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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 gds-generate-project-context after creating a new Godot project. The project-context.md file is the “single source of truth” for project decisions, and the production workflows read it automatically. The conversational agents pick it up only if you add it to their persistent_facts.

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