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