Set up a Unity project with BMGD
Set up a Unity project with BMGD
Section titled “Set up a Unity project with BMGD”Configure a new Unity project with BMGD workflows for full production game development.
When to Use This Guide
Section titled “When to Use This Guide”- 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)
When to Skip This
Section titled “When to Skip This”- 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
Prerequisites
Section titled “Prerequisites”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
Step 1: Create your Unity project
Section titled “Step 1: Create your Unity project”- Open Unity Hub
- Click New Project
- 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)
- Name your project and choose a location
- Click Create Project
Step 2: Generate your project context
Section titled “Step 2: Generate your project context”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-contextThis 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
Step 3: Run the brainstorming workflow
Section titled “Step 3: Run the brainstorming workflow”Define your game concept with the Game Designer agent.
/bmgd-brainstorm-gameThe Game Designer (Samus Shepard) will guide you through:
- Selecting and combining brainstorming techniques
- Generating and refining game ideas
- Choosing a concept to develop
Step 4: Create your Game Brief
Section titled “Step 4: Create your Game Brief”Capture your vision and positioning.
/bmgd-game-briefThe 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
Step 5: Design your game (GDD)
Section titled “Step 5: Design your game (GDD)”Create a comprehensive Game Design Document.
/bmgd-create-gddThe 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-architectureThe 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
Step 7: Plan your first sprint
Section titled “Step 7: Plan your first sprint”Ready to start building? Use the Game Scrum Master to plan your work.
/bmgd-sprint-planningThe Game Scrum Master (Max) creates:
sprint-status.yaml— Your sprint tracking file- Stories from your GDD and Architecture
- Sprint goals and definition of done
Step 8: Start implementing
Section titled “Step 8: Start implementing”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
What You Get
Section titled “What You Get”After completing this setup, you’ll have:
| File/Folder | Purpose |
|---|---|
project-context.md | AI context for consistency across all BMGD workflows |
game-brief.md | Your game’s vision and positioning |
gdd.md | Complete game design document |
architecture.md | Technical architecture and Unity-specific patterns |
sprint-status.yaml | Sprint tracking with stories and progress |
stories/ | Folder containing individual story files |
Unity-Specific Considerations
Section titled “Unity-Specific Considerations”Project Structure
Section titled “Project Structure”BMGD recommends this Unity project structure:
Assets/├── _Project/│ ├── Scripts/│ ├── Art/│ ├── Audio/│ └── Data/├── Packages/└── ProjectSettings/ScriptableObjects
Section titled “ScriptableObjects”Use ScriptableObjects for game data — the Game Architect will include this in your architecture:
- Game configuration
- Character stats
- Item definitions
- Level data
Performance Budgets
Section titled “Performance Budgets”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.
Testing Setup
Section titled “Testing Setup”For Unity automated testing, the Game QA agent (GLaDOS) can help:
/bmgd-test-frameworkThis 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-contextafter creating a new Unity project. Theproject-context.mdfile 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.
Common Mistakes
Section titled “Common Mistakes”| Mistake | Solution |
|---|---|
| Skipping project-context generation | Always generate project-context.md first — it guides all other workflows |
| Choosing the wrong Unity template | Consult the Game Architect if unsure — your engine choice affects architecture |
| Starting implementation before GDD | Complete the Design phase first — changes are cheaper before code is written |
| Ignoring sprint planning | Even solo projects benefit from story tracking — it keeps you focused on ship |
Next Steps
Section titled “Next Steps”- Quick Flow vs Full Production — Understand both development approaches
- Set up Unreal with BMGD — If you’re considering Unreal instead
- Run sprint planning — When you’re ready to start building
- Agents Reference — Learn about all 6 BMGD agents