
Bmad Gds
- 32 installs
- 40 repo stars
- Updated August 4, 2026
- akillness/skills-template
bmad-gds is a skill that orchestrates indie game production and routes work into the next milestone or planning artifact.
About
This skill orchestrates AI-assisted indie game development across concepting, GDD shaping, milestone planning, and launch readiness. A solo developer or small team uses it to turn a mixed packet of idea notes, backlog state, playtest feedback, or a release target into the next game-production artifact. It routes specialist work to the right downstream game skill.
- Acts as a game producer / orchestration layer for indie game teams
- Turns GDDs, playtest notes, and build issues into one milestone or reprioritization artifact
- Routes specialist work to downstream game skills (build triage, profiling, feedback triage)
Bmad Gds by the numbers
- 32 all-time installs (skills.sh)
- Ranked #1,828 of 3,282 Productivity & Planning skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
bmad-gds capabilities & compatibility
- Capabilities
- game production planning · milestone planning · gdd to backlog · specialist routing
- Works with
- unity
- Use cases
- planning · project management · orchestration
- Pricing
- Free
What bmad-gds says it does
Orchestrate AI-assisted indie game development across concepting, GDD shaping, milestone planning, playtest synthesis, build triage, and launch-readiness
Use this skill as the **game producer / orchestration layer** for the repository's game-development cluster.
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| Installs | 32 |
|---|---|
| repo stars | ★ 40 |
| Last updated | August 4, 2026 |
| Repository | akillness/skills-template ↗ |
What it does
Coordinate indie game production by turning idea notes, GDDs, playtest feedback, or a launch target into the next milestone or planning artifact.
Who is it for?
Coordinating indie game milestones, GDD-to-backlog slicing, and playtest reprioritization
Skip if: Raw Unity/Unreal build-log triage, performance profiling, or store-page launch ops
When should I use this skill?
A game idea, GDD, playtest packet, or launch target needs one coordinating production artifact
What you get
One primary game-production artifact (milestone brief, backlog slice, or readiness plan) plus specialist routing.
- milestone-brief
- gdd-to-backlog packet
- reprioritization brief
By the numbers
- 5 operating modes
- 5 primary artifact types
- 2 reference docs (operating-modes, scope-boundaries)
Files
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: 1. normalize a messy game-production packet, 2. decide which phase or risk matters most now, 3. produce the next coordination artifact, 4. 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.
1. Concept → milestone brief
- Use when the team has an idea, prototype, or vague direction
- Goal: define pillars, scope guardrails, first milestone, and risks
2. 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
3. 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
4. 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
5. 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 laneStep 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
1. Act like a producer, not a fantasy studio simulator — convert ambiguity into one useful next artifact. 2. Use one primary mode per run — mixing concepting, launch ops, playtest triage, and log debugging weakens output quality. 3. Route aggressively to specialist skills when the packet is mostly feedback, logs, performance, or launch-page operations. 4. Keep scope pressure explicit — small game teams fail more often from spread than from under-ideation. 5. Preserve milestone context — build issues and design changes matter differently depending on whether the next beat is a demo, festival, or launch. 6. 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
{
"skill_name": "bmad-gds",
"evals": [
{
"id": 1,
"prompt": "Use bmad-gds to turn this vague co-op survival idea into a milestone brief for a 3-person Unity team targeting a Steam demo in 8 weeks.",
"expected_output": "A Game Production Coordination Brief that uses the concept-to-milestone mode and recommends a single milestone-oriented artifact.",
"assertions": [
"Output includes the heading 'Game Production Coordination Brief'",
"Output includes 'Primary mode' and uses 'concept-to-milestone' or 'concept → milestone brief' wording",
"Output names one recommended next artifact rather than multiple parallel plans",
"Output mentions the Steam demo or next public beat explicitly"
]
},
{
"id": 2,
"prompt": "We have Discord playtest notes, a bug sheet, and a Next Fest date. Players are confused in the first 10 minutes and the latest build also has packaging issues. Use bmad-gds.",
"expected_output": "A reprioritization-oriented coordination brief that routes feedback and build detail to the right downstream skills while preserving milestone context.",
"assertions": [
"Output includes 'reprioritization' as the primary mode or recommended artifact framing",
"Output references Next Fest or the next public beat",
"Output includes a specialist handoff to game-demo-feedback-triage",
"Output includes a specialist handoff to game-build-log-triage"
]
},
{
"id": 3,
"prompt": "Our Unreal CI build is failing during packaging. Help.",
"expected_output": "A short specialist-routing brief that does not treat bmad-gds as the detailed debugging skill.",
"assertions": [
"Output routes to game-build-log-triage",
"Output frames the result as a routing or handoff brief rather than a full milestone plan",
"Output requests or names the build/log packet needed for the downstream skill"
]
}
]
}
bmad-gds Reference
Full upstream documentation: https://github.com/bmad-code-org/bmad-module-game-dev-studio
Module code: gds · Version: 0.1.4
---
Full Command Reference
| Phase | Code | Command | Agent | Output |
|---|---|---|---|---|
| Anytime | DP | bmad-gds-document-project | tech-writer | project documentation |
| Anytime | QP | bmad-gds-quick-prototype | game-solo-dev | — |
| Anytime | TS | bmad-gds-quick-spec | game-solo-dev | tech spec |
| Anytime | QD | bmad-gds-quick-dev | game-solo-dev | — |
| Pre-production | BG | bmad-gds-brainstorm-game | game-designer | brainstorming session |
| Pre-production | GB | bmad-gds-game-brief | game-designer | game brief |
| Design | GDD | bmad-gds-gdd | game-designer | game design document |
| Design | ND | bmad-gds-narrative | game-designer | narrative design |
| Technical | PC | bmad-gds-project-context | game-architect | — |
| Technical | GA | bmad-gds-game-architecture | game-architect | game architecture |
| Technical | TF | bmad-gds-test-framework | game-qa | — |
| Technical | TD | bmad-gds-test-design | game-qa | test design |
| Production | SP | bmad-gds-sprint-planning | game-scrum-master | sprint status |
| Production | SS | bmad-gds-sprint-status | game-scrum-master | — |
| Production | CS | bmad-gds-create-story | game-scrum-master | story |
| Production | DS | bmad-gds-dev-story | game-dev | — |
| Production | CR | bmad-gds-code-review | game-dev | — |
| Production | CC | bmad-gds-correct-course | game-scrum-master | change proposal |
| Production | ER | bmad-gds-retrospective | game-scrum-master | retrospective |
| Game Testing | TA | bmad-gds-test-automate | game-qa | — |
| Game Testing | ES | bmad-gds-e2e-scaffold | game-qa | — |
| Game Testing | PP | bmad-gds-playtest-plan | game-qa | playtest plan |
| Game Testing | PT | bmad-gds-performance-test | game-qa | performance strategy |
| Game Testing | TR | bmad-gds-test-review | game-qa | — |
---
Artifact Locations
Planning artifacts (GDD, architecture, narrative, test design, playtest plan, performance strategy, change proposal):
- Default:
{output_folder}/planning-artifacts/
Implementation artifacts (sprint status, stories, reviews, retrospectives):
- Default:
{output_folder}/implementation-artifacts/
Project knowledge (docs, research, references):
- Default:
docs/
---
Agent Capabilities
| Agent | Handles |
|---|---|
game-designer | Brainstorming, game brief, GDD, narrative design |
game-architect | Game architecture, project context |
game-dev | Dev stories, code review |
game-scrum-master | Sprint planning, sprint status, story creation, course corrections, retrospectives |
game-qa | Test framework setup, test design, automation, E2E, playtest plans, performance testing, test review |
game-solo-dev | Quick prototype, quick spec, quick dev |
---
Module Configuration
Configured via module.yaml at project init. Key settings:
| Setting | Prompt | Default |
|---|---|---|
project_name | Game project name | directory name |
game_dev_experience | Experience level (beginner/intermediate/expert) | intermediate |
planning_artifacts | Planning artifact storage path | {output_folder}/planning-artifacts |
implementation_artifacts | Implementation artifact storage path | {output_folder}/implementation-artifacts |
project_knowledge | Knowledge/docs path | docs |
primary_platform | Engine(s): unity, unreal, godot, other | multi-select |
BMAD-GDS Operating Modes
Use bmad-gds when the team needs a producer-style coordination artifact, not when one specialist lane already dominates the packet.
Mode 1: Concept → milestone brief
Best when the packet contains:
- pitch or idea notes
- rough prototype observations
- target platform / audience
- a near-term demo or milestone goal
Produce:
- design pillars
- scope guardrails
- first milestone definition
- top risks and cuts
Mode 2: GDD → backlog slice
Best when the packet contains:
- GDD, design brief, or mechanic spec
- unclear ownership or sequencing
- a need to turn intent into epics/stories
Produce:
- epics
- story slices
- acceptance checks
- review cadence
Route to task-planning after the game-specific milestone framing is stable.
Mode 3: Mixed signals → reprioritization
Best when the packet contains:
- playtest notes
- bug lists
- build concerns
- milestone pressure from a demo/festival/release
Produce:
- a short reprioritization brief
- one recommended next artifact
- specialist handoffs for the noisy parts
Mode 4: Build trouble → routing decision
Best when the packet contains:
- build/log failures
- milestone impact uncertainty
- uncertainty about whether the issue is truly ship-blocking
Produce:
- short milestone-aware framing
- route details to
game-build-log-triage
Mode 5: Public beat → readiness plan
Best when the packet contains:
- Steam Playtest target
- Next Fest or public demo timing
- launch-window constraints
- store/demo readiness questions
Produce:
- readiness plan
- owner/risk table
- explicit follow-ups into
steam-store-launch-opsor specialist gameplay/testing lanes
BMAD-GDS Scope Boundaries
bmad-gds is the coordinating skill for game-production packets. It should not swallow every game problem.
Use bmad-gds when
- the packet mixes design, production, QA, build, or launch context
- the team needs the next milestone-aware artifact first
- the user is unsure which game skill to use
- a specialist result needs to be stitched back into one production brief
Route away from bmad-gds when
bmad-idea
Use for early ideation, design-thinking, story framing, and creative expansion before production coordination matters.
task-planning
Use for generic engineering decomposition once the game-specific milestone or scope decision is already made.
game-demo-feedback-triage
Use when the core input is player/demo/creator feedback that needs weighted clustering and fix-first prioritization.
game-build-log-triage
Use when the core input is editor/build/package/cook/compile/CI failure data.
game-performance-profiler
Use when the core question is profiling, performance diagnosis, or bottleneck planning.
steam-store-launch-ops
Use when the dominant problem is store-page quality, wishlist funnel, launch sequencing, or public-facing launch operations.
Stitch-back rule
After a specialist skill runs, bmad-gds can be used again to merge the result back into:
- milestone priorities
- owner / risk decisions
- next public-beat readiness
- scope cuts or re-sequencing
Anti-patterns
- treating
bmad-gdsas a replacement for detailed engine debugging - using it for every game task just because the project is a game
- returning multiple competing next artifacts instead of one decisive coordination brief
- hiding milestone risk behind generic design prose
N:bmad-gds
D: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.
G:bmad|gds|game-development|game-design|gdd|unity|unreal|godot|multi-agent|workflow|sprint|architecture|playtesting
U[5]:
Start a new game project with structured pre-production and design workflow
Create Game Design Documents, narrative designs, and technical architecture docs
Manage sprints, dev stories, and code reviews for game teams
Set up and run automated tests, E2E, playtest plans for Unity/Unreal/Godot
Quick prototype, spec, or dev for rapid iteration without full planning overhead
S[6]{n,action,details}:
1,Phase1,Run bmad-gds-brainstorm-game → brainstorm session, then bmad-gds-game-brief → game brief doc
2,Phase2,Run bmad-gds-gdd → Game Design Document; optionally bmad-gds-narrative → narrative design
3,Phase3,Run bmad-gds-game-architecture → technical architecture; optionally bmad-gds-test-design → QA plan
4,Phase4,Run bmad-gds-sprint-planning → sprint-status.yaml, then cycle: bmad-gds-create-story → bmad-gds-dev-story → bmad-gds-code-review
5,Testing,Run bmad-gds-test-framework for initial setup; use bmad-gds-test-automate|e2e-scaffold|playtest-plan|performance-test as needed
6,Anytime,Use bmad-gds-quick-prototype|quick-spec|quick-dev for rapid work; bmad-gds-document-project for existing projects
R[4]:
Phases are sequential by default (Pre-production → Design → Technical → Production) but anytime/quick commands bypass phasing
Required workflows (marked required=true in module): bmad-gds-game-architecture, bmad-gds-sprint-planning, bmad-gds-create-story, bmad-gds-dev-story
Agent routing is automatic: game-designer for design phases, game-architect for technical, game-dev for implementation, game-qa for testing
Solo-dev mode (game-solo-dev agent) handles quick-prototype, quick-spec, quick-dev for single-developer workflows
Related skills
FAQ
What operating modes does it have?
Concept-to-milestone brief, GDD-to-backlog slice, mixed-signals reprioritization, build-trouble routing, and public-beat readiness plan.
When should I use a narrower game skill?
For raw build-log failures use game-build-log-triage, for frame-time issues use game-performance-profiler, and for store pages use steam-store-launch-ops.