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🤖 AI-optimized docs: llms-full.txt

Set up an Unreal project with BMGD

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


  • You’re starting a new Unreal 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 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
  • Unreal Engine 5.x installed
  • Basic familiarity with Unreal (Blueprints or C++)
  • A game concept or idea you want to develop

  1. Open the Epic Games Launcher
  2. Go to Unreal Engine tab
  3. Click Launch to open Unreal Editor
  4. In the Project Browser, click GamesNext
  5. Select the appropriate template:
    • Blank — Start from scratch (most flexible)
    • Third Person — Character-based games
    • First Person — FPS/exploration games
    • Top Down — Strategy and arcade games
  6. Choose Blueprint or C++
  7. Name your project, choose a location, and click Create

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, console, mobile)
  • Engine and framework choices (Blueprint vs C++)
  • 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 Unreal project structure and systems.

/bmgd-create-architecture

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

  • Project structure (Content Browser organization)
  • System architecture (game framework, replication, networking)
  • Unreal-specific patterns (Components, Game Instances, Gameplay Abilities)
  • 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 in Blueprints or C++
  • Follow Unreal 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 Unreal-specific patterns
sprint-status.yamlSprint tracking with stories and progress
stories/Folder containing individual story files

BMGD recommends this Content Browser structure:

Content/
├── Game/
│ ├── Blueprints/
│ ├── Materials/
│ ├── Meshes/
│ ├── Textures/
│ ├── Audio/
│ └── UI/
├── Developers/
│ └── [YourName]/
└── Collections/

Your architecture should specify:

ApproachWhen to Use
BlueprintsRapid prototyping, gameplay logic, designer-iterable systems
C++Performance-critical systems, complex algorithms, platform-specific features
MixedC++ for systems, Blueprints for gameplay (common approach)

The Game Architect will recommend the right mix for your project.

Unreal projects typically target:

  • 60 FPS for most console/PC games
  • 30 FPS for open-world games with high draw distance
  • 120 FPS for competitive shooters

Your architecture.md will specify frame time budgets (ms per frame).

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

/bmgd-test-framework

This sets up Unreal Automation System with:

  • Unit tests (C++ and Blueprint function libraries)
  • Functional tests (gameplay systems)
  • Performance tests (frame rate, memory)

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

Avoid: Don’t start with the First Person template if you’re making a third-person game. Choose the template closest to your final game — the Game Architect can advise if unsure.

Remember: Unreal projects are larger than Unity projects. Clean up unused content early to keep your project manageable.


MistakeSolution
Skipping project-context generationAlways generate project-context.md first — it guides all other workflows
Choosing the wrong templateConsult the Game Architect — starting from Blank is often cleaner than refactoring a template
Ignoring Unreal’s project structureFollow Content Browser organization from your architecture — don’t create custom folder structures
Not using Unreal’s built-in systemsUse Gameplay Abilities, Gameplay Tags, and Data Assets — don’t reinvent the wheel