
Bmad Idea
- 28 installs
- 40 repo stars
- Updated August 4, 2026
- akillness/skills-template
bmad-idea is a skill that turns raw ideas into one pre-planning concept artifact by choosing a creative framing mode.
About
This skill is a pre-planning creative intake router that turns raw ideas into a single clear concept artifact. A developer or founder uses it when an early-stage product, GTM, content, or game idea needs framing before PRDs or sprint plans. It picks one framing mode (problem, audience/value, concept, game pillars, or story) and routes the next step to a neighboring skill.
- Turns raw ideas into one concept, positioning, or story artifact before planning
- Chooses one framing mode: problem, audience/value, concept, game pillars, or story
- Routes the next step to bmad, task-planning, marketing-automation, or bmad-gds
Bmad Idea by the numbers
- 28 all-time installs (skills.sh)
- Ranked #1,889 of 3,282 Productivity & Planning skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
bmad-idea capabilities & compatibility
- Capabilities
- idea framing · positioning · concept shaping · game concept framing
- Use cases
- planning · research · project management
- Pricing
- Free
What bmad-idea says it does
Turn raw ideas into one clear pre-planning concept artifact by choosing the right creative framing mode
Use this skill as the repository's **pre-planning creative intake and concept-routing layer**.
npx skills add https://github.com/akillness/skills-template --skill bmad-ideaAdd your badge
Show developers this skill is listed on Skillselion. Paste this into your README.
| Installs | 28 |
|---|---|
| repo stars | ★ 40 |
| Last updated | August 4, 2026 |
| Repository | akillness/skills-template ↗ |
What it does
Turn a raw product, GTM, content, or game idea into one clear pre-planning concept artifact via a chosen creative framing mode.
Who is it for?
Framing a raw product, GTM, content, or game idea into a concept artifact before planning
Skip if: Backlog slicing, sprint prep, or broad marketing execution
When should I use this skill?
You have a fuzzy idea and need a problem, audience, concept, or story frame before planning
What you get
One concept, positioning, or narrative artifact that downstream planning can actually use.
- problem brief
- positioning brief
- concept brief
By the numbers
- 5 operating modes
- 3 reference docs (operating-modes, handoff-boundaries, concept-packet-template)
Files
BMAD Idea Router
Use this skill as the repository's pre-planning creative intake and concept-routing layer.
The job is not to dump dozens of ideation techniques or persona gimmicks. The job is to: 1. normalize a messy early-stage idea packet, 2. choose the single framing mode that reduces ambiguity fastest, 3. produce one concept artifact that downstream work can actually use, 4. route the next step to the right neighboring skill.
Read references/operating-modes.md for mode-selection heuristics, references/handoff-boundaries.md for adjacent-skill routing, and references/concept-packet-template.md for reusable output scaffolding.
When to use this skill
- The user has a rough idea and needs a clearer problem, audience, concept, or story before planning starts
- The request is still ambiguous enough that jumping straight to a PRD, sprint plan, or launch plan would be premature
- A product, service, content, or GTM idea needs one concept brief, positioning brief, or narrative packet first
- A game idea needs pillars, player fantasy, core loop, and first concept framing before
bmad-gdsor task decomposition - The user explicitly mentions brainstorming, concept shaping, design thinking, positioning, JTBD-style framing, story packaging, or pre-planning clarification
When not to use this skill
- The main need is phase-based delivery routing or deciding the next BMAD artifact after project framing already exists → use
bmad - The main need is backlog slicing, story decomposition, estimation, or sprint preparation → use
task-planning - The main need is broad marketing execution, launch planning, funnel work, or KPI-aware campaign routing → use
marketing-automation - The main need is game-production coordination for an existing GDD, playtest packet, build issue, or milestone → use
bmad-gds - The main need is only rewriting copy or polishing prose with no framing decision to make
Operating modes
Choose exactly one primary mode per run.
1. Problem framing
- Use when the idea is fuzzy and the main gap is what problem actually matters
- Best for founders, PMs, designers, and consultants starting from raw opportunity language
2. Audience and value framing
- Use when the offer exists but the target user, JTBD, pains, gains, or differentiation are weak
- Best for product marketing, GTM, and concept-validation work
3. Concept shaping
- Use when the direction is promising but still needs a tighter concept, constraints, options, and core promise
- Best for product, feature, service, and offer-level idea shaping
4. Game concept framing
- Use when the packet is about game fantasy, pillars, audience, core loop, progression, or tone before production planning
- Best for solo developers and small game teams before
bmad-gds
5. Story packaging
- Use when the main need is a narrative, pitch, concept story, or internal alignment packet
- Best when the problem is understanding and buy-in rather than raw ideation volume
Instructions
Step 1: Normalize the idea intake
Capture the packet in this format before choosing a mode:
idea_packet:
domain: product | gtm | content | consulting | game | mixed | unknown
stage: raw-idea | rough-concept | candidate-offer | concept-with-notes | narrative-draft | unknown
audience:
primary_user: "who this is for"
pains_or_needs:
- pain 1
- pain 2
problem_or_goal: "what change or outcome is this idea trying to create?"
current_material:
- notes
- brainstorm bullets
- positioning draft
- customer research
- game concept notes
- moodboard / references
- pitch / story draft
strongest_unknown: problem | audience | value | concept-scope | game-pillars | narrative | unknown
downstream_target: bmad | task-planning | marketing-automation | bmad-gds | deck | unknown
constraint: time | scope | evidence | differentiation | alignment | unknownIf the packet is incomplete, continue with explicit assumptions instead of stalling.
Step 2: Choose one primary mode
Select the mode that reduces ambiguity fastest.
| If the biggest gap is... | Choose... | Primary output |
|---|---|---|
| We do not yet know what problem is worth solving | Problem framing | problem brief |
| We do not know for whom this idea matters or why it is better | Audience and value framing | positioning brief |
| We have too many half-ideas and need one tighter concept | Concept shaping | concept brief |
| We need to define fantasy, pillars, loop, and hook for a game | Game concept framing | game concept packet |
| The idea exists but people do not understand or support it yet | Story packaging | story / pitch packet |
Do not mix multiple modes unless the user explicitly asks for a two-pass workflow.
Step 3: Produce one concept artifact
Return exactly one primary artifact:
problem briefpositioning briefconcept briefgame concept packetstory / pitch packet
The artifact should be concise, reusable, and ready to hand to a downstream skill.
Step 4: Make route-outs explicit
When the concept artifact is done, recommend the next downstream lane if appropriate:
bmad→ when the next job is phase routing and selecting PRD / tech spec / architecture / sprint-plan depthtask-planning→ when the concept is approved and needs backlog slices, milestones, or execution packetsmarketing-automation→ when the concept is sound and now needs launch, messaging operations, campaign structure, or KPI-aware marketing follow-throughbmad-gds→ when the game concept is strong enough to turn into milestones, GDD slices, playtest planning, or production coordination
Always state why that route-out is next and what packet should be passed forward.
Step 5: Use this output structure
# Idea Routing Brief
## Scope
- Domain: ...
- Stage: ...
- Strongest unknown: ...
- Downstream target: ...
- Confidence: high | medium | low
## Chosen mode
- problem-framing | audience-and-value-framing | concept-shaping | game-concept-framing | story-packaging
## What matters most now
- 2-4 bullets grounded in the packet
## Recommended artifact
- problem brief | positioning brief | concept brief | game concept packet | story / pitch packet
## Artifact contents
| Section | Decision | Why it matters now |
|---------|----------|--------------------|
| ... | ... | ... |
## Immediate next steps
1. ...
2. ...
3. ...
## Route-outs
- Skill / workflow: ...
- Why next: ...
- What to pass forward: ...
## What not to do yet
- 1-3 bullets preventing premature planning, launch detail, or execution driftStep 6: Keep the artifact lean and decision-oriented
Good outputs are short enough to reuse.
Guardrails:
- prefer a few strong decisions over a giant brainstorm transcript
- convert ideas into constraints, assumptions, and next artifacts
- preserve uncertainty explicitly instead of pretending the concept is resolved
- stop before roadmap depth, sprint decomposition, or campaign execution unless the user asks for the handoff skill next
Compatibility commands and legacy naming
Older BMAD-CIS usage may mention these commands or personas:
bmad-cis-brainstormingbmad-cis-design-thinkingbmad-cis-innovation-strategybmad-cis-problem-solvingbmad-cis-storytelling- Carson / Maya / Victor / Dr. Quinn / Sophia
Treat them as mode hints, not separate first-class workflows. Map them into the modern modes above:
- brainstorming / design thinking / problem solving → usually
problem framingorconcept shaping - innovation strategy → usually
audience and value framingorconcept shaping - storytelling → usually
story packaging
Output format
Always return a short operator-style idea routing brief.
Required qualities:
- one chosen mode, not a kitchen sink of creativity tactics
- one reusable artifact, not a pile of disconnected ideas
- explicit route-outs to neighboring skills when the next lane is clear
- visible assumptions and unresolved questions
- keep the result under roughly 400-700 words unless the user asks for a larger concept packet
Examples
Example 1: product concept before planning
Input
Use bmad-idea. We think there is an opportunity around AI-assisted team handoffs, but we do not know the sharp problem or who it is really for.
Output sketch
- Chosen mode:
problem framing - Recommended artifact:
problem brief - Route-out after approval:
bmad
Example 2: GTM / positioning ambiguity
Input
We built a workflow tool, but our messaging is fuzzy and every pitch sounds generic.
Output sketch
- Chosen mode:
audience and value framing - Recommended artifact:
positioning brief - Route-out after approval:
marketing-automation
Example 3: game concept shaping
Input
Help us shape a cozy automation game idea before we start a real GDD.
Output sketch
- Chosen mode:
game concept framing - Recommended artifact:
game concept packet - Route-out after approval:
bmad-gds
Best practices
1. Act like a concept router, not a prompt zoo — choose one framing mode that fits the ambiguity. 2. Prefer one artifact that travels well — the point is to make downstream planning easier. 3. Use neighboring skills on purpose — bmad, task-planning, marketing-automation, and bmad-gds each own later-stage work. 4. Keep uncertainty visible — a concept brief should surface assumptions, not bury them. 5. Bridge domains without flattening them — product, GTM, and game ideas share structure, but their outputs differ. 6. Treat legacy commands as compatibility language — the modern source of truth is the routing model.
References
- references/operating-modes.md
- references/handoff-boundaries.md
- references/concept-packet-template.md
../bmad/SKILL.md../task-planning/SKILL.md../marketing-automation/SKILL.md../bmad-gds/SKILL.md
{
"skill_name": "bmad-idea",
"evals": [
{
"id": 1,
"prompt": "Use bmad-idea. We think there is an opportunity around AI-assisted handoff notes for product teams, but the problem and user are still fuzzy. Help us clarify what artifact we need before planning.",
"expected_output": "A short idea routing brief that chooses problem framing and returns one reusable artifact before handing off to planning.",
"assertions": [
"Output chooses exactly one primary mode and names it explicitly.",
"Output recommends exactly one artifact such as a problem brief or concept brief.",
"Output includes a route-out section that mentions what packet should be passed forward to bmad or task-planning."
]
},
{
"id": 2,
"prompt": "We built a workflow product, but our messaging is generic and we don't know which audience to lead with. Use bmad-idea before we jump into launch planning.",
"expected_output": "A positioning-oriented routing brief that focuses on audience and value framing rather than generic brainstorming.",
"assertions": [
"Output chooses audience-and-value-framing instead of dumping multiple creativity modes.",
"Output identifies the artifact as a positioning brief or equivalent single concept packet.",
"Output routes later execution toward marketing-automation rather than trying to do full launch planning inline."
]
},
{
"id": 3,
"prompt": "Help us shape a cozy automation game idea before we write a real GDD. We need pillars, audience, and a clear hook.",
"expected_output": "A game concept packet with explicit route-out to bmad-gds for later production planning.",
"assertions": [
"Output chooses game-concept-framing and produces a game concept packet.",
"Output includes pillars, hook or player fantasy, and first-playable or next-step guidance.",
"Output routes downstream work to bmad-gds with a concrete handoff packet."
]
}
]
}
bmad-idea Reference
bmad-idea is now the repository's pre-planning creative router. Its source of truth is SKILL.md; this file exists as a quick compatibility reference for older BMAD-CIS naming.
Modern source-of-truth modes
| Modern mode | When to choose it | Primary artifact |
|---|---|---|
| Problem framing | The main gap is still the problem definition | problem brief |
| Audience and value framing | The main gap is user / JTBD / positioning / differentiation clarity | positioning brief |
| Concept shaping | The idea needs one tighter concept with constraints and scope boundaries | concept brief |
| Game concept framing | The packet is a pre-production game concept | game concept packet |
| Story packaging | The idea exists but needs a clearer narrative or pitch | story / pitch packet |
Legacy command / persona compatibility
Older BMAD-CIS references may mention the commands or personas below. Treat them as mode hints, not as separate first-class workflows:
| Legacy command / persona | Map to modern mode |
|---|---|
bmad-cis-brainstorming / Carson | Problem framing or concept shaping |
bmad-cis-design-thinking / Maya | Problem framing |
bmad-cis-innovation-strategy / Victor | Audience and value framing or concept shaping |
bmad-cis-problem-solving / Dr. Quinn | Problem framing |
bmad-cis-storytelling / Sophia | Story packaging |
Downstream handoffs
| If the next job is... | Route to... |
|---|---|
| choosing the next BMAD artifact | ../bmad/SKILL.md |
| slicing approved work into tasks or milestones | ../task-planning/SKILL.md |
| launch / funnel / broader marketing follow-through | ../marketing-automation/SKILL.md |
| game-production coordination after concept framing | ../bmad-gds/SKILL.md |
Reference links
- references/operating-modes.md
- references/handoff-boundaries.md
- references/concept-packet-template.md
Concept Packet Template
Use this as the default skeleton after choosing a mode.
# Idea Routing Brief
## Scope
- Domain:
- Stage:
- Strongest unknown:
- Downstream target:
- Confidence:
## Chosen mode
- problem-framing | audience-and-value-framing | concept-shaping | game-concept-framing | story-packaging
## What matters most now
- Bullet 1
- Bullet 2
- Bullet 3
## Recommended artifact
- problem brief | positioning brief | concept brief | game concept packet | story / pitch packet
## Artifact contents
| Section | Decision | Why it matters now |
|---------|----------|--------------------|
| Problem / audience / fantasy | ... | ... |
| Value / hook / transformation | ... | ... |
| Constraints / scope / evidence | ... | ... |
| Open questions | ... | ... |
## Immediate next steps
1. ...
2. ...
3. ...
## Route-outs
- Skill / workflow:
- Why next:
- What to pass forward:
## What not to do yet
- ...
- ...Mode-specific emphasis
- Problem framing → bias toward pain, stakes, and assumptions
- Audience and value framing → bias toward user, JTBD, differentiation, and proof
- Concept shaping → bias toward the shortest crisp summary plus scope constraints
- Game concept framing → bias toward fantasy, pillars, loop, and first-playable proof
- Story packaging → bias toward narrative tension, promise, proof, and ask
bmad-idea Handoff Boundaries
bmad-idea owns pre-planning framing. It should stop once the concept packet is clear enough for a later-stage skill to do its job.
Neighboring skills
bmad
Route to bmad when the idea is framed enough that the next question is:
- what BMAD phase are we in,
- what artifact comes next,
- whether we need a product brief, PRD, tech spec, architecture, or sprint plan.
What to pass forward:
- chosen concept / positioning / problem brief
- main assumptions and constraints
- project type and risk notes
task-planning
Route to task-planning when the concept is approved and the next job is execution slicing.
What to pass forward:
- concept summary
- scope boundaries
- acceptance questions
- milestone or first-version constraint
marketing-automation
Route to marketing-automation when the concept is clear and the next job is launch, growth, onboarding, funnel, or messaging execution.
What to pass forward:
- audience and value framing
- story / pitch packet
- proof points and unresolved message risks
- intended KPI or success condition
bmad-gds
Route to bmad-gds when a game concept is strong enough to turn into production coordination.
What to pass forward:
- player fantasy
- pillars
- core loop
- target platform / audience
- first milestone or first-playable questions
Routing rules
- If the user still says "we are not sure what the problem is" → stay in
bmad-idea - If the user says "we know what this is, now what do we write next?" →
bmad - If the user says "break this into work" →
task-planning - If the user says "take this to market" →
marketing-automation - If the user says "turn this game concept into a production plan" →
bmad-gds
Boundary anti-patterns
- Do not let
bmad-ideabecome a giant prompt catalog again. - Do not absorb roadmap, sprint, or campaign execution detail into the ideation step.
- Do not treat generic copy polishing as concept routing.
- Do not send a route-out without describing what packet should be handed forward.
bmad-idea Operating Modes
Use bmad-idea to choose the smallest framing move that meaningfully reduces ambiguity.
Mode selection heuristics
1. Problem framing
Choose this when the user keeps describing features, solutions, or ambition but cannot yet state:
- what problem matters,
- for whom it matters,
- what evidence or constraint is shaping the choice.
Good prompts:
- "Help me sharpen this idea before we plan it"
- "I have a bunch of notes but not a real problem statement"
- "What should we clarify before writing a PRD?"
Primary artifact: problem brief
Recommended sections:
- target user or situation
- current pain / friction
- desired outcome
- why this matters now
- assumptions to test next
2. Audience and value framing
Choose this when the concept exists but the market/user/value angle is weak.
Good prompts:
- "Who is this really for?"
- "Our positioning is generic"
- "What job are we helping with?"
- "How do we explain why this is better?"
Primary artifact: positioning brief
Recommended sections:
- primary audience
- JTBD / pains / gains
- differentiated promise
- proof points or missing proof
- message risks / confusion traps
3. Concept shaping
Choose this when the user has multiple partial ideas and needs one tighter direction.
Good prompts:
- "Brainstorm and narrow this"
- "Turn these notes into one concept"
- "What should the first version actually be?"
Primary artifact: concept brief
Recommended sections:
- concept summary
- problem / user / value
- must-have constraints
- scope boundaries
- open questions
4. Game concept framing
Choose this when the packet is still pre-production and centered on player fantasy or core loop.
Good prompts:
- "Shape this game idea"
- "What are the pillars for this concept?"
- "How do we define the hook and loop before a GDD?"
Primary artifact: game concept packet
Recommended sections:
- player fantasy
- target audience / platform
- pillars
- core loop
- progression / tone / differentiator
- what the first playable should prove
5. Story packaging
Choose this when the concept exists but people do not yet understand it or support it.
Good prompts:
- "Turn this into a pitch"
- "Make the story clearer"
- "We need a concept narrative for stakeholders"
Primary artifact: story / pitch packet
Recommended sections:
- audience
- current problem or tension
- desired transformation
- promise
- proof / evidence / unresolved risk
- call to action or next decision
Anti-patterns
- Do not mix all five modes in one response.
- Do not produce a giant brainstorm transcript as the main artifact.
- Do not jump into roadmap, sprint, or campaign execution detail when the current job is still framing.
- Do not use story packaging when the real gap is still basic problem or audience clarity.
N:bmad-idea
D:Turn raw ideas into one clear pre-planning concept artifact by choosing the right framing mode: problem framing, audience and value framing, concept shaping, game concept framing, or story packaging. Use when the user needs the next artifact before PRDs, sprint plans, launch execution, or game-production routing.
G:bmad|ideation|concept-design|problem-framing|positioning|storytelling|product-discovery|game-concept|creative-routing
U[5]:
Clarify a fuzzy opportunity into a problem brief before planning starts
Turn rough offer notes into audience, value, and differentiation framing
Shape multiple half-ideas into one tighter concept brief with constraints
Define game pillars, player fantasy, and core loop before GDD or milestone planning
Package a concept into a narrative or pitch packet for alignment and buy-in
S[5]{n,action,details}:
1,Problem framing,Normalize the idea packet → identify strongest unknown → return one problem brief → optionally route to bmad
2,Audience/value framing,Clarify audience/JTBD/pains/gains/differentiation → return one positioning brief → optionally route to marketing-automation
3,Concept shaping,Tighten scattered notes into one concept brief with scope boundaries and open questions → route to bmad or task-planning when approved
4,Game concept framing,Define fantasy/pillars/core loop/audience/first-playable proof → return one game concept packet → route to bmad-gds
5,Story packaging,Turn a concept into a clear narrative or pitch packet with promise/proof/ask → route to marketing or stakeholder review workflows
R[3]:
Choose exactly one primary mode per run; do not dump multiple creativity frameworks at once.
Produce one reusable concept artifact, not a brainstorm transcript or full execution plan.
Treat legacy BMAD-CIS commands/personas as compatibility hints, not separate first-class workflows.
Related skills
FAQ
What are the framing modes?
Problem framing, audience and value framing, concept shaping, game concept framing, and story packaging, and you pick one per run.
Where does it route next?
To bmad or task-planning for delivery, marketing-automation for GTM, or bmad-gds for game production.