Set up an Unreal project with BMGD
Set up an Unreal project with BMGD
Section titled “Set up an Unreal project with BMGD”Configure a new Unreal 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 Unreal 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 Unity 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
- Unreal Engine 5.x installed
- Basic familiarity with Unreal (Blueprints or C++)
- A game concept or idea you want to develop
Step 1: Create your Unreal project
Section titled “Step 1: Create your Unreal project”- Open the Epic Games Launcher
- Go to Unreal Engine tab
- Click Launch to open Unreal Editor
- In the Project Browser, click Games → Next
- 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
- Choose Blueprint or C++
- Name your project, choose a location, and click Create
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 (PC, console, mobile)
- Engine and framework choices (Blueprint vs C++)
- 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 Unreal project structure and systems.
/bmgd-create-architectureThe 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
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 in Blueprints or C++
- Follow Unreal 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 Unreal-specific patterns |
sprint-status.yaml | Sprint tracking with stories and progress |
stories/ | Folder containing individual story files |
Unreal-Specific Considerations
Section titled “Unreal-Specific Considerations”Project Structure
Section titled “Project Structure”BMGD recommends this Content Browser structure:
Content/├── Game/│ ├── Blueprints/│ ├── Materials/│ ├── Meshes/│ ├── Textures/│ ├── Audio/│ └── UI/├── Developers/│ └── [YourName]/└── Collections/Blueprint vs C++
Section titled “Blueprint vs C++”Your architecture should specify:
| Approach | When to Use |
|---|---|
| Blueprints | Rapid prototyping, gameplay logic, designer-iterable systems |
| C++ | Performance-critical systems, complex algorithms, platform-specific features |
| Mixed | C++ for systems, Blueprints for gameplay (common approach) |
The Game Architect will recommend the right mix for your project.
Performance Budgets
Section titled “Performance Budgets”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).
Testing Setup
Section titled “Testing Setup”For Unreal automated testing, the Game QA agent (GLaDOS) can help:
/bmgd-test-frameworkThis 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-contextafter creating a new Unreal project. Theproject-context.mdfile 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.
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 template | Consult the Game Architect — starting from Blank is often cleaner than refactoring a template |
| Ignoring Unreal’s project structure | Follow Content Browser organization from your architecture — don’t create custom folder structures |
| Not using Unreal’s built-in systems | Use Gameplay Abilities, Gameplay Tags, and Data Assets — don’t reinvent the wheel |
Next Steps
Section titled “Next Steps”- Quick Flow vs Full Production — Understand both development approaches
- Set up Unity with BMGD — If you’re considering Unity instead
- Run sprint planning — When you’re ready to start building
- Agents Reference — Learn about all 6 BMGD agents