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🤖 AI-optimized docs: llms-full.txt

Set up a Unity project with BMGD

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


  • You’re starting a new Unity 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 Unreal or Godot — 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
  • Unity Hub and Unity 2022 LTS (or later) installed
  • Basic familiarity with Unity and C#
  • A game concept or idea you want to develop

  1. Open Unity Hub
  2. Click New Project
  3. Select the appropriate template for your game type:
    • 2D → Core 2D
    • 3D → 3D Core
    • URP → Universal Render Pipeline (recommended for most games)
    • HDRP → High Definition Render Pipeline (high-end visuals)
  4. Name your project and choose a location
  5. Click Create Project

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
  • Engine and framework choices
  • 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 Unity project structure and systems.

/bmgd-create-architecture

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

  • Project structure (folders, naming conventions)
  • System architecture (game loop, input, physics, networking)
  • Unity-specific patterns (ScriptableObjects, events, object pooling)
  • Performance budgets and optimization strategy
  • Asset pipeline and build configuration

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 C# scripts
  • Follow Unity 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 Unity-specific patterns
sprint-status.yamlSprint tracking with stories and progress
stories/Folder containing individual story files

BMGD recommends this Unity project structure:

Assets/
├── _Project/
│ ├── Scripts/
│ ├── Art/
│ ├── Audio/
│ └── Data/
├── Packages/
└── ProjectSettings/

Use ScriptableObjects for game data — the Game Architect will include this in your architecture:

  • Game configuration
  • Character stats
  • Item definitions
  • Level data

Unity projects typically target:

  • 60 FPS for most platforms
  • 30 FPS for mobile (if targeting battery life)
  • 120+ FPS for VR/high-refresh gaming

Your architecture.md will specify your targets.

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

/bmgd-test-framework

This sets up Unity Test Framework with:

  • Edit Mode tests (logic without running the game)
  • Play Mode tests (gameplay systems)
  • Test assembly structure

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

Avoid: Don’t manually organize your Assets folder before running bmgd-create-architecture. Let the Game Architect define the structure first, then follow it consistently.

Remember: Unity projects can get large quickly. Use the architecture document to keep your project organized as it grows.


MistakeSolution
Skipping project-context generationAlways generate project-context.md first — it guides all other workflows
Choosing the wrong Unity templateConsult the Game Architect if unsure — your engine choice affects architecture
Starting implementation before GDDComplete the Design phase first — changes are cheaper before code is written
Ignoring sprint planningEven solo projects benefit from story tracking — it keeps you focused on ship