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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 gds-generate-project-context after creating a new Unity 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 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