Skip to content
🤖 Consolidated, AI-optimized BMAD docs: llms-full.txt. Fetch this plain text file for complete context.

BMGD Quick-Flow Guide

Fast-track workflows for rapid game prototyping and flexible development.


For dedicated quick-flow development, use the Game Solo Dev agent (Indie). This agent is optimized for solo developers and small teams who want to skip the full planning phases and ship fast.

Switch to Game Solo Dev: Type @game-solo-dev or select the agent from your IDE.

The Game Solo Dev agent includes:

  • quick-prototype - Rapid mechanic testing
  • quick-dev - Flexible feature implementation
  • create-tech-spec - Create implementation-ready specs
  • code-review - Quality checks
  • test-framework - Automated testing setup

Quick-flow workflows skip the full BMGD planning phases when you need to move fast. Use them for:

  • Testing a game mechanic idea
  • Implementing a small feature
  • Rapid prototyping before committing to design
  • Bug fixes and tweaks
Full BMGD Flow:
Brief → GDD → Architecture → Sprint Planning → Stories → Implementation
Quick-Flow:
Idea → Quick-Prototype → Quick-Dev → Done

Command: quick-prototype Agent: Game Designer, Game Developer Purpose: Rapidly test gameplay ideas with minimal setup

  • You have a mechanic idea and want to test the “feel”
  • You’re not sure if something will be fun
  • You want to experiment before committing to design
  • You need a proof of concept
  1. Define Scope - What are you prototyping? (mechanic, feature, system)
  2. Set Success Criteria - How will you know if it works?
  3. Rapid Implementation - Build the minimum to test the idea
  4. Playtest and Evaluate - Does it feel right?
  • Minimum Viable Prototype - Only what’s needed to test the idea
  • Hardcode First - Magic numbers are fine, extract later
  • Skip Edge Cases - Happy path only for now
  • Placeholder Everything - Cubes, debug text, temp sounds
  • Comment Intent - Mark what’s temporary vs keeper code
You: quick-prototype
Agent: What are you prototyping?
You: I want to test a grappling hook mechanic. Player should be
able to aim at surfaces and pull themselves toward the hook point.
Agent: What makes this prototype successful?
You: 1. Aiming feels responsive and intuitive
2. The pull movement feels satisfying, not floaty
3. Player can chain hooks without awkward pauses
Agent: [Implements minimal grappling hook]
Agent: Prototype complete! Playtest results:
- Aiming: Works, consider adding aim assist
- Movement: Pull is smooth, might need speed curve
- Chaining: Currently has 0.2s delay, feels sluggish
Next: [d] Develop further | [i] Iterate | [a] Archive
  • Develop (d) - Use quick-dev to build production code
  • Iterate (i) - Adjust and re-test the prototype
  • Archive (a) - Keep as reference, move on to other ideas

Command: quick-dev Agent: Game Developer Purpose: Flexible development with game-specific considerations

  • Implementing a feature from a tech-spec
  • Building on a successful prototype
  • Making changes that don’t need full story workflow
  • Quick fixes and improvements

Mode A: Tech-Spec Driven

You: quick-dev tech-spec-combat.md
Agent: [Loads spec, extracts tasks, implements]

Mode B: Direct Instructions

You: quick-dev implement double-jump for the player
Agent: [Evaluates complexity, offers planning options]

Mode C: From Prototype

You: quick-dev from the grappling hook prototype
Agent: [Loads prototype, productionizes code]

Quick-dev includes automatic consideration of:

  • Performance - No allocations in hot paths, object pooling
  • Feel - Input responsiveness, visual/audio feedback
  • Integration - Save/load, multiplayer sync, platform testing
You: quick-dev implement enemy patrol behavior
Agent: This looks like a focused feature. Options:
[t] Plan first - Create tech-spec (recommended)
[r] Prototype first - Test the idea
[e] Execute directly
You: e
Agent: Any additional guidance? (patterns, files, constraints)
You: Use the existing AIController base class. Enemies should
patrol between waypoints and return if player leaves range.
Agent: [Implements patrol behavior]
Agent: Implementation Complete!
Files Modified: EnemyAI.cs, PatrolBehavior.cs
Tests: Unit tests added for patrol state machine
Performance: No per-frame allocations
Recommended: Playtest the changes

Quick-dev automatically detects complex requests and offers alternatives:

SignalsRecommendation
Single mechanic, bug fix, tweakExecute directly
Multiple systems, performance-criticalPlan first (tech-spec)
Platform/system level workUse full BMGD workflow

ScenarioUse
”Will this be fun?”quick-prototype
”How should this feel?”quick-prototype
”Build this feature”quick-dev
”Fix this bug”quick-dev
”Test then build”quick-prototype → quick-dev

  • The scope is small and well-understood
  • You’re experimenting or prototyping
  • You have a clear tech-spec already
  • The work doesn’t affect core game systems significantly
  • Building a major feature or system
  • The scope is unclear or large
  • Multiple team members need alignment
  • The work affects game pillars or core loop
  • You need documentation for future reference

Before:

  • Prototype scope defined
  • Success criteria established (2-3 items)

During:

  • Minimum viable code written
  • Placeholder assets used
  • Core functionality testable

After:

  • Each criterion evaluated
  • Decision made (develop/iterate/archive)

Before:

  • Context loaded (spec, prototype, or guidance)
  • Files to modify identified
  • Patterns understood

During:

  • All tasks completed
  • No allocations in hot paths
  • Frame rate maintained

After:

  • Game runs without errors
  • Feature works as specified
  • Manual playtest completed

Set a limit (e.g., 2 hours) for prototyping. If it’s not working by then, step back and reconsider.

Prototypes don’t need to look good. Focus on feel, not visuals.

What feels right on your dev machine might not feel right on target platform.

Even failed prototypes teach something. Note what you learned.

If quick-dev keeps expanding scope, stop and create proper stories.