Skip to content
🤖 AI-optimized docs: llms-full.txt

Set up a Godot project with BMGD

Configure a new Godot project with BMGD workflows for full production game development.


  • You’re starting a new Godot game project
  • You want to use BMGD’s Full Production workflow
  • You need formal documentation (GDD, architecture, sprint tracking)

  • You just want to prototype quickly — use Quick Flow instead
  • You’re using Unity or Unreal — see the setup guides for those engines
  • You’re prototyping or doing a game jam — Quick Flow is faster

Before starting:

  • BMad Method installed with BMGD module enabled
  • Godot 4.2+ (recommended) or Godot 3.x installed
  • Basic familiarity with Godot and GDScript
  • A game concept or idea you want to develop

  1. Open Godot Project Manager
  2. Click New Project
  3. Browse to your desired folder location
  4. Choose a renderer:
    • Forward+ — Modern PBR, best for 3D games
    • Mobile — Optimized for mobile platforms
    • Compatibility — GLES2, for older hardware
  5. Name your project folder
  6. Click Create & Edit

BMGD uses a project-context.md file to maintain consistency across all workflows.

In your BMad-enabled environment at the project root:

/bmgd-generate-project-context

This invokes the Game Architect (Cloud Dragonborn) to create a project-context.md file that includes:

  • Project name and description
  • Target platforms (PC, mobile, web)
  • Engine version and renderer choice
  • Performance budgets
  • Critical technical decisions

Define your game concept with the Game Designer agent.

/bmgd-brainstorm-game

The Game Designer (Samus Shepard) will guide you through:

  • Selecting and combining brainstorming techniques
  • Generating and refining game ideas
  • Choosing a concept to develop

Capture your vision and positioning.

/bmgd-game-brief

The Game Designer creates game-brief.md with:

  • Game vision and elevator pitch
  • Target audience and market positioning
  • Platform and genre decisions
  • Competitive analysis
  • Art and audio direction

Create a comprehensive Game Design Document.

/bmgd-create-gdd

The Game Designer helps you:

  • Select your game type from 24 available templates
  • Define core gameplay mechanics
  • Design progression systems
  • Plan levels and content
  • Specify art and audio requirements

Output: gdd.md

Step 6: Create your technical architecture

Section titled “Step 6: Create your technical architecture”

Plan your Godot project structure and systems.

/bmgd-create-architecture

The Game Architect (Cloud Dragonborn) creates architecture.md with:

  • Project structure (scenes, scripts, resources)
  • System architecture (game loop, nodes, signals, autoloads)
  • Godot-specific patterns (tree organization, resource management)
  • Performance budgets and optimization strategy
  • Export configurations and platform settings

Ready to start building? Use the Game Scrum Master to plan your work.

/bmgd-sprint-planning

The Game Scrum Master (Max) creates:

  • sprint-status.yaml — Your sprint tracking file
  • Stories from your GDD and Architecture
  • Sprint goals and definition of done

Build features with the Game Developer agent.

/bmgd-dev-story [story-name]

The Game Developer (Link Freeman) helps you:

  • Implement story tasks with GDScript
  • Follow Godot best practices
  • Write tests for your features
  • Review code before marking complete

After completing this setup, you’ll have:

File/FolderPurpose
project-context.mdAI context for consistency across all BMGD workflows
game-brief.mdYour game’s vision and positioning
gdd.mdComplete game design document
architecture.mdTechnical architecture and Godot-specific patterns
sprint-status.yamlSprint tracking with stories and progress
stories/Folder containing individual story files

BMGD recommends this Godot project structure:

res://
├── scenes/
│ ├── levels/
│ ├── characters/
│ ├── ui/
│ └── components/
├── scripts/
│ ├── autoload/
│ └── utils/
├── assets/
│ ├── art/
│ ├── audio/
│ └── data/
└── project.godot

Godot uses a tree of nodes. Your architecture should define:

  • Autoload Singletons — Global managers (game state, audio, saves)
  • Scene Composition — Reusable scenes (player, enemies, pickups)
  • Signal Patterns — Decoupled communication between nodes

The Game Architect will specify these patterns in your architecture.md.

Godot projects typically target:

  • 60 FPS for most games
  • 30 FPS for mobile with heavy computation
  • 144+ FPS for competitive games

Your architecture.md will specify frame time budgets.

For Godot automated testing, the Game QA agent (GLaDOS) can help:

/bmgd-test-framework

This sets up GUT (Godot Unit Test) with:

  • Unit tests (script logic without scenes)
  • Integration tests (scene interactions)
  • Test fixtures and test doubles

Best Practice: Always run bmgd-generate-project-context after creating a new Godot project. The project-context.md file is the “single source of truth” that all BMGD agents reference.

Avoid: Don’t create deeply nested scene trees. Godot’s scene system encourages composition — prefer many small scenes over one large scene.

Remember: Godot uses GDScript (Python-like) by default. Your architecture should specify if you’re using C# or GDScript — both are supported but have different workflows.


MistakeSolution
Skipping project-context generationAlways generate project-context.md first — it guides all other workflows
Creating monolithic scenesBreak your game into reusable scene components — the Game Architect can help design this
Not using autoloads properlyKeep autoloads minimal — only use for true singletons (game state, save system)
Mixing GDScript and C# arbitrarilyChoose one primary language and stick with it — mixing adds complexity without benefit