145
- - Add notes on Unity project structure alignment or discrepancies found in Step 4
146
-
147
- ### 6. Story Draft Completion and Review
148
-
149
- - Review all sections for completeness and accuracy
150
- - Verify all source references are included for technical details
151
- - Ensure Unity-specific requirements are comprehensive:
152
- - All scenes and prefabs documented
153
- - Component dependencies clear
154
- - Asset requirements specified
155
- - Performance targets defined
156
- - Update status to "Draft" and save the story file
157
- - Execute `{root}/tasks/execute-checklist` `{root}/checklists/game-story-dod-checklist`
158
- - Provide summary to user including:
159
- - Story created: `{devStoryLocation}/{epicNum}.{storyNum}.story.md`
160
- - Status: Draft
161
- - Key Unity components and systems included
162
- - Scene/prefab modifications required
163
- - Asset requirements identified
164
- - Any deviations or conflicts noted between GDD and gamearchitecture
165
- - Checklist Results
166
- - Next steps: For complex Unity features, suggest the user review the story draft and optionally test critical assumptions in Unity Editor
167
-
168
- ### 7. Unity-Specific Validation
169
-
170
- Before finalizing, ensure:
171
-
172
- - [ ] All required Unity packages are documented with versions
173
- - [ ] Package-specific APIs and configurations are included
174
- - [ ] All MonoBehaviour lifecycle methods are considered
175
- - [ ] Prefab workflows are clearly defined
176
- - [ ] Scene management approach is specified
177
- - [ ] Input system integration is complete (legacy or new Input System)
178
- - [ ] UI canvas setup follows Unity best practices
179
- - [ ] Performance profiling points are identified
180
- - [ ] Asset import settings are documented
181
- - [ ] Platform-specific code paths are noted
182
- - [ ] Package compatibility is verified (e.g., URP vs Built-in pipeline)
183
-
184
- This task ensures game development stories are immediately actionable and enable efficient AI-driven development of Unity 2D game features.
@@ -1,290 +0,0 @@
1
- # Game Design Brainstorming Techniques Task
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-
3
- This task provides a comprehensive toolkit of creative brainstorming techniques specifically designed for game design ideation and innovative thinking. The game designer can use these techniques to facilitate productive brainstorming sessions focused on game mechanics, player experience, and creative concepts.
4
-
5
- ## Process
6
-
7
- ### 1. Session Setup
8
-
9
- [[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
10
-
11
- 1. **Establish Game Context**
12
- - Understand the game genre or opportunity area
13
- - Identify target audience and platform constraints
14
- - Determine session goals (concept exploration vs. mechanic refinement)
15
- - Clarify scope (full game vs. specific feature)
16
-
17
- 2. **Select Technique Approach**
18
- - Option A: User selects specific game design techniques
19
- - Option B: Game Designer recommends techniques based on context
20
- - Option C: Random technique selection for creative variety
21
- - Option D: Progressive technique flow (broad concepts to specific mechanics)
22
-
23
- ### 2. Game Design Brainstorming Techniques
24
-
25
- #### Game Concept Expansion Techniques
26
-
27
- 1. **"What If" Game Scenarios**
28
- [[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
29
- - What if players could rewind time in any genre?
30
- - What if the game world reacted to the player's real-world location?
31
- - What if failure was more rewarding than success?
32
- - What if players controlled the antagonist instead?
33
- - What if the game played itself when no one was watching?
34
-
35
- 2. **Cross-Genre Fusion**
36
- [[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
37
- - "How might [genre A] mechanics work in [genre B]?"
38
- - Puzzle mechanics in action games
39
- - Dating sim elements in strategy games
40
- - Horror elements in racing games
41
- - Educational content in roguelike structure
42
-
43
- 3. **Player Motivation Reversal**
44
- [[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
45
- - What if losing was the goal?
46
- - What if cooperation was forced in competitive games?
47
- - What if players had to help their enemies?
48
- - What if progress meant giving up abilities?
49
-
50
- 4. **Core Loop Deconstruction**
51
- [[LLM: Break down successful games to fundamental mechanics and rebuild differently.]]
52
- - What are the essential 3 actions in this game type?
53
- - How could we make each action more interesting?
54
- - What if we changed the order of these actions?
55
- - What if players could skip or automate certain actions?
56
-
57
- #### Mechanic Innovation Frameworks
58
-
59
- 1. **SCAMPER for Game Mechanics**
60
- [[LLM: Guide through each SCAMPER prompt specifically for game design.]]
61
- - **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
62
- - **C** = Combine: What systems can be merged? (inventory + character growth)
63
- - **A** = Adapt: What mechanics from other media? (books, movies, sports)
64
- - **M** = Modify/Magnify: What can be exaggerated? (super speed, massive scale)
65
- - **P** = Put to other uses: What else could this mechanic do? (jumping → attacking)
66
- - **E** = Eliminate: What can be removed? (UI, tutorials, fail states)
67
- - **R** = Reverse/Rearrange: What sequence changes? (end-to-start, simultaneous)
68
-
69
- 2. **Player Agency Spectrum**
70
- [[LLM: Explore different levels of player control and agency across game systems.]]
71
- - Full Control: Direct character movement, combat, building
72
- - Indirect Control: Setting rules, giving commands, environmental changes
73
- - Influence Only: Suggestions, preferences, emotional reactions
74
- - No Control: Observation, interpretation, passive experience
75
-
76
- 3. **Temporal Game Design**
77
- [[LLM: Explore how time affects gameplay and player experience.]]
78
- - Real-time vs. turn-based mechanics
79
- - Time travel and manipulation
80
- - Persistent vs. session-based progress
81
- - Asynchronous multiplayer timing
82
- - Seasonal and event-based content
83
-
84
- #### Player Experience Ideation
85
-
86
- 1. **Emotion-First Design**
87
- [[LLM: Start with target emotions and work backward to mechanics that create them.]]
88
- - Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
89
- - Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
90
- - Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
91
- - Target Emotion: Flow → Mechanics: Clear feedback, progressive difficulty
92
-
93
- 2. **Player Archetype Brainstorming**
94
- [[LLM: Design for different player types and motivations.]]
95
- - Achievers: Progression, completion, mastery
96
- - Explorers: Discovery, secrets, world-building
97
- - Socializers: Interaction, cooperation, community
98
- - Killers: Competition, dominance, conflict
99
- - Creators: Building, customization, expression
100
-
101
- 3. **Accessibility-First Innovation**
102
- [[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
103
- - Visual impairment considerations leading to audio-focused mechanics
104
- - Motor accessibility inspiring one-handed or simplified controls
105
- - Cognitive accessibility driving clear feedback and pacing
106
- - Economic accessibility creating free-to-play innovations
107
-
108
- #### Narrative and World Building
109
-
110
- 1. **Environmental Storytelling**
111
- [[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
112
- - How does the environment show history?
113
- - What do interactive objects reveal about characters?
114
- - How can level design communicate mood?
115
- - What stories do systems and mechanics tell?
116
-
117
- 2. **Player-Generated Narrative**
118
- [[LLM: Explore ways players create their own stories through gameplay.]]
119
- - Emergent storytelling through player choices
120
- - Procedural narrative generation
121
- - Player-to-player story sharing
122
- - Community-driven world events
123
-
124
- 3. **Genre Expectation Subversion**
125
- [[LLM: Identify and deliberately subvert player expectations within genres.]]
126
- - Fantasy RPG where magic is mundane
127
- - Horror game where monsters are friendly
128
- - Racing game where going slow is optimal
129
- - Puzzle game where there are multiple correct answers
130
-
131
- #### Technical Innovation Inspiration
132
-
133
- 1. **Platform-Specific Design**
134
- [[LLM: Generate ideas that leverage unique platform capabilities.]]
135
- - Mobile: GPS, accelerometer, camera, always-connected
136
- - Web: URLs, tabs, social sharing, real-time collaboration
137
- - Console: Controllers, TV viewing, couch co-op
138
- - VR/AR: Physical movement, spatial interaction, presence
139
-
140
- 2. **Constraint-Based Creativity**
141
- [[LLM: Use technical or design constraints as creative catalysts.]]
142
- - One-button games
143
- - Games without graphics
144
- - Games that play in notification bars
145
- - Games using only system sounds
146
- - Games with intentionally bad graphics
147
-
148
- ### 3. Game-Specific Technique Selection
149
-
150
- [[LLM: Help user select appropriate techniques based on their specific game design needs.]]
151
-
152
- **For Initial Game Concepts:**
153
-
154
- - What If Game Scenarios
155
- - Cross-Genre Fusion
156
- - Emotion-First Design
157
-
158
- **For Stuck/Blocked Creativity:**
159
-
160
- - Player Motivation Reversal
161
- - Constraint-Based Creativity
162
- - Genre Expectation Subversion
163
-
164
- **For Mechanic Development:**
165
-
166
- - SCAMPER for Game Mechanics
167
- - Core Loop Deconstruction
168
- - Player Agency Spectrum
169
-
170
- **For Player Experience:**
171
-
172
- - Player Archetype Brainstorming
173
- - Emotion-First Design
174
- - Accessibility-First Innovation
175
-
176
- **For World Building:**
177
-
178
- - Environmental Storytelling
179
- - Player-Generated Narrative
180
- - Platform-Specific Design
181
-
182
- ### 4. Game Design Session Flow
183
-
184
- [[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
185
-
186
- 1. **Inspiration Phase** (10-15 min)
187
- - Reference existing games and mechanics
188
- - Explore player experiences and emotions
189
- - Gather visual and thematic inspiration
190
-
191
- 2. **Divergent Exploration** (25-35 min)
192
- - Generate many game concepts or mechanics
193
- - Use expansion and fusion techniques
194
- - Encourage wild and impossible ideas
195
-
196
- 3. **Player-Centered Filtering** (15-20 min)
197
- - Consider target audience reactions
198
- - Evaluate emotional impact and engagement
199
- - Group ideas by player experience goals
200
-
201
- 4. **Feasibility and Synthesis** (15-20 min)
202
- - Assess technical and design feasibility
203
- - Combine complementary ideas
204
- - Develop most promising concepts
205
-
206
- ### 5. Game Design Output Format
207
-
208
- [[LLM: Present brainstorming results in a format useful for game development.]]
209
-
210
- **Session Summary:**
211
-
212
- - Techniques used and focus areas
213
- - Total concepts/mechanics generated
214
- - Key themes and patterns identified
215
-
216
- **Game Concept Categories:**
217
-
218
- 1. **Core Game Ideas** - Complete game concepts ready for prototyping
219
- 2. **Mechanic Innovations** - Specific gameplay mechanics to explore
220
- 3. **Player Experience Goals** - Emotional and engagement targets
221
- 4. **Technical Experiments** - Platform or technology-focused concepts
222
- 5. **Long-term Vision** - Ambitious ideas for future development
223
-
224
- **Development Readiness:**
225
-
226
- **Prototype-Ready Ideas:**
227
-
228
- - Ideas that can be tested immediately
229
- - Minimum viable implementations
230
- - Quick validation approaches
231
-
232
- **Research-Required Ideas:**
233
-
234
- - Concepts needing technical investigation
235
- - Player testing and market research needs
236
- - Competitive analysis requirements
237
-
238
- **Future Innovation Pipeline:**
239
-
240
- - Ideas requiring significant development
241
- - Technology-dependent concepts
242
- - Market timing considerations
243
-
244
- **Next Steps:**
245
-
246
- - Which concepts to prototype first
247
- - Recommended research areas
248
- - Suggested playtesting approaches
249
- - Documentation and GDD planning
250
-
251
- ## Game Design Specific Considerations
252
-
253
- ### Platform and Audience Awareness
254
-
255
- - Always consider target platform limitations and advantages
256
- - Keep target audience preferences and expectations in mind
257
- - Balance innovation with familiar game design patterns
258
- - Consider monetization and business model implications
259
-
260
- ### Rapid Prototyping Mindset
261
-
262
- - Focus on ideas that can be quickly tested
263
- - Emphasize core mechanics over complex features
264
- - Design for iteration and player feedback
265
- - Consider digital and paper prototyping approaches
266
-
267
- ### Player Psychology Integration
268
-
269
- - Understand motivation and engagement drivers
270
- - Consider learning curves and skill development
271
- - Design for different play session lengths
272
- - Balance challenge and reward appropriately
273
-
274
- ### Technical Feasibility
275
-
276
- - Keep development resources and timeline in mind
277
- - Consider art and audio asset requirements
278
- - Think about performance and optimization needs
279
- - Plan for testing and debugging complexity
280
-
281
- ## Important Notes for Game Design Sessions
282
-
283
- - Encourage "impossible" ideas - constraints can be added later
284
- - Build on game mechanics that have proven engagement
285
- - Consider how ideas scale from prototype to full game
286
- - Document player experience goals alongside mechanics
287
- - Think about community and social aspects of gameplay
288
- - Consider accessibility and inclusivity from the start
289
- - Balance innovation with market viability
290
- - Plan for iteration based on player feedback