feat: Restore bmad-creator-tools expansion pack and complete expansion pack ecosystem

- Restored missing bmad-creator-tools expansion pack from git history (commit 2d61df4)
- Added complete expansion pack ecosystem with 4 domains:
  - bmad-2d-phaser-game-dev (Phaser 3 gaming)
  - bmad-2d-unity-game-dev (Unity C# gaming)
  - bmad-infrastructure-devops (DevOps/Infrastructure)
  - bmad-creator-tools (Framework extension tools)
- Fixed installer to properly detect and offer all expansion pack options
- Updated web bundles to include all expansion packs
- Successfully merged quality-framework-enhancements functionality into main branch
This commit is contained in:
James (Claude Code) 2025-07-23 22:20:06 -04:00
parent c51b66c101
commit da5ba742ca
55 changed files with 12114 additions and 0 deletions

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#!/usr/bin/env node
/**
* Debug script to test expansion pack detection in installer
*/
const installer = require('./tools/installer/lib/installer');
const path = require('path');
const fs = require('fs').promises;
const yaml = require('js-yaml');
async function debugExpansionDetection() {
try {
console.log('=== Debug: Expansion Pack Detection ===\n');
// Test 1: Direct resource locator expansion pack detection
console.log('1. Testing resource locator getExpansionPacks():');
const expansionPacks = await installer.getAvailableExpansionPacks();
console.log(` Found ${expansionPacks.length} expansion packs:`);
for (const pack of expansionPacks) {
console.log(` - ${pack.id}: ${pack.name} v${pack.version}`);
console.log(` Short title: ${pack.shortTitle}`);
console.log(` Path: ${pack.path}`);
console.log('');
}
// Test 2: Test installation state detection (simulating what happens in promptInstallation)
console.log('2. Testing installation state detection for test directory:');
const testDir = path.resolve('./test-install');
const state = await installer.detectInstallationState(testDir);
console.log(` State type: ${state.type}`);
console.log(` Existing expansion packs: ${Object.keys(state.expansionPacks || {}).length}`);
// Test 3: Simulate the choices building logic from bmad.js lines 156-204
console.log('3. Simulating installer choices building logic:');
// Load core config to get short-title
const coreConfigPath = path.join(__dirname, 'bmad-core', 'core-config.yaml');
const coreConfig = yaml.load(await fs.readFile(coreConfigPath, 'utf8'));
const coreShortTitle = coreConfig['short-title'] || 'BMad Agile Core System';
const version = require('./package.json').version;
const choices = [];
// Add BMad core option
const bmadOptionText = `${coreShortTitle} (v${version}) .bmad-core`;
choices.push({
name: bmadOptionText,
value: 'bmad-core',
checked: true
});
// Add expansion pack options
for (const pack of expansionPacks) {
const packOptionText = `${pack.shortTitle} (v${pack.version}) .${pack.id}`;
choices.push({
name: packOptionText,
value: pack.id,
checked: false
});
}
console.log(' Installer menu choices that would be shown:');
for (const choice of choices) {
const checkmark = choice.checked ? '☑' : '☐';
console.log(` ${checkmark} ${choice.name}`);
}
console.log('\n=== Summary ===');
console.log(`✅ Expansion pack detection: WORKING`);
console.log(`✅ Resource locator: WORKING`);
console.log(`✅ Installer menu building: WORKING`);
console.log(`\nThe installer SHOULD be showing expansion pack options.`);
console.log(`If they're not appearing, the issue might be:`)
console.log(`- User running an old cached version`);
console.log(`- Running from wrong directory`);
console.log(`- Environmental/terminal display issues`);
} catch (error) {
console.error('❌ Error during debug:', error.message);
console.error(error.stack);
}
}
debugExpansionDetection();

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# BMad Method Expansion Packs
Expansion packs extend BMad-Method beyond traditional software development, providing specialized agent teams, templates, and workflows for specific domains and industries. Each pack is a self-contained ecosystem designed to bring the power of AI-assisted workflows to any field. Coming soon.

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bundle:
name: Phaser 2D NodeJS Game Team
icon: 🎮
description: Game Development team specialized in 2D games using Phaser 3 and TypeScript.
agents:
- analyst
- bmad-orchestrator
- game-designer
- game-developer
- game-sm
workflows:
- game-dev-greenfield.md
- game-prototype.md

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# game-designer
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
agent:
name: Alex
id: game-designer
title: Game Design Specialist
icon: 🎮
whenToUse: Use for game concept development, GDD creation, game mechanics design, and player experience planning
customization: null
persona:
role: Expert Game Designer & Creative Director
style: Creative, player-focused, systematic, data-informed
identity: Visionary who creates compelling game experiences through thoughtful design and player psychology understanding
focus: Defining engaging gameplay systems, balanced progression, and clear development requirements for implementation teams
core_principles:
- Player-First Design - Every mechanic serves player engagement and fun
- Document Everything - Clear specifications enable proper development
- Iterative Design - Prototype, test, refine approach to all systems
- Technical Awareness - Design within feasible implementation constraints
- Data-Driven Decisions - Use metrics and feedback to guide design choices
- Numbered Options Protocol - Always use numbered lists for user selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for design advice'
- '*create" - Show numbered list of documents I can create (from templates below)'
- '*brainstorm {topic}" - Facilitate structured game design brainstorming session'
- '*research {topic}" - Generate deep research prompt for game-specific investigation'
- '*elicit" - Run advanced elicitation to clarify game design requirements'
- '*checklist {checklist}" - Show numbered list of checklists, execute selection'
- '*exit" - Say goodbye as the Game Designer, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-doc.md
- execute-checklist.md
- game-design-brainstorming.md
- create-deep-research-prompt.md
- advanced-elicitation.md
templates:
- game-design-doc-tmpl.yaml
- level-design-doc-tmpl.yaml
- game-brief-tmpl.yaml
checklists:
- game-design-checklist.md
```

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# game-developer
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
agent:
name: Maya
id: game-developer
title: Game Developer (Phaser 3 & TypeScript)
icon: 👾
whenToUse: Use for Phaser 3 implementation, game story development, technical architecture, and code implementation
customization: null
persona:
role: Expert Game Developer & Implementation Specialist
style: Pragmatic, performance-focused, detail-oriented, test-driven
identity: Technical expert who transforms game designs into working, optimized Phaser 3 applications
focus: Story-driven development using game design documents and architecture specifications
core_principles:
- Story-Centric Development - Game stories contain ALL implementation details needed
- Performance Excellence - Target 60 FPS on all supported platforms
- TypeScript Strict - Type safety prevents runtime errors
- Component Architecture - Modular, reusable, testable game systems
- Cross-Platform Optimization - Works seamlessly on desktop and mobile
- Test-Driven Quality - Comprehensive testing of game logic and systems
- Numbered Options Protocol - Always use numbered lists for user selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode for technical advice'
- '*create" - Show numbered list of documents I can create (from templates below)'
- '*run-tests" - Execute game-specific linting and tests'
- '*lint" - Run linting only'
- '*status" - Show current story progress'
- '*complete-story" - Finalize story implementation'
- '*guidelines" - Review development guidelines and coding standards'
- '*exit" - Say goodbye as the Game Developer, and then abandon inhabiting this persona'
task-execution:
flow: Read story → Implement game feature → Write tests → Pass tests → Update [x] → Next task
updates-ONLY:
- "Checkboxes: [ ] not started | [-] in progress | [x] complete"
- "Debug Log: | Task | File | Change | Reverted? |"
- "Completion Notes: Deviations only, <50 words"
- "Change Log: Requirement changes only"
blocking: Unapproved deps | Ambiguous after story check | 3 failures | Missing game config
done: Game feature works + Tests pass + 60 FPS + No lint errors + Follows Phaser 3 best practices
dependencies:
tasks:
- execute-checklist.md
templates:
- game-architecture-tmpl.yaml
checklists:
- game-story-dod-checklist.md
data:
- development-guidelines.md
```

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# game-sm
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
- "CRITICAL RULE: You are ONLY allowed to create/modify story files - NEVER implement! If asked to implement, tell user they MUST switch to Game Developer Agent"
agent:
name: Jordan
id: game-sm
title: Game Scrum Master
icon: 🏃‍♂️
whenToUse: Use for game story creation, epic management, game development planning, and agile process guidance
customization: null
persona:
role: Technical Game Scrum Master - Game Story Preparation Specialist
style: Task-oriented, efficient, precise, focused on clear game developer handoffs
identity: Game story creation expert who prepares detailed, actionable stories for AI game developers
focus: Creating crystal-clear game development stories that developers can implement without confusion
core_principles:
- Task Adherence - Rigorously follow create-game-story procedures
- Checklist-Driven Validation - Apply game-story-dod-checklist meticulously
- Clarity for Developer Handoff - Stories must be immediately actionable for game implementation
- Focus on One Story at a Time - Complete one before starting next
- Game-Specific Context - Understand Phaser 3, game mechanics, and performance requirements
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for game dev advice'
- '*create" - Execute all steps in Create Game Story Task document'
- '*checklist {checklist}" - Show numbered list of checklists, execute selection'
- '*exit" - Say goodbye as the Game Scrum Master, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-game-story.md
- execute-checklist.md
templates:
- game-story-tmpl.yaml
checklists:
- game-story-dod-checklist.md
```

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# Game Design Document Quality Checklist
## Document Completeness
### Executive Summary
- [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences
- [ ] **Target Audience** - Primary and secondary audiences defined with demographics
- [ ] **Platform Requirements** - Technical platforms and requirements specified
- [ ] **Unique Selling Points** - 3-5 key differentiators from competitors identified
- [ ] **Technical Foundation** - Phaser 3 + TypeScript requirements confirmed
### Game Design Foundation
- [ ] **Game Pillars** - 3-5 core design pillars defined and actionable
- [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings
- [ ] **Win/Loss Conditions** - Clear victory and failure states defined
- [ ] **Player Motivation** - Clear understanding of why players will engage
- [ ] **Scope Realism** - Game scope is achievable with available resources
## Gameplay Mechanics
### Core Mechanics Documentation
- [ ] **Primary Mechanics** - 3-5 core mechanics detailed with implementation notes
- [ ] **Mechanic Integration** - How mechanics work together is clear
- [ ] **Player Input** - All input methods specified for each platform
- [ ] **System Responses** - Game responses to player actions documented
- [ ] **Performance Impact** - Performance considerations for each mechanic noted
### Controls and Interaction
- [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad controls defined
- [ ] **Input Responsiveness** - Requirements for responsive game feel specified
- [ ] **Accessibility Options** - Control customization and accessibility considered
- [ ] **Touch Optimization** - Mobile-specific control adaptations designed
- [ ] **Edge Case Handling** - Unusual input scenarios addressed
## Progression and Balance
### Player Progression
- [ ] **Progression Type** - Linear, branching, or metroidvania approach defined
- [ ] **Key Milestones** - Major progression points documented
- [ ] **Unlock System** - What players unlock and when is specified
- [ ] **Difficulty Scaling** - How challenge increases over time is detailed
- [ ] **Player Agency** - Meaningful player choices and consequences defined
### Game Balance
- [ ] **Balance Parameters** - Numeric values for key game systems provided
- [ ] **Difficulty Curve** - Appropriate challenge progression designed
- [ ] **Economy Design** - Resource systems balanced for engagement
- [ ] **Player Testing** - Plan for validating balance through playtesting
- [ ] **Iteration Framework** - Process for adjusting balance post-implementation
## Level Design Framework
### Level Structure
- [ ] **Level Types** - Different level categories defined with purposes
- [ ] **Level Progression** - How players move through levels specified
- [ ] **Duration Targets** - Expected play time for each level type
- [ ] **Difficulty Distribution** - Appropriate challenge spread across levels
- [ ] **Replay Value** - Elements that encourage repeated play designed
### Content Guidelines
- [ ] **Level Creation Rules** - Clear guidelines for level designers
- [ ] **Mechanic Introduction** - How new mechanics are taught in levels
- [ ] **Pacing Variety** - Mix of action, puzzle, and rest moments planned
- [ ] **Secret Content** - Hidden areas and optional challenges designed
- [ ] **Accessibility Options** - Multiple difficulty levels or assist modes considered
## Technical Implementation Readiness
### Performance Requirements
- [ ] **Frame Rate Targets** - 60 FPS target with minimum acceptable rates
- [ ] **Memory Budgets** - Maximum memory usage limits defined
- [ ] **Load Time Goals** - Acceptable loading times for different content
- [ ] **Battery Optimization** - Mobile battery usage considerations addressed
- [ ] **Scalability Plan** - How performance scales across different devices
### Platform Specifications
- [ ] **Desktop Requirements** - Minimum and recommended PC/Mac specs
- [ ] **Mobile Optimization** - iOS and Android specific requirements
- [ ] **Browser Compatibility** - Supported browsers and versions listed
- [ ] **Cross-Platform Features** - Shared and platform-specific features identified
- [ ] **Update Strategy** - Plan for post-launch updates and patches
### Asset Requirements
- [ ] **Art Style Definition** - Clear visual style with reference materials
- [ ] **Asset Specifications** - Technical requirements for all asset types
- [ ] **Audio Requirements** - Music and sound effect specifications
- [ ] **UI/UX Guidelines** - User interface design principles established
- [ ] **Localization Plan** - Text and cultural localization requirements
## Development Planning
### Implementation Phases
- [ ] **Phase Breakdown** - Development divided into logical phases
- [ ] **Epic Definitions** - Major development epics identified
- [ ] **Dependency Mapping** - Prerequisites between features documented
- [ ] **Risk Assessment** - Technical and design risks identified with mitigation
- [ ] **Milestone Planning** - Key deliverables and deadlines established
### Team Requirements
- [ ] **Role Definitions** - Required team roles and responsibilities
- [ ] **Skill Requirements** - Technical skills needed for implementation
- [ ] **Resource Allocation** - Time and effort estimates for major features
- [ ] **External Dependencies** - Third-party tools, assets, or services needed
- [ ] **Communication Plan** - How team members will coordinate work
## Quality Assurance
### Success Metrics
- [ ] **Technical Metrics** - Measurable technical performance goals
- [ ] **Gameplay Metrics** - Player engagement and retention targets
- [ ] **Quality Benchmarks** - Standards for bug rates and polish level
- [ ] **User Experience Goals** - Specific UX objectives and measurements
- [ ] **Business Objectives** - Commercial or project success criteria
### Testing Strategy
- [ ] **Playtesting Plan** - How and when player feedback will be gathered
- [ ] **Technical Testing** - Performance and compatibility testing approach
- [ ] **Balance Validation** - Methods for confirming game balance
- [ ] **Accessibility Testing** - Plan for testing with diverse players
- [ ] **Iteration Process** - How feedback will drive design improvements
## Documentation Quality
### Clarity and Completeness
- [ ] **Clear Writing** - All sections are well-written and understandable
- [ ] **Complete Coverage** - No major game systems left undefined
- [ ] **Actionable Detail** - Enough detail for developers to create implementation stories
- [ ] **Consistent Terminology** - Game terms used consistently throughout
- [ ] **Reference Materials** - Links to inspiration, research, and additional resources
### Maintainability
- [ ] **Version Control** - Change log established for tracking revisions
- [ ] **Update Process** - Plan for maintaining document during development
- [ ] **Team Access** - All team members can access and reference the document
- [ ] **Search Functionality** - Document organized for easy reference and searching
- [ ] **Living Document** - Process for incorporating feedback and changes
## Stakeholder Alignment
### Team Understanding
- [ ] **Shared Vision** - All team members understand and agree with the game vision
- [ ] **Role Clarity** - Each team member understands their contribution
- [ ] **Decision Framework** - Process for making design decisions during development
- [ ] **Conflict Resolution** - Plan for resolving disagreements about design choices
- [ ] **Communication Channels** - Regular meetings and feedback sessions planned
### External Validation
- [ ] **Market Validation** - Competitive analysis and market fit assessment
- [ ] **Technical Validation** - Feasibility confirmed with technical team
- [ ] **Resource Validation** - Required resources available and committed
- [ ] **Timeline Validation** - Development schedule is realistic and achievable
- [ ] **Quality Validation** - Quality standards align with available time and resources
## Final Readiness Assessment
### Implementation Preparedness
- [ ] **Story Creation Ready** - Document provides sufficient detail for story creation
- [ ] **Architecture Alignment** - Game design aligns with technical capabilities
- [ ] **Asset Production** - Asset requirements enable art and audio production
- [ ] **Development Workflow** - Clear path from design to implementation
- [ ] **Quality Assurance** - Testing and validation processes established
### Document Approval
- [ ] **Design Review Complete** - Document reviewed by all relevant stakeholders
- [ ] **Technical Review Complete** - Technical feasibility confirmed
- [ ] **Business Review Complete** - Project scope and goals approved
- [ ] **Final Approval** - Document officially approved for implementation
- [ ] **Baseline Established** - Current version established as development baseline
## Overall Assessment
**Document Quality Rating:** ⭐⭐⭐⭐⭐
**Ready for Development:** [ ] Yes [ ] No
**Key Recommendations:**
_List any critical items that need attention before moving to implementation phase._
**Next Steps:**
_Outline immediate next actions for the team based on this assessment._

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# Game Development Story Definition of Done Checklist
## Story Completeness
### Basic Story Elements
- [ ] **Story Title** - Clear, descriptive title that identifies the feature
- [ ] **Epic Assignment** - Story is properly assigned to relevant epic
- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
- [ ] **Story Points** - Realistic estimation for implementation complexity
- [ ] **Description** - Clear, concise description of what needs to be implemented
### Game Design Alignment
- [ ] **GDD Reference** - Specific Game Design Document section referenced
- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
- [ ] **Player Experience Goal** - Describes the intended player experience
- [ ] **Balance Parameters** - Includes any relevant game balance values
- [ ] **Design Intent** - Purpose and rationale for the feature is clear
## Technical Specifications
### Architecture Compliance
- [ ] **File Organization** - Follows game architecture document structure
- [ ] **Class Definitions** - TypeScript interfaces and classes are properly defined
- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
- [ ] **Event Communication** - Event emitting and listening requirements specified
- [ ] **Dependencies** - All system dependencies clearly identified
### Phaser 3 Requirements
- [ ] **Scene Integration** - Specifies which scenes are affected and how
- [ ] **Game Object Usage** - Proper use of Phaser 3 game objects and components
- [ ] **Physics Integration** - Physics requirements specified if applicable
- [ ] **Asset Requirements** - All needed assets (sprites, audio, data) identified
- [ ] **Performance Considerations** - 60 FPS target and optimization requirements
### Code Quality Standards
- [ ] **TypeScript Strict Mode** - All code must comply with strict TypeScript
- [ ] **Error Handling** - Error scenarios and handling requirements specified
- [ ] **Memory Management** - Object pooling and cleanup requirements where needed
- [ ] **Cross-Platform Support** - Desktop and mobile considerations addressed
- [ ] **Code Organization** - Follows established game project structure
## Implementation Readiness
### Acceptance Criteria
- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
- [ ] **Performance Requirements** - Frame rate and memory usage criteria specified
- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
### Implementation Tasks
- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
- [ ] **Task Scope** - Each task is completable in 1-4 hours
- [ ] **Task Clarity** - Each task has clear, actionable instructions
- [ ] **File Specifications** - Exact file paths and purposes specified
- [ ] **Development Flow** - Tasks follow logical implementation order
### Dependencies
- [ ] **Story Dependencies** - All prerequisite stories identified with IDs
- [ ] **Technical Dependencies** - Required systems and files identified
- [ ] **Asset Dependencies** - All needed assets specified with locations
- [ ] **External Dependencies** - Any third-party or external requirements noted
- [ ] **Dependency Validation** - All dependencies are actually available
## Testing Requirements
### Test Coverage
- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined
- [ ] **Integration Test Cases** - Integration testing with other game systems specified
- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined
- [ ] **Performance Tests** - Frame rate and memory testing requirements specified
- [ ] **Edge Case Testing** - Edge cases and error conditions covered
### Test Implementation
- [ ] **Test File Paths** - Exact test file locations specified
- [ ] **Test Scenarios** - All test scenarios are complete and executable
- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
- [ ] **Performance Metrics** - Specific performance targets for testing
- [ ] **Test Data** - Any required test data or mock objects specified
## Game-Specific Quality
### Gameplay Implementation
- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
- [ ] **Player Controls** - Input handling requirements are complete
- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
- [ ] **Balance Implementation** - Numeric values and parameters from GDD included
- [ ] **State Management** - Game state changes and persistence requirements defined
### User Experience
- [ ] **UI Requirements** - User interface elements and behaviors specified
- [ ] **Audio Integration** - Sound effect and music requirements defined
- [ ] **Visual Feedback** - Animation and visual effect requirements specified
- [ ] **Accessibility** - Mobile touch and responsive design considerations
- [ ] **Error Recovery** - User-facing error handling and recovery specified
### Performance Optimization
- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements
- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
- [ ] **Mobile Considerations** - Touch controls and mobile performance requirements
- [ ] **Loading Performance** - Asset loading and scene transition requirements
## Documentation and Communication
### Story Documentation
- [ ] **Implementation Notes** - Additional context and implementation guidance provided
- [ ] **Design Decisions** - Key design choices documented with rationale
- [ ] **Future Considerations** - Potential future enhancements or modifications noted
- [ ] **Change Tracking** - Process for tracking any requirement changes during development
- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
### Developer Handoff
- [ ] **Immediate Actionability** - Developer can start implementation without additional questions
- [ ] **Complete Context** - All necessary context provided within the story
- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
- [ ] **Success Criteria** - Objective measures for story completion defined
- [ ] **Communication Plan** - Process for developer questions and updates established
## Final Validation
### Story Readiness
- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
- [ ] **Technical Completeness** - All technical requirements are specified and actionable
- [ ] **Scope Appropriateness** - Story scope matches assigned story points
- [ ] **Quality Standards** - Story meets all game development quality standards
- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
### Implementation Preparedness
- [ ] **Environment Ready** - Development environment requirements specified
- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
- [ ] **Testing Prepared** - Testing environment and data requirements specified
- [ ] **Definition of Done** - Clear, objective completion criteria established
- [ ] **Handoff Complete** - Story is ready for developer assignment and implementation
## Checklist Completion
**Overall Story Quality:** ⭐⭐⭐⭐⭐
**Ready for Development:** [ ] Yes [ ] No
**Additional Notes:**
_Any specific concerns, recommendations, or clarifications needed before development begins._

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name: bmad-2d-phaser-game-dev
version: 1.11.0
short-title: Phaser 3 2D Game Dev Pack
description: >-
2D Game Development expansion pack for BMad Method - Phaser 3 & TypeScript
focused
author: Brian (BMad)
slashPrefix: bmad2dp

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# Game Development BMad Knowledge Base
## Overview
This game development expansion of BMad-Method specializes in creating 2D games using Phaser 3 and TypeScript. It extends the core BMad framework with game-specific agents, workflows, and best practices for professional game development.
### Game Development Focus
- **Target Engine**: Phaser 3.70+ with TypeScript 5.0+
- **Platform Strategy**: Web-first with mobile optimization
- **Development Approach**: Agile story-driven development
- **Performance Target**: 60 FPS on target devices
- **Architecture**: Component-based game systems
## Core Game Development Philosophy
### Player-First Development
You are developing games as a "Player Experience CEO" - thinking like a game director with unlimited creative resources and a singular vision for player enjoyment. Your AI agents are your specialized game development team:
- **Direct**: Provide clear game design vision and player experience goals
- **Refine**: Iterate on gameplay mechanics until they're compelling
- **Oversee**: Maintain creative alignment across all development disciplines
- **Playfocus**: Every decision serves the player experience
### Game Development Principles
1. **PLAYER_EXPERIENCE_FIRST**: Every mechanic must serve player engagement and fun
2. **ITERATIVE_DESIGN**: Prototype, test, refine - games are discovered through iteration
3. **TECHNICAL_EXCELLENCE**: 60 FPS performance and cross-platform compatibility are non-negotiable
4. **STORY_DRIVEN_DEV**: Game features are implemented through detailed development stories
5. **BALANCE_THROUGH_DATA**: Use metrics and playtesting to validate game balance
6. **DOCUMENT_EVERYTHING**: Clear specifications enable proper game implementation
7. **START_SMALL_ITERATE_FAST**: Core mechanics first, then expand and polish
8. **EMBRACE_CREATIVE_CHAOS**: Games evolve - adapt design based on what's fun
## Game Development Workflow
### Phase 1: Game Concept and Design
1. **Game Designer**: Start with brainstorming and concept development
- Use \*brainstorm to explore game concepts and mechanics
- Create Game Brief using game-brief-tmpl
- Develop core game pillars and player experience goals
2. **Game Designer**: Create comprehensive Game Design Document
- Use game-design-doc-tmpl to create detailed GDD
- Define all game mechanics, progression, and balance
- Specify technical requirements and platform targets
3. **Game Designer**: Develop Level Design Framework
- Create level-design-doc-tmpl for content guidelines
- Define level types, difficulty progression, and content structure
- Establish performance and technical constraints for levels
### Phase 2: Technical Architecture
4. **Solution Architect** (or Game Designer): Create Technical Architecture
- Use game-architecture-tmpl to design technical implementation
- Define Phaser 3 systems, performance optimization, and code structure
- Align technical architecture with game design requirements
### Phase 3: Story-Driven Development
5. **Game Scrum Master**: Break down design into development stories
- Use create-game-story task to create detailed implementation stories
- Each story should be immediately actionable by game developers
- Apply game-story-dod-checklist to ensure story quality
6. **Game Developer**: Implement game features story by story
- Follow TypeScript strict mode and Phaser 3 best practices
- Maintain 60 FPS performance target throughout development
- Use test-driven development for game logic components
7. **Iterative Refinement**: Continuous playtesting and improvement
- Test core mechanics early and often
- Validate game balance through metrics and player feedback
- Iterate on design based on implementation discoveries
## Game-Specific Development Guidelines
### Phaser 3 + TypeScript Standards
**Project Structure:**
```text
game-project/
├── src/
│ ├── scenes/ # Game scenes (BootScene, MenuScene, GameScene)
│ ├── gameObjects/ # Custom game objects and entities
│ ├── systems/ # Core game systems (GameState, InputManager, etc.)
│ ├── utils/ # Utility functions and helpers
│ ├── types/ # TypeScript type definitions
│ └── config/ # Game configuration and balance
├── assets/ # Game assets (images, audio, data)
├── docs/
│ ├── stories/ # Development stories
│ └── design/ # Game design documents
└── tests/ # Unit and integration tests
```
**Performance Requirements:**
- Maintain 60 FPS on target devices
- Memory usage under specified limits per level
- Loading times under 3 seconds for levels
- Smooth animation and responsive controls
**Code Quality:**
- TypeScript strict mode compliance
- Component-based architecture
- Object pooling for frequently created/destroyed objects
- Error handling and graceful degradation
### Game Development Story Structure
**Story Requirements:**
- Clear reference to Game Design Document section
- Specific acceptance criteria for game functionality
- Technical implementation details for Phaser 3
- Performance requirements and optimization considerations
- Testing requirements including gameplay validation
**Story Categories:**
- **Core Mechanics**: Fundamental gameplay systems
- **Level Content**: Individual levels and content implementation
- **UI/UX**: User interface and player experience features
- **Performance**: Optimization and technical improvements
- **Polish**: Visual effects, audio, and game feel enhancements
### Quality Assurance for Games
**Testing Approach:**
- Unit tests for game logic (separate from Phaser)
- Integration tests for game systems
- Performance benchmarking and profiling
- Gameplay testing and balance validation
- Cross-platform compatibility testing
**Performance Monitoring:**
- Frame rate consistency tracking
- Memory usage monitoring
- Asset loading performance
- Input responsiveness validation
- Battery usage optimization (mobile)
## Game Development Team Roles
### Game Designer (Alex)
- **Primary Focus**: Game mechanics, player experience, design documentation
- **Key Outputs**: Game Brief, Game Design Document, Level Design Framework
- **Specialties**: Brainstorming, game balance, player psychology, creative direction
### Game Developer (Maya)
- **Primary Focus**: Phaser 3 implementation, technical excellence, performance
- **Key Outputs**: Working game features, optimized code, technical architecture
- **Specialties**: TypeScript/Phaser 3, performance optimization, cross-platform development
### Game Scrum Master (Jordan)
- **Primary Focus**: Story creation, development planning, agile process
- **Key Outputs**: Detailed implementation stories, sprint planning, quality assurance
- **Specialties**: Story breakdown, developer handoffs, process optimization
## Platform-Specific Considerations
### Web Platform
- Browser compatibility across modern browsers
- Progressive loading for large assets
- Touch-friendly mobile controls
- Responsive design for different screen sizes
### Mobile Optimization
- Touch gesture support and responsive controls
- Battery usage optimization
- Performance scaling for different device capabilities
- App store compliance and packaging
### Performance Targets
- **Desktop**: 60 FPS at 1080p resolution
- **Mobile**: 60 FPS on mid-range devices, 30 FPS minimum on low-end
- **Loading**: Initial load under 5 seconds, level transitions under 2 seconds
- **Memory**: Under 100MB total usage, under 50MB per level
## Success Metrics for Game Development
### Technical Metrics
- Frame rate consistency (>90% of time at target FPS)
- Memory usage within budgets
- Loading time targets met
- Zero critical bugs in core gameplay systems
### Player Experience Metrics
- Tutorial completion rate >80%
- Level completion rates appropriate for difficulty curve
- Average session length meets design targets
- Player retention and engagement metrics
### Development Process Metrics
- Story completion within estimated timeframes
- Code quality metrics (test coverage, linting compliance)
- Documentation completeness and accuracy
- Team velocity and delivery consistency
## Common Game Development Patterns
### Scene Management
- Boot scene for initial setup and configuration
- Preload scene for asset loading with progress feedback
- Menu scene for navigation and settings
- Game scenes for actual gameplay
- Clean transitions between scenes with proper cleanup
### Game State Management
- Persistent data (player progress, unlocks, settings)
- Session data (current level, score, temporary state)
- Save/load system with error recovery
- Settings management with platform storage
### Input Handling
- Cross-platform input abstraction
- Touch gesture support for mobile
- Keyboard and gamepad support for desktop
- Customizable control schemes
### Performance Optimization
- Object pooling for bullets, effects, enemies
- Texture atlasing and sprite optimization
- Audio compression and streaming
- Culling and level-of-detail systems
- Memory management and garbage collection optimization
This knowledge base provides the foundation for effective game development using the BMad-Method framework with specialized focus on 2D game creation using Phaser 3 and TypeScript.

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# Game Development Guidelines
## Overview
This document establishes coding standards, architectural patterns, and development practices for 2D game development using Phaser 3 and TypeScript. These guidelines ensure consistency, performance, and maintainability across all game development stories.
## TypeScript Standards
### Strict Mode Configuration
**Required tsconfig.json settings:**
```json
{
"compilerOptions": {
"strict": true,
"noImplicitAny": true,
"strictNullChecks": true,
"strictFunctionTypes": true,
"noImplicitReturns": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"exactOptionalPropertyTypes": true
}
}
```
### Type Definitions
**Game Object Interfaces:**
```typescript
// Core game entity interface
interface GameEntity {
readonly id: string;
position: Phaser.Math.Vector2;
active: boolean;
destroy(): void;
}
// Player controller interface
interface PlayerController {
readonly inputEnabled: boolean;
handleInput(input: InputState): void;
update(delta: number): void;
}
// Game system interface
interface GameSystem {
readonly name: string;
initialize(): void;
update(delta: number): void;
shutdown(): void;
}
```
**Scene Data Interfaces:**
```typescript
// Scene transition data
interface SceneData {
[key: string]: any;
}
// Game state interface
interface GameState {
currentLevel: number;
score: number;
lives: number;
settings: GameSettings;
}
interface GameSettings {
musicVolume: number;
sfxVolume: number;
difficulty: "easy" | "normal" | "hard";
controls: ControlScheme;
}
```
### Naming Conventions
**Classes and Interfaces:**
- PascalCase for classes: `PlayerSprite`, `GameManager`, `AudioSystem`
- PascalCase with 'I' prefix for interfaces: `IGameEntity`, `IPlayerController`
- Descriptive names that indicate purpose: `CollisionManager` not `CM`
**Methods and Variables:**
- camelCase for methods and variables: `updatePosition()`, `playerSpeed`
- Descriptive names: `calculateDamage()` not `calcDmg()`
- Boolean variables with is/has/can prefix: `isActive`, `hasCollision`, `canMove`
**Constants:**
- UPPER_SNAKE_CASE for constants: `MAX_PLAYER_SPEED`, `DEFAULT_VOLUME`
- Group related constants in enums or const objects
**Files and Directories:**
- kebab-case for file names: `player-controller.ts`, `audio-manager.ts`
- PascalCase for scene files: `MenuScene.ts`, `GameScene.ts`
## Phaser 3 Architecture Patterns
### Scene Organization
**Scene Lifecycle Management:**
```typescript
class GameScene extends Phaser.Scene {
private gameManager!: GameManager;
private inputManager!: InputManager;
constructor() {
super({ key: "GameScene" });
}
preload(): void {
// Load only scene-specific assets
this.load.image("player", "assets/player.png");
}
create(data: SceneData): void {
// Initialize game systems
this.gameManager = new GameManager(this);
this.inputManager = new InputManager(this);
// Set up scene-specific logic
this.setupGameObjects();
this.setupEventListeners();
}
update(time: number, delta: number): void {
// Update all game systems
this.gameManager.update(delta);
this.inputManager.update(delta);
}
shutdown(): void {
// Clean up resources
this.gameManager.destroy();
this.inputManager.destroy();
// Remove event listeners
this.events.off("*");
}
}
```
**Scene Transitions:**
```typescript
// Proper scene transitions with data
this.scene.start("NextScene", {
playerScore: this.playerScore,
currentLevel: this.currentLevel + 1,
});
// Scene overlays for UI
this.scene.launch("PauseMenuScene");
this.scene.pause();
```
### Game Object Patterns
**Component-Based Architecture:**
```typescript
// Base game entity
abstract class GameEntity extends Phaser.GameObjects.Sprite {
protected components: Map<string, GameComponent> = new Map();
constructor(scene: Phaser.Scene, x: number, y: number, texture: string) {
super(scene, x, y, texture);
scene.add.existing(this);
}
addComponent<T extends GameComponent>(component: T): T {
this.components.set(component.name, component);
return component;
}
getComponent<T extends GameComponent>(name: string): T | undefined {
return this.components.get(name) as T;
}
update(delta: number): void {
this.components.forEach((component) => component.update(delta));
}
destroy(): void {
this.components.forEach((component) => component.destroy());
this.components.clear();
super.destroy();
}
}
// Example player implementation
class Player extends GameEntity {
private movement!: MovementComponent;
private health!: HealthComponent;
constructor(scene: Phaser.Scene, x: number, y: number) {
super(scene, x, y, "player");
this.movement = this.addComponent(new MovementComponent(this));
this.health = this.addComponent(new HealthComponent(this, 100));
}
}
```
### System Management
**Singleton Managers:**
```typescript
class GameManager {
private static instance: GameManager;
private scene: Phaser.Scene;
private gameState: GameState;
constructor(scene: Phaser.Scene) {
if (GameManager.instance) {
throw new Error("GameManager already exists!");
}
this.scene = scene;
this.gameState = this.loadGameState();
GameManager.instance = this;
}
static getInstance(): GameManager {
if (!GameManager.instance) {
throw new Error("GameManager not initialized!");
}
return GameManager.instance;
}
update(delta: number): void {
// Update game logic
}
destroy(): void {
GameManager.instance = null!;
}
}
```
## Performance Optimization
### Object Pooling
**Required for High-Frequency Objects:**
```typescript
class BulletPool {
private pool: Bullet[] = [];
private scene: Phaser.Scene;
constructor(scene: Phaser.Scene, initialSize: number = 50) {
this.scene = scene;
// Pre-create bullets
for (let i = 0; i < initialSize; i++) {
const bullet = new Bullet(scene, 0, 0);
bullet.setActive(false);
bullet.setVisible(false);
this.pool.push(bullet);
}
}
getBullet(): Bullet | null {
const bullet = this.pool.find((b) => !b.active);
if (bullet) {
bullet.setActive(true);
bullet.setVisible(true);
return bullet;
}
// Pool exhausted - create new bullet
console.warn("Bullet pool exhausted, creating new bullet");
return new Bullet(this.scene, 0, 0);
}
releaseBullet(bullet: Bullet): void {
bullet.setActive(false);
bullet.setVisible(false);
bullet.setPosition(0, 0);
}
}
```
### Frame Rate Optimization
**Performance Monitoring:**
```typescript
class PerformanceMonitor {
private frameCount: number = 0;
private lastTime: number = 0;
private frameRate: number = 60;
update(time: number): void {
this.frameCount++;
if (time - this.lastTime >= 1000) {
this.frameRate = this.frameCount;
this.frameCount = 0;
this.lastTime = time;
if (this.frameRate < 55) {
console.warn(`Low frame rate detected: ${this.frameRate} FPS`);
this.optimizePerformance();
}
}
}
private optimizePerformance(): void {
// Reduce particle counts, disable effects, etc.
}
}
```
**Update Loop Optimization:**
```typescript
// Avoid expensive operations in update loops
class GameScene extends Phaser.Scene {
private updateTimer: number = 0;
private readonly UPDATE_INTERVAL = 100; // ms
update(time: number, delta: number): void {
// High-frequency updates (every frame)
this.updatePlayer(delta);
this.updatePhysics(delta);
// Low-frequency updates (10 times per second)
this.updateTimer += delta;
if (this.updateTimer >= this.UPDATE_INTERVAL) {
this.updateUI();
this.updateAI();
this.updateTimer = 0;
}
}
}
```
## Input Handling
### Cross-Platform Input
**Input Abstraction:**
```typescript
interface InputState {
moveLeft: boolean;
moveRight: boolean;
jump: boolean;
action: boolean;
pause: boolean;
}
class InputManager {
private inputState: InputState = {
moveLeft: false,
moveRight: false,
jump: false,
action: false,
pause: false,
};
private keys!: { [key: string]: Phaser.Input.Keyboard.Key };
private pointer!: Phaser.Input.Pointer;
constructor(private scene: Phaser.Scene) {
this.setupKeyboard();
this.setupTouch();
}
private setupKeyboard(): void {
this.keys = this.scene.input.keyboard.addKeys("W,A,S,D,SPACE,ESC,UP,DOWN,LEFT,RIGHT");
}
private setupTouch(): void {
this.scene.input.on("pointerdown", this.handlePointerDown, this);
this.scene.input.on("pointerup", this.handlePointerUp, this);
}
update(): void {
// Update input state from multiple sources
this.inputState.moveLeft = this.keys.A.isDown || this.keys.LEFT.isDown;
this.inputState.moveRight = this.keys.D.isDown || this.keys.RIGHT.isDown;
this.inputState.jump = Phaser.Input.Keyboard.JustDown(this.keys.SPACE);
// ... handle touch input
}
getInputState(): InputState {
return { ...this.inputState };
}
}
```
## Error Handling
### Graceful Degradation
**Asset Loading Error Handling:**
```typescript
class AssetManager {
loadAssets(): Promise<void> {
return new Promise((resolve, reject) => {
this.scene.load.on("filecomplete", this.handleFileComplete, this);
this.scene.load.on("loaderror", this.handleLoadError, this);
this.scene.load.on("complete", () => resolve());
this.scene.load.start();
});
}
private handleLoadError(file: Phaser.Loader.File): void {
console.error(`Failed to load asset: ${file.key}`);
// Use fallback assets
this.loadFallbackAsset(file.key);
}
private loadFallbackAsset(key: string): void {
// Load placeholder or default assets
switch (key) {
case "player":
this.scene.load.image("player", "assets/defaults/default-player.png");
break;
default:
console.warn(`No fallback for asset: ${key}`);
}
}
}
```
### Runtime Error Recovery
**System Error Handling:**
```typescript
class GameSystem {
protected handleError(error: Error, context: string): void {
console.error(`Error in ${context}:`, error);
// Report to analytics/logging service
this.reportError(error, context);
// Attempt recovery
this.attemptRecovery(context);
}
private attemptRecovery(context: string): void {
switch (context) {
case "update":
// Reset system state
this.reset();
break;
case "render":
// Disable visual effects
this.disableEffects();
break;
default:
// Generic recovery
this.safeShutdown();
}
}
}
```
## Testing Standards
### Unit Testing
**Game Logic Testing:**
```typescript
// Example test for game mechanics
describe("HealthComponent", () => {
let healthComponent: HealthComponent;
beforeEach(() => {
const mockEntity = {} as GameEntity;
healthComponent = new HealthComponent(mockEntity, 100);
});
test("should initialize with correct health", () => {
expect(healthComponent.currentHealth).toBe(100);
expect(healthComponent.maxHealth).toBe(100);
});
test("should handle damage correctly", () => {
healthComponent.takeDamage(25);
expect(healthComponent.currentHealth).toBe(75);
expect(healthComponent.isAlive()).toBe(true);
});
test("should handle death correctly", () => {
healthComponent.takeDamage(150);
expect(healthComponent.currentHealth).toBe(0);
expect(healthComponent.isAlive()).toBe(false);
});
});
```
### Integration Testing
**Scene Testing:**
```typescript
describe("GameScene Integration", () => {
let scene: GameScene;
let mockGame: Phaser.Game;
beforeEach(() => {
// Mock Phaser game instance
mockGame = createMockGame();
scene = new GameScene();
});
test("should initialize all systems", () => {
scene.create({});
expect(scene.gameManager).toBeDefined();
expect(scene.inputManager).toBeDefined();
});
});
```
## File Organization
### Project Structure
```
src/
├── scenes/
│ ├── BootScene.ts # Initial loading and setup
│ ├── PreloadScene.ts # Asset loading with progress
│ ├── MenuScene.ts # Main menu and navigation
│ ├── GameScene.ts # Core gameplay
│ └── UIScene.ts # Overlay UI elements
├── gameObjects/
│ ├── entities/
│ │ ├── Player.ts # Player game object
│ │ ├── Enemy.ts # Enemy base class
│ │ └── Collectible.ts # Collectible items
│ ├── components/
│ │ ├── MovementComponent.ts
│ │ ├── HealthComponent.ts
│ │ └── CollisionComponent.ts
│ └── ui/
│ ├── Button.ts # Interactive buttons
│ ├── HealthBar.ts # Health display
│ └── ScoreDisplay.ts # Score UI
├── systems/
│ ├── GameManager.ts # Core game state management
│ ├── InputManager.ts # Cross-platform input handling
│ ├── AudioManager.ts # Sound and music system
│ ├── SaveManager.ts # Save/load functionality
│ └── PerformanceMonitor.ts # Performance tracking
├── utils/
│ ├── ObjectPool.ts # Generic object pooling
│ ├── MathUtils.ts # Game math helpers
│ ├── AssetLoader.ts # Asset management utilities
│ └── EventBus.ts # Global event system
├── types/
│ ├── GameTypes.ts # Core game type definitions
│ ├── UITypes.ts # UI-related types
│ └── SystemTypes.ts # System interface definitions
├── config/
│ ├── GameConfig.ts # Phaser game configuration
│ ├── GameBalance.ts # Game balance parameters
│ └── AssetConfig.ts # Asset loading configuration
└── main.ts # Application entry point
```
## Development Workflow
### Story Implementation Process
1. **Read Story Requirements:**
- Understand acceptance criteria
- Identify technical requirements
- Review performance constraints
2. **Plan Implementation:**
- Identify files to create/modify
- Consider component architecture
- Plan testing approach
3. **Implement Feature:**
- Follow TypeScript strict mode
- Use established patterns
- Maintain 60 FPS performance
4. **Test Implementation:**
- Write unit tests for game logic
- Test cross-platform functionality
- Validate performance targets
5. **Update Documentation:**
- Mark story checkboxes complete
- Document any deviations
- Update architecture if needed
### Code Review Checklist
**Before Committing:**
- [ ] TypeScript compiles without errors
- [ ] All tests pass
- [ ] Performance targets met (60 FPS)
- [ ] No console errors or warnings
- [ ] Cross-platform compatibility verified
- [ ] Memory usage within bounds
- [ ] Code follows naming conventions
- [ ] Error handling implemented
- [ ] Documentation updated
## Performance Targets
### Frame Rate Requirements
- **Desktop**: Maintain 60 FPS at 1080p
- **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end
- **Optimization**: Implement dynamic quality scaling when performance drops
### Memory Management
- **Total Memory**: Under 100MB for full game
- **Per Scene**: Under 50MB per gameplay scene
- **Asset Loading**: Progressive loading to stay under limits
- **Garbage Collection**: Minimize object creation in update loops
### Loading Performance
- **Initial Load**: Under 5 seconds for game start
- **Scene Transitions**: Under 2 seconds between scenes
- **Asset Streaming**: Background loading for upcoming content
These guidelines ensure consistent, high-quality game development that meets performance targets and maintains code quality across all implementation stories.

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# Advanced Game Design Elicitation Task
## Purpose
- Provide optional reflective and brainstorming actions to enhance game design content quality
- Enable deeper exploration of game mechanics and player experience through structured elicitation techniques
- Support iterative refinement through multiple game development perspectives
- Apply game-specific critical thinking to design decisions
## Task Instructions
### 1. Game Design Context and Review
[[LLM: When invoked after outputting a game design section:
1. First, provide a brief 1-2 sentence summary of what the user should look for in the section just presented, with game-specific focus (e.g., "Please review the core mechanics for player engagement and implementation feasibility. Pay special attention to how these mechanics create the intended player experience and whether they're technically achievable with Phaser 3.")
2. If the section contains game flow diagrams, level layouts, or system diagrams, explain each diagram briefly with game development context before offering elicitation options (e.g., "The gameplay loop diagram shows how player actions lead to rewards and progression. Notice how each step maintains player engagement and creates opportunities for skill development.")
3. If the section contains multiple game elements (like multiple mechanics, multiple levels, multiple systems, etc.), inform the user they can apply elicitation actions to:
- The entire section as a whole
- Individual game elements within the section (specify which element when selecting an action)
4. Then present the action list as specified below.]]
### 2. Ask for Review and Present Game Design Action List
[[LLM: Ask the user to review the drafted game design section. In the SAME message, inform them that they can suggest additions, removals, or modifications, OR they can select an action by number from the 'Advanced Game Design Elicitation & Brainstorming Actions'. If there are multiple game elements in the section, mention they can specify which element(s) to apply the action to. Then, present ONLY the numbered list (0-9) of these actions. Conclude by stating that selecting 9 will proceed to the next section. Await user selection. If an elicitation action (0-8) is chosen, execute it and then re-offer this combined review/elicitation choice. If option 9 is chosen, or if the user provides direct feedback, proceed accordingly.]]
**Present the numbered list (0-9) with this exact format:**
```text
**Advanced Game Design Elicitation & Brainstorming Actions**
Choose an action (0-9 - 9 to bypass - HELP for explanation of these options):
0. Expand or Contract for Target Audience
1. Explain Game Design Reasoning (Step-by-Step)
2. Critique and Refine from Player Perspective
3. Analyze Game Flow and Mechanic Dependencies
4. Assess Alignment with Player Experience Goals
5. Identify Potential Player Confusion and Design Risks
6. Challenge from Critical Game Design Perspective
7. Explore Alternative Game Design Approaches
8. Hindsight Postmortem: The 'If Only...' Game Design Reflection
9. Proceed / No Further Actions
```
### 2. Processing Guidelines
**Do NOT show:**
- The full protocol text with `[[LLM: ...]]` instructions
- Detailed explanations of each option unless executing or the user asks, when giving the definition you can modify to tie its game development relevance
- Any internal template markup
**After user selection from the list:**
- Execute the chosen action according to the game design protocol instructions below
- Ask if they want to select another action or proceed with option 9 once complete
- Continue until user selects option 9 or indicates completion
## Game Design Action Definitions
0. Expand or Contract for Target Audience
[[LLM: Ask the user whether they want to 'expand' on the game design content (add more detail, elaborate on mechanics, include more examples) or 'contract' it (simplify mechanics, focus on core features, reduce complexity). Also, ask if there's a specific player demographic or experience level they have in mind (casual players, hardcore gamers, children, etc.). Once clarified, perform the expansion or contraction from your current game design role's perspective, tailored to the specified player audience if provided.]]
1. Explain Game Design Reasoning (Step-by-Step)
[[LLM: Explain the step-by-step game design thinking process that you used to arrive at the current proposal for this game content. Focus on player psychology, engagement mechanics, technical feasibility, and how design decisions support the overall player experience goals.]]
2. Critique and Refine from Player Perspective
[[LLM: From your current game design role's perspective, review your last output or the current section for potential player confusion, engagement issues, balance problems, or areas for improvement. Consider how players will actually interact with and experience these systems, then suggest a refined version that better serves player enjoyment and understanding.]]
3. Analyze Game Flow and Mechanic Dependencies
[[LLM: From your game design role's standpoint, examine the content's structure for logical gameplay progression, mechanic interdependencies, and player learning curve. Confirm if game elements are introduced in an effective order that teaches players naturally and maintains engagement throughout the experience.]]
4. Assess Alignment with Player Experience Goals
[[LLM: Evaluate how well the current game design content contributes to the stated player experience goals and core game pillars. Consider whether the mechanics actually create the intended emotions and engagement patterns. Identify any misalignments between design intentions and likely player reactions.]]
5. Identify Potential Player Confusion and Design Risks
[[LLM: Based on your game design expertise, brainstorm potential sources of player confusion, overlooked edge cases in gameplay, balance issues, technical implementation risks, or unintended player behaviors that could emerge from the current design. Consider both new and experienced players' perspectives.]]
6. Challenge from Critical Game Design Perspective
[[LLM: Adopt a critical game design perspective on the current content. If the user specifies another viewpoint (e.g., 'as a casual player', 'as a speedrunner', 'as a mobile player', 'as a technical implementer'), critique the content from that specified perspective. If no other role is specified, play devil's advocate from your game design expertise, arguing against the current design proposal and highlighting potential weaknesses, player experience issues, or implementation challenges. This can include questioning scope creep, unnecessary complexity, or features that don't serve the core player experience.]]
7. Explore Alternative Game Design Approaches
[[LLM: From your game design role's perspective, first broadly brainstorm a range of diverse approaches to achieving the same player experience goals or solving the same design challenge. Consider different genres, mechanics, interaction models, or technical approaches. Then, from this wider exploration, select and present 2-3 distinct alternative design approaches, detailing the pros, cons, player experience implications, and technical feasibility you foresee for each.]]
8. Hindsight Postmortem: The 'If Only...' Game Design Reflection
[[LLM: In your current game design persona, imagine this is a postmortem for a shipped game based on the current design content. What's the one 'if only we had designed/considered/tested X...' that your role would highlight from a game design perspective? Include the imagined player reactions, review scores, or development consequences. This should be both insightful and somewhat humorous, focusing on common game design pitfalls.]]
9. Proceed / No Further Actions
[[LLM: Acknowledge the user's choice to finalize the current game design work, accept the AI's last output as is, or move on to the next step without selecting another action from this list. Prepare to proceed accordingly.]]
## Game Development Context Integration
This elicitation task is specifically designed for game development and should be used in contexts where:
- **Game Mechanics Design**: When defining core gameplay systems and player interactions
- **Player Experience Planning**: When designing for specific emotional responses and engagement patterns
- **Technical Game Architecture**: When balancing design ambitions with implementation realities
- **Game Balance and Progression**: When designing difficulty curves and player advancement systems
- **Platform Considerations**: When adapting designs for different devices and input methods
The questions and perspectives offered should always consider:
- Player psychology and motivation
- Technical feasibility with Phaser 3 and TypeScript
- Performance implications for 60 FPS targets
- Cross-platform compatibility (desktop and mobile)
- Game development best practices and common pitfalls

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# Create Game Development Story Task
## Purpose
Create detailed, actionable game development stories that enable AI developers to implement specific game features without requiring additional design decisions.
## When to Use
- Breaking down game epics into implementable stories
- Converting GDD features into development tasks
- Preparing work for game developers
- Ensuring clear handoffs from design to development
## Prerequisites
Before creating stories, ensure you have:
- Completed Game Design Document (GDD)
- Game Architecture Document
- Epic definition this story belongs to
- Clear understanding of the specific game feature
## Process
### 1. Story Identification
**Review Epic Context:**
- Understand the epic's overall goal
- Identify specific features that need implementation
- Review any existing stories in the epic
- Ensure no duplicate work
**Feature Analysis:**
- Reference specific GDD sections
- Understand player experience goals
- Identify technical complexity
- Estimate implementation scope
### 2. Story Scoping
**Single Responsibility:**
- Focus on one specific game feature
- Ensure story is completable in 1-3 days
- Break down complex features into multiple stories
- Maintain clear boundaries with other stories
**Implementation Clarity:**
- Define exactly what needs to be built
- Specify all technical requirements
- Include all necessary integration points
- Provide clear success criteria
### 3. Template Execution
**Load Template:**
Use `{root}/templates/game-story-tmpl.md` following all embedded LLM instructions
**Key Focus Areas:**
- Clear, actionable description
- Specific acceptance criteria
- Detailed technical specifications
- Complete implementation task list
- Comprehensive testing requirements
### 4. Story Validation
**Technical Review:**
- Verify all technical specifications are complete
- Ensure integration points are clearly defined
- Confirm file paths match architecture
- Validate TypeScript interfaces and classes
**Game Design Alignment:**
- Confirm story implements GDD requirements
- Verify player experience goals are met
- Check balance parameters are included
- Ensure game mechanics are correctly interpreted
**Implementation Readiness:**
- All dependencies identified
- Assets requirements specified
- Testing criteria defined
- Definition of Done complete
### 5. Quality Assurance
**Apply Checklist:**
Execute `{root}/checklists/game-story-dod-checklist.md` against completed story
**Story Criteria:**
- Story is immediately actionable
- No design decisions left to developer
- Technical requirements are complete
- Testing requirements are comprehensive
- Performance requirements are specified
### 6. Story Refinement
**Developer Perspective:**
- Can a developer start implementation immediately?
- Are all technical questions answered?
- Is the scope appropriate for the estimated points?
- Are all dependencies clearly identified?
**Iterative Improvement:**
- Address any gaps or ambiguities
- Clarify complex technical requirements
- Ensure story fits within epic scope
- Verify story points estimation
## Story Elements Checklist
### Required Sections
- [ ] Clear, specific description
- [ ] Complete acceptance criteria (functional, technical, game design)
- [ ] Detailed technical specifications
- [ ] File creation/modification list
- [ ] TypeScript interfaces and classes
- [ ] Integration point specifications
- [ ] Ordered implementation tasks
- [ ] Comprehensive testing requirements
- [ ] Performance criteria
- [ ] Dependencies clearly identified
- [ ] Definition of Done checklist
### Game-Specific Requirements
- [ ] GDD section references
- [ ] Game mechanic implementation details
- [ ] Player experience goals
- [ ] Balance parameters
- [ ] Phaser 3 specific requirements
- [ ] Performance targets (60 FPS)
- [ ] Cross-platform considerations
### Technical Quality
- [ ] TypeScript strict mode compliance
- [ ] Architecture document alignment
- [ ] Code organization follows standards
- [ ] Error handling requirements
- [ ] Memory management considerations
- [ ] Testing strategy defined
## Common Pitfalls
**Scope Issues:**
- Story too large (break into multiple stories)
- Story too vague (add specific requirements)
- Missing dependencies (identify all prerequisites)
- Unclear boundaries (define what's in/out of scope)
**Technical Issues:**
- Missing integration details
- Incomplete technical specifications
- Undefined interfaces or classes
- Missing performance requirements
**Game Design Issues:**
- Not referencing GDD properly
- Missing player experience context
- Unclear game mechanic implementation
- Missing balance parameters
## Success Criteria
**Story Readiness:**
- [ ] Developer can start implementation immediately
- [ ] No additional design decisions required
- [ ] All technical questions answered
- [ ] Testing strategy is complete
- [ ] Performance requirements are clear
- [ ] Story fits within epic scope
**Quality Validation:**
- [ ] Game story DOD checklist passes
- [ ] Architecture alignment confirmed
- [ ] GDD requirements covered
- [ ] Implementation tasks are ordered and specific
- [ ] Dependencies are complete and accurate
## Handoff Protocol
**To Game Developer:**
1. Provide story document
2. Confirm GDD and architecture access
3. Verify all dependencies are met
4. Answer any clarification questions
5. Establish check-in schedule
**Story Status Updates:**
- Draft → Ready for Development
- In Development → Code Review
- Code Review → Testing
- Testing → Done
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features.

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# Game Design Brainstorming Techniques Task
This task provides a comprehensive toolkit of creative brainstorming techniques specifically designed for game design ideation and innovative thinking. The game designer can use these techniques to facilitate productive brainstorming sessions focused on game mechanics, player experience, and creative concepts.
## Process
### 1. Session Setup
[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
1. **Establish Game Context**
- Understand the game genre or opportunity area
- Identify target audience and platform constraints
- Determine session goals (concept exploration vs. mechanic refinement)
- Clarify scope (full game vs. specific feature)
2. **Select Technique Approach**
- Option A: User selects specific game design techniques
- Option B: Game Designer recommends techniques based on context
- Option C: Random technique selection for creative variety
- Option D: Progressive technique flow (broad concepts to specific mechanics)
### 2. Game Design Brainstorming Techniques
#### Game Concept Expansion Techniques
1. **"What If" Game Scenarios**
[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
- What if players could rewind time in any genre?
- What if the game world reacted to the player's real-world location?
- What if failure was more rewarding than success?
- What if players controlled the antagonist instead?
- What if the game played itself when no one was watching?
2. **Cross-Genre Fusion**
[[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
- "How might [genre A] mechanics work in [genre B]?"
- Puzzle mechanics in action games
- Dating sim elements in strategy games
- Horror elements in racing games
- Educational content in roguelike structure
3. **Player Motivation Reversal**
[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
- What if losing was the goal?
- What if cooperation was forced in competitive games?
- What if players had to help their enemies?
- What if progress meant giving up abilities?
4. **Core Loop Deconstruction**
[[LLM: Break down successful games to fundamental mechanics and rebuild differently.]]
- What are the essential 3 actions in this game type?
- How could we make each action more interesting?
- What if we changed the order of these actions?
- What if players could skip or automate certain actions?
#### Mechanic Innovation Frameworks
1. **SCAMPER for Game Mechanics**
[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
- **C** = Combine: What systems can be merged? (inventory + character growth)
- **A** = Adapt: What mechanics from other media? (books, movies, sports)
- **M** = Modify/Magnify: What can be exaggerated? (super speed, massive scale)
- **P** = Put to other uses: What else could this mechanic do? (jumping → attacking)
- **E** = Eliminate: What can be removed? (UI, tutorials, fail states)
- **R** = Reverse/Rearrange: What sequence changes? (end-to-start, simultaneous)
2. **Player Agency Spectrum**
[[LLM: Explore different levels of player control and agency across game systems.]]
- Full Control: Direct character movement, combat, building
- Indirect Control: Setting rules, giving commands, environmental changes
- Influence Only: Suggestions, preferences, emotional reactions
- No Control: Observation, interpretation, passive experience
3. **Temporal Game Design**
[[LLM: Explore how time affects gameplay and player experience.]]
- Real-time vs. turn-based mechanics
- Time travel and manipulation
- Persistent vs. session-based progress
- Asynchronous multiplayer timing
- Seasonal and event-based content
#### Player Experience Ideation
1. **Emotion-First Design**
[[LLM: Start with target emotions and work backward to mechanics that create them.]]
- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
- Target Emotion: Flow → Mechanics: Clear feedback, progressive difficulty
2. **Player Archetype Brainstorming**
[[LLM: Design for different player types and motivations.]]
- Achievers: Progression, completion, mastery
- Explorers: Discovery, secrets, world-building
- Socializers: Interaction, cooperation, community
- Killers: Competition, dominance, conflict
- Creators: Building, customization, expression
3. **Accessibility-First Innovation**
[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
- Visual impairment considerations leading to audio-focused mechanics
- Motor accessibility inspiring one-handed or simplified controls
- Cognitive accessibility driving clear feedback and pacing
- Economic accessibility creating free-to-play innovations
#### Narrative and World Building
1. **Environmental Storytelling**
[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
- How does the environment show history?
- What do interactive objects reveal about characters?
- How can level design communicate mood?
- What stories do systems and mechanics tell?
2. **Player-Generated Narrative**
[[LLM: Explore ways players create their own stories through gameplay.]]
- Emergent storytelling through player choices
- Procedural narrative generation
- Player-to-player story sharing
- Community-driven world events
3. **Genre Expectation Subversion**
[[LLM: Identify and deliberately subvert player expectations within genres.]]
- Fantasy RPG where magic is mundane
- Horror game where monsters are friendly
- Racing game where going slow is optimal
- Puzzle game where there are multiple correct answers
#### Technical Innovation Inspiration
1. **Platform-Specific Design**
[[LLM: Generate ideas that leverage unique platform capabilities.]]
- Mobile: GPS, accelerometer, camera, always-connected
- Web: URLs, tabs, social sharing, real-time collaboration
- Console: Controllers, TV viewing, couch co-op
- VR/AR: Physical movement, spatial interaction, presence
2. **Constraint-Based Creativity**
[[LLM: Use technical or design constraints as creative catalysts.]]
- One-button games
- Games without graphics
- Games that play in notification bars
- Games using only system sounds
- Games with intentionally bad graphics
### 3. Game-Specific Technique Selection
[[LLM: Help user select appropriate techniques based on their specific game design needs.]]
**For Initial Game Concepts:**
- What If Game Scenarios
- Cross-Genre Fusion
- Emotion-First Design
**For Stuck/Blocked Creativity:**
- Player Motivation Reversal
- Constraint-Based Creativity
- Genre Expectation Subversion
**For Mechanic Development:**
- SCAMPER for Game Mechanics
- Core Loop Deconstruction
- Player Agency Spectrum
**For Player Experience:**
- Player Archetype Brainstorming
- Emotion-First Design
- Accessibility-First Innovation
**For World Building:**
- Environmental Storytelling
- Player-Generated Narrative
- Platform-Specific Design
### 4. Game Design Session Flow
[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
1. **Inspiration Phase** (10-15 min)
- Reference existing games and mechanics
- Explore player experiences and emotions
- Gather visual and thematic inspiration
2. **Divergent Exploration** (25-35 min)
- Generate many game concepts or mechanics
- Use expansion and fusion techniques
- Encourage wild and impossible ideas
3. **Player-Centered Filtering** (15-20 min)
- Consider target audience reactions
- Evaluate emotional impact and engagement
- Group ideas by player experience goals
4. **Feasibility and Synthesis** (15-20 min)
- Assess technical and design feasibility
- Combine complementary ideas
- Develop most promising concepts
### 5. Game Design Output Format
[[LLM: Present brainstorming results in a format useful for game development.]]
**Session Summary:**
- Techniques used and focus areas
- Total concepts/mechanics generated
- Key themes and patterns identified
**Game Concept Categories:**
1. **Core Game Ideas** - Complete game concepts ready for prototyping
2. **Mechanic Innovations** - Specific gameplay mechanics to explore
3. **Player Experience Goals** - Emotional and engagement targets
4. **Technical Experiments** - Platform or technology-focused concepts
5. **Long-term Vision** - Ambitious ideas for future development
**Development Readiness:**
**Prototype-Ready Ideas:**
- Ideas that can be tested immediately
- Minimum viable implementations
- Quick validation approaches
**Research-Required Ideas:**
- Concepts needing technical investigation
- Player testing and market research needs
- Competitive analysis requirements
**Future Innovation Pipeline:**
- Ideas requiring significant development
- Technology-dependent concepts
- Market timing considerations
**Next Steps:**
- Which concepts to prototype first
- Recommended research areas
- Suggested playtesting approaches
- Documentation and GDD planning
## Game Design Specific Considerations
### Platform and Audience Awareness
- Always consider target platform limitations and advantages
- Keep target audience preferences and expectations in mind
- Balance innovation with familiar game design patterns
- Consider monetization and business model implications
### Rapid Prototyping Mindset
- Focus on ideas that can be quickly tested
- Emphasize core mechanics over complex features
- Design for iteration and player feedback
- Consider digital and paper prototyping approaches
### Player Psychology Integration
- Understand motivation and engagement drivers
- Consider learning curves and skill development
- Design for different play session lengths
- Balance challenge and reward appropriately
### Technical Feasibility
- Keep development resources and timeline in mind
- Consider art and audio asset requirements
- Think about performance and optimization needs
- Plan for testing and debugging complexity
## Important Notes for Game Design Sessions
- Encourage "impossible" ideas - constraints can be added later
- Build on game mechanics that have proven engagement
- Consider how ideas scale from prototype to full game
- Document player experience goals alongside mechanics
- Think about community and social aspects of gameplay
- Consider accessibility and inclusivity from the start
- Balance innovation with market viability
- Plan for iteration based on player feedback

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template:
id: game-architecture-template-v2
name: Game Architecture Document
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-architecture.md"
title: "{{game_title}} Game Architecture Document"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game architecture document specifically for Phaser 3 + TypeScript projects. This should provide the technical foundation for all game development stories and epics.
If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.
- id: introduction
title: Introduction
instruction: Establish the document's purpose and scope for game development
content: |
This document outlines the complete technical architecture for {{game_title}}, a 2D game built with Phaser 3 and TypeScript. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining 60 FPS performance and cross-platform compatibility.
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: technical-overview
title: Technical Overview
instruction: Present all subsections together, then apply `tasks#advanced-elicitation` protocol to the complete section.
sections:
- id: architecture-summary
title: Architecture Summary
instruction: |
Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
- Performance and optimization strategy
- How this architecture achieves GDD requirements
- id: platform-targets
title: Platform Targets
instruction: Based on GDD requirements, confirm platform support
template: |
**Primary Platform:** {{primary_platform}}
**Secondary Platforms:** {{secondary_platforms}}
**Minimum Requirements:** {{min_specs}}
**Target Performance:** 60 FPS on {{target_device}}
- id: technology-stack
title: Technology Stack
template: |
**Core Engine:** Phaser 3.70+
**Language:** TypeScript 5.0+ (Strict Mode)
**Build Tool:** {{build_tool}} (Webpack/Vite/Parcel)
**Package Manager:** {{package_manager}}
**Testing:** {{test_framework}}
**Deployment:** {{deployment_platform}}
- id: project-structure
title: Project Structure
instruction: Define the complete project organization that developers will follow
sections:
- id: repository-organization
title: Repository Organization
instruction: Design a clear folder structure for game development
type: code
language: text
template: |
{{game_name}}/
├── src/
│ ├── scenes/ # Game scenes
│ ├── gameObjects/ # Custom game objects
│ ├── systems/ # Core game systems
│ ├── utils/ # Utility functions
│ ├── types/ # TypeScript type definitions
│ ├── config/ # Game configuration
│ └── main.ts # Entry point
├── assets/
│ ├── images/ # Sprite assets
│ ├── audio/ # Sound files
│ ├── data/ # JSON data files
│ └── fonts/ # Font files
├── public/ # Static web assets
├── tests/ # Test files
├── docs/ # Documentation
│ ├── stories/ # Development stories
│ └── architecture/ # Technical docs
└── dist/ # Built game files
- id: module-organization
title: Module Organization
instruction: Define how TypeScript modules should be organized
sections:
- id: scene-structure
title: Scene Structure
type: bullet-list
template: |
- Each scene in separate file
- Scene-specific logic contained
- Clear data passing between scenes
- id: game-object-pattern
title: Game Object Pattern
type: bullet-list
template: |
- Component-based architecture
- Reusable game object classes
- Type-safe property definitions
- id: system-architecture
title: System Architecture
type: bullet-list
template: |
- Singleton managers for global systems
- Event-driven communication
- Clear separation of concerns
- id: core-game-systems
title: Core Game Systems
instruction: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories.
sections:
- id: scene-management
title: Scene Management System
template: |
**Purpose:** Handle game flow and scene transitions
**Key Components:**
- Scene loading and unloading
- Data passing between scenes
- Transition effects
- Memory management
**Implementation Requirements:**
- Preload scene for asset loading
- Menu system with navigation
- Gameplay scenes with state management
- Pause/resume functionality
**Files to Create:**
- `src/scenes/BootScene.ts`
- `src/scenes/PreloadScene.ts`
- `src/scenes/MenuScene.ts`
- `src/scenes/GameScene.ts`
- `src/systems/SceneManager.ts`
- id: game-state-management
title: Game State Management
template: |
**Purpose:** Track player progress and game status
**State Categories:**
- Player progress (levels, unlocks)
- Game settings (audio, controls)
- Session data (current level, score)
- Persistent data (achievements, statistics)
**Implementation Requirements:**
- Save/load system with localStorage
- State validation and error recovery
- Cross-session data persistence
- Settings management
**Files to Create:**
- `src/systems/GameState.ts`
- `src/systems/SaveManager.ts`
- `src/types/GameData.ts`
- id: asset-management
title: Asset Management System
template: |
**Purpose:** Efficient loading and management of game assets
**Asset Categories:**
- Sprite sheets and animations
- Audio files and music
- Level data and configurations
- UI assets and fonts
**Implementation Requirements:**
- Progressive loading strategy
- Asset caching and optimization
- Error handling for failed loads
- Memory management for large assets
**Files to Create:**
- `src/systems/AssetManager.ts`
- `src/config/AssetConfig.ts`
- `src/utils/AssetLoader.ts`
- id: input-management
title: Input Management System
template: |
**Purpose:** Handle all player input across platforms
**Input Types:**
- Keyboard controls
- Mouse/pointer interaction
- Touch gestures (mobile)
- Gamepad support (optional)
**Implementation Requirements:**
- Input mapping and configuration
- Touch-friendly mobile controls
- Input buffering for responsive gameplay
- Customizable control schemes
**Files to Create:**
- `src/systems/InputManager.ts`
- `src/utils/TouchControls.ts`
- `src/types/InputTypes.ts`
- id: game-mechanics-systems
title: Game Mechanics Systems
instruction: For each major mechanic defined in the GDD, create a system specification
repeatable: true
sections:
- id: mechanic-system
title: "{{mechanic_name}} System"
template: |
**Purpose:** {{system_purpose}}
**Core Functionality:**
- {{feature_1}}
- {{feature_2}}
- {{feature_3}}
**Dependencies:** {{required_systems}}
**Performance Considerations:** {{optimization_notes}}
**Files to Create:**
- `src/systems/{{system_name}}.ts`
- `src/gameObjects/{{related_object}}.ts`
- `src/types/{{system_types}}.ts`
- id: physics-collision
title: Physics & Collision System
template: |
**Physics Engine:** {{physics_choice}} (Arcade Physics/Matter.js)
**Collision Categories:**
- Player collision
- Enemy interactions
- Environmental objects
- Collectibles and items
**Implementation Requirements:**
- Optimized collision detection
- Physics body management
- Collision callbacks and events
- Performance monitoring
**Files to Create:**
- `src/systems/PhysicsManager.ts`
- `src/utils/CollisionGroups.ts`
- id: audio-system
title: Audio System
template: |
**Audio Requirements:**
- Background music with looping
- Sound effects for actions
- Audio settings and volume control
- Mobile audio optimization
**Implementation Features:**
- Audio sprite management
- Dynamic music system
- Spatial audio (if applicable)
- Audio pooling for performance
**Files to Create:**
- `src/systems/AudioManager.ts`
- `src/config/AudioConfig.ts`
- id: ui-system
title: UI System
template: |
**UI Components:**
- HUD elements (score, health, etc.)
- Menu navigation
- Modal dialogs
- Settings screens
**Implementation Requirements:**
- Responsive layout system
- Touch-friendly interface
- Keyboard navigation support
- Animation and transitions
**Files to Create:**
- `src/systems/UIManager.ts`
- `src/gameObjects/UI/`
- `src/types/UITypes.ts`
- id: performance-architecture
title: Performance Architecture
instruction: Define performance requirements and optimization strategies
sections:
- id: performance-targets
title: Performance Targets
template: |
**Frame Rate:** 60 FPS sustained, 30 FPS minimum
**Memory Usage:** <{{memory_limit}}MB total
**Load Times:** <{{initial_load}}s initial, <{{level_load}}s per level
**Battery Optimization:** Reduced updates when not visible
- id: optimization-strategies
title: Optimization Strategies
sections:
- id: object-pooling
title: Object Pooling
type: bullet-list
template: |
- Bullets and projectiles
- Particle effects
- Enemy objects
- UI elements
- id: asset-optimization
title: Asset Optimization
type: bullet-list
template: |
- Texture atlases for sprites
- Audio compression
- Lazy loading for large assets
- Progressive enhancement
- id: rendering-optimization
title: Rendering Optimization
type: bullet-list
template: |
- Sprite batching
- Culling off-screen objects
- Reduced particle counts on mobile
- Texture resolution scaling
- id: optimization-files
title: Files to Create
type: bullet-list
template: |
- `src/utils/ObjectPool.ts`
- `src/utils/PerformanceMonitor.ts`
- `src/config/OptimizationConfig.ts`
- id: game-configuration
title: Game Configuration
instruction: Define all configurable aspects of the game
sections:
- id: phaser-configuration
title: Phaser Configuration
type: code
language: typescript
template: |
// src/config/GameConfig.ts
const gameConfig: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: {{game_width}},
height: {{game_height}},
scale: {
mode: {{scale_mode}},
autoCenter: Phaser.Scale.CENTER_BOTH
},
physics: {
default: '{{physics_system}}',
{{physics_system}}: {
gravity: { y: {{gravity}} },
debug: false
}
},
// Additional configuration...
};
- id: game-balance-configuration
title: Game Balance Configuration
instruction: Based on GDD, define configurable game parameters
type: code
language: typescript
template: |
// src/config/GameBalance.ts
export const GameBalance = {
player: {
speed: {{player_speed}},
health: {{player_health}},
// Additional player parameters...
},
difficulty: {
easy: {{easy_params}},
normal: {{normal_params}},
hard: {{hard_params}}
},
// Additional balance parameters...
};
- id: development-guidelines
title: Development Guidelines
instruction: Provide coding standards specific to game development
sections:
- id: typescript-standards
title: TypeScript Standards
sections:
- id: type-safety
title: Type Safety
type: bullet-list
template: |
- Use strict mode
- Define interfaces for all data structures
- Avoid `any` type usage
- Use enums for game states
- id: code-organization
title: Code Organization
type: bullet-list
template: |
- One class per file
- Clear naming conventions
- Proper error handling
- Comprehensive documentation
- id: phaser-best-practices
title: Phaser 3 Best Practices
sections:
- id: scene-management-practices
title: Scene Management
type: bullet-list
template: |
- Clean up resources in shutdown()
- Use scene data for communication
- Implement proper event handling
- Avoid memory leaks
- id: game-object-design
title: Game Object Design
type: bullet-list
template: |
- Extend Phaser classes appropriately
- Use component-based architecture
- Implement object pooling where needed
- Follow consistent update patterns
- id: testing-strategy
title: Testing Strategy
sections:
- id: unit-testing
title: Unit Testing
type: bullet-list
template: |
- Test game logic separately from Phaser
- Mock Phaser dependencies
- Test utility functions
- Validate game balance calculations
- id: integration-testing
title: Integration Testing
type: bullet-list
template: |
- Scene loading and transitions
- Save/load functionality
- Input handling
- Performance benchmarks
- id: test-files
title: Files to Create
type: bullet-list
template: |
- `tests/utils/GameLogic.test.ts`
- `tests/systems/SaveManager.test.ts`
- `tests/performance/FrameRate.test.ts`
- id: deployment-architecture
title: Deployment Architecture
instruction: Define how the game will be built and deployed
sections:
- id: build-process
title: Build Process
sections:
- id: development-build
title: Development Build
type: bullet-list
template: |
- Fast compilation
- Source maps enabled
- Debug logging active
- Hot reload support
- id: production-build
title: Production Build
type: bullet-list
template: |
- Minified and optimized
- Asset compression
- Performance monitoring
- Error tracking
- id: deployment-strategy
title: Deployment Strategy
sections:
- id: web-deployment
title: Web Deployment
type: bullet-list
template: |
- Static hosting ({{hosting_platform}})
- CDN for assets
- Progressive loading
- Browser compatibility
- id: mobile-packaging
title: Mobile Packaging
type: bullet-list
template: |
- Cordova/Capacitor wrapper
- Platform-specific optimization
- App store requirements
- Performance testing
- id: implementation-roadmap
title: Implementation Roadmap
instruction: Break down the architecture implementation into phases that align with the GDD development phases
sections:
- id: phase-1-foundation
title: "Phase 1: Foundation ({{duration}})"
sections:
- id: phase-1-core
title: Core Systems
type: bullet-list
template: |
- Project setup and configuration
- Basic scene management
- Asset loading pipeline
- Input handling framework
- id: phase-1-epics
title: Story Epics
type: bullet-list
template: |
- "Engine Setup and Configuration"
- "Basic Scene Management System"
- "Asset Loading Foundation"
- id: phase-2-game-systems
title: "Phase 2: Game Systems ({{duration}})"
sections:
- id: phase-2-gameplay
title: Gameplay Systems
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Physics and collision system
- Game state management
- UI framework
- id: phase-2-epics
title: Story Epics
type: bullet-list
template: |
- "{{primary_mechanic}} System Implementation"
- "Physics and Collision Framework"
- "Game State Management System"
- id: phase-3-content-polish
title: "Phase 3: Content & Polish ({{duration}})"
sections:
- id: phase-3-content
title: Content Systems
type: bullet-list
template: |
- Level loading and management
- Audio system integration
- Performance optimization
- Final polish and testing
- id: phase-3-epics
title: Story Epics
type: bullet-list
template: |
- "Level Management System"
- "Audio Integration and Optimization"
- "Performance Optimization and Testing"
- id: risk-assessment
title: Risk Assessment
instruction: Identify potential technical risks and mitigation strategies
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---------------------------- | ----------- | ---------- | ------------------- |
| Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} |
| Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} |
| Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} |
- id: success-criteria
title: Success Criteria
instruction: Define measurable technical success criteria
sections:
- id: technical-metrics
title: Technical Metrics
type: bullet-list
template: |
- All systems implemented per specification
- Performance targets met consistently
- Zero critical bugs in core systems
- Successful deployment across target platforms
- id: code-quality
title: Code Quality
type: bullet-list
template: |
- 90%+ test coverage on game logic
- Zero TypeScript errors in strict mode
- Consistent adherence to coding standards
- Comprehensive documentation coverage

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template:
id: game-brief-template-v2
name: Game Brief
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-brief.md"
title: "{{game_title}} Game Brief"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
- id: game-vision
title: Game Vision
instruction: Establish the core vision and identity of the game. Present each subsection and gather user feedback before proceeding.
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly capture what the game is and why it will be compelling to players
- id: elevator-pitch
title: Elevator Pitch
instruction: Single sentence that captures the essence of the game in a memorable way
template: |
**"{{game_description_in_one_sentence}}"**
- id: vision-statement
title: Vision Statement
instruction: Inspirational statement about what the game will achieve for players and why it matters
- id: target-market
title: Target Market
instruction: Define the audience and market context. Apply `tasks#advanced-elicitation` after presenting this section.
sections:
- id: primary-audience
title: Primary Audience
template: |
**Demographics:** {{age_range}}, {{platform_preference}}, {{gaming_experience}}
**Psychographics:** {{interests}}, {{motivations}}, {{play_patterns}}
**Gaming Preferences:** {{preferred_genres}}, {{session_length}}, {{difficulty_preference}}
- id: secondary-audiences
title: Secondary Audiences
template: |
**Audience 2:** {{description}}
**Audience 3:** {{description}}
- id: market-context
title: Market Context
template: |
**Genre:** {{primary_genre}} / {{secondary_genre}}
**Platform Strategy:** {{platform_focus}}
**Competitive Positioning:** {{differentiation_statement}}
- id: game-fundamentals
title: Game Fundamentals
instruction: Define the core gameplay elements. Each subsection should be specific enough to guide detailed design work.
sections:
- id: core-gameplay-pillars
title: Core Gameplay Pillars
instruction: 3-5 fundamental principles that guide all design decisions
type: numbered-list
template: |
**{{pillar_name}}** - {{description_and_rationale}}
- id: primary-mechanics
title: Primary Mechanics
instruction: List the 3-5 most important gameplay mechanics that define the player experience
repeatable: true
template: |
**Core Mechanic: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
- id: player-experience-goals
title: Player Experience Goals
instruction: Define what emotions and experiences the game should create for players
template: |
**Primary Experience:** {{main_emotional_goal}}
**Secondary Experiences:** {{supporting_emotional_goals}}
**Engagement Pattern:** {{how_player_engagement_evolves}}
- id: scope-constraints
title: Scope and Constraints
instruction: Define the boundaries and limitations that will shape development. Apply `tasks#advanced-elicitation` to clarify any constraints.
sections:
- id: project-scope
title: Project Scope
template: |
**Game Length:** {{estimated_content_hours}}
**Content Volume:** {{levels_areas_content_amount}}
**Feature Complexity:** {{simple|moderate|complex}}
**Scope Comparison:** "Similar to {{reference_game}} but with {{key_differences}}"
- id: technical-constraints
title: Technical Constraints
template: |
**Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:**
- Engine: Phaser 3 + TypeScript
- Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB
- Load Time Goal: <{{load_time_seconds}}s
- id: resource-constraints
title: Resource Constraints
template: |
**Team Size:** {{team_composition}}
**Timeline:** {{development_duration}}
**Budget Considerations:** {{budget_constraints_or_targets}}
**Asset Requirements:** {{art_audio_content_needs}}
- id: business-constraints
title: Business Constraints
condition: has_business_goals
template: |
**Monetization Model:** {{free|premium|freemium|subscription}}
**Revenue Goals:** {{revenue_targets_if_applicable}}
**Platform Requirements:** {{store_certification_needs}}
**Launch Timeline:** {{target_launch_window}}
- id: reference-framework
title: Reference Framework
instruction: Provide context through references and competitive analysis
sections:
- id: inspiration-games
title: Inspiration Games
sections:
- id: primary-references
title: Primary References
type: numbered-list
repeatable: true
template: |
**{{reference_game}}** - {{what_we_learn_from_it}}
- id: competitive-analysis
title: Competitive Analysis
template: |
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
**Differentiation Strategy:**
{{how_we_differ_and_why_thats_valuable}}
- id: market-opportunity
title: Market Opportunity
template: |
**Market Gap:** {{underserved_need_or_opportunity}}
**Timing Factors:** {{why_now_is_the_right_time}}
**Success Metrics:** {{how_well_measure_success}}
- id: content-framework
title: Content Framework
instruction: Outline the content structure and progression without full design detail
sections:
- id: game-structure
title: Game Structure
template: |
**Overall Flow:** {{linear|hub_world|open_world|procedural}}
**Progression Model:** {{how_players_advance}}
**Session Structure:** {{typical_play_session_flow}}
- id: content-categories
title: Content Categories
template: |
**Core Content:**
- {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}}
**Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:**
- {{replayability_features}}
- id: difficulty-accessibility
title: Difficulty and Accessibility
template: |
**Difficulty Approach:** {{how_challenge_is_structured}}
**Accessibility Features:** {{planned_accessibility_support}}
**Skill Requirements:** {{what_skills_players_need}}
- id: art-audio-direction
title: Art and Audio Direction
instruction: Establish the aesthetic vision that will guide asset creation
sections:
- id: visual-style
title: Visual Style
template: |
**Art Direction:** {{style_description}}
**Reference Materials:** {{visual_inspiration_sources}}
**Technical Approach:** {{2d_style_pixel_vector_etc}}
**Color Strategy:** {{color_palette_mood}}
- id: audio-direction
title: Audio Direction
template: |
**Music Style:** {{genre_and_mood}}
**Sound Design:** {{audio_personality}}
**Implementation Needs:** {{technical_audio_requirements}}
- id: ui-ux-approach
title: UI/UX Approach
template: |
**Interface Style:** {{ui_aesthetic}}
**User Experience Goals:** {{ux_priorities}}
**Platform Adaptations:** {{cross_platform_considerations}}
- id: risk-assessment
title: Risk Assessment
instruction: Identify potential challenges and mitigation strategies
sections:
- id: technical-risks
title: Technical Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{technical_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: design-risks
title: Design Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{design_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: market-risks
title: Market Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{market_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: success-criteria
title: Success Criteria
instruction: Define measurable goals for the project
sections:
- id: player-experience-metrics
title: Player Experience Metrics
template: |
**Engagement Goals:**
- Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent
- id: development-metrics
title: Development Metrics
template: |
**Technical Targets:**
- Zero critical bugs at launch
- Performance targets met on all platforms
- Load times under {{seconds}}s
**Process Goals:**
- Development timeline adherence
- Feature scope completion
- Quality assurance standards
- id: business-metrics
title: Business Metrics
condition: has_business_goals
template: |
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
- id: next-steps
title: Next Steps
instruction: Define immediate actions following the brief completion
sections:
- id: immediate-actions
title: Immediate Actions
type: numbered-list
template: |
**{{action_item}}** - {{details_and_timeline}}
- id: development-roadmap
title: Development Roadmap
sections:
- id: phase-1-preproduction
title: "Phase 1: Pre-Production ({{duration}})"
type: bullet-list
template: |
- Detailed Game Design Document creation
- Technical architecture planning
- Art style exploration and pipeline setup
- id: phase-2-prototype
title: "Phase 2: Prototype ({{duration}})"
type: bullet-list
template: |
- Core mechanic implementation
- Technical proof of concept
- Initial playtesting and iteration
- id: phase-3-production
title: "Phase 3: Production ({{duration}})"
type: bullet-list
template: |
- Full feature development
- Content creation and integration
- Comprehensive testing and optimization
- id: documentation-pipeline
title: Documentation Pipeline
sections:
- id: required-documents
title: Required Documents
type: numbered-list
template: |
Game Design Document (GDD) - {{target_completion}}
Technical Architecture Document - {{target_completion}}
Art Style Guide - {{target_completion}}
Production Plan - {{target_completion}}
- id: validation-plan
title: Validation Plan
template: |
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}
- id: appendices
title: Appendices
sections:
- id: research-materials
title: Research Materials
instruction: Include any supporting research, competitive analysis, or market data that informed the brief
- id: brainstorming-notes
title: Brainstorming Session Notes
instruction: Reference any brainstorming sessions that led to this brief
- id: stakeholder-input
title: Stakeholder Input
instruction: Include key input from stakeholders that shaped the vision
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |

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template:
id: game-design-doc-template-v2
name: Game Design Document (GDD)
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-design-document.md"
title: "{{game_title}} Game Design Document (GDD)"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.
If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis
- id: executive-summary
title: Executive Summary
instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly describe what the game is and why players will love it
- id: target-audience
title: Target Audience
instruction: Define the primary and secondary audience with demographics and gaming preferences
template: |
**Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
**Secondary:** {{secondary_audience}}
- id: platform-technical
title: Platform & Technical Requirements
instruction: Based on the technical preferences or user input, define the target platforms
template: |
**Primary Platform:** {{platform}}
**Engine:** Phaser 3 + TypeScript
**Performance Target:** 60 FPS on {{minimum_device}}
**Screen Support:** {{resolution_range}}
- id: unique-selling-points
title: Unique Selling Points
instruction: List 3-5 key features that differentiate this game from competitors
type: numbered-list
template: "{{usp}}"
- id: core-gameplay
title: Core Gameplay
instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness.
sections:
- id: game-pillars
title: Game Pillars
instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.
type: numbered-list
template: |
**{{pillar_name}}** - {{description}}
- id: core-gameplay-loop
title: Core Gameplay Loop
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.
template: |
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s)
4. {{reward_feedback}} ({{time_4}}s)
- id: win-loss-conditions
title: Win/Loss Conditions
instruction: Clearly define success and failure states
template: |
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
- id: game-mechanics
title: Game Mechanics
instruction: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.
sections:
- id: primary-mechanics
title: Primary Mechanics
repeatable: true
sections:
- id: mechanic
title: "{{mechanic_name}}"
template: |
**Description:** {{detailed_description}}
**Player Input:** {{input_method}}
**System Response:** {{game_response}}
**Implementation Notes:**
- {{tech_requirement_1}}
- {{tech_requirement_2}}
- {{performance_consideration}}
**Dependencies:** {{other_mechanics_needed}}
- id: controls
title: Controls
instruction: Define all input methods for different platforms
type: table
template: |
| Action | Desktop | Mobile | Gamepad |
| ------ | ------- | ------ | ------- |
| {{action}} | {{key}} | {{gesture}} | {{button}} |
- id: progression-balance
title: Progression & Balance
instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.
sections:
- id: player-progression
title: Player Progression
template: |
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}}
- id: difficulty-curve
title: Difficulty Curve
instruction: Provide specific parameters for balancing
template: |
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
**Early Game:** {{duration}} - {{difficulty_description}}
**Mid Game:** {{duration}} - {{difficulty_description}}
**Late Game:** {{duration}} - {{difficulty_description}}
- id: economy-resources
title: Economy & Resources
condition: has_economy
instruction: Define any in-game currencies, resources, or collectibles
type: table
template: |
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
| -------- | --------- | ---------- | ------- | --- |
| {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
- id: level-design-framework
title: Level Design Framework
instruction: Provide guidelines for level creation that developers can use to create level implementation stories
sections:
- id: level-types
title: Level Types
repeatable: true
sections:
- id: level-type
title: "{{level_type_name}}"
template: |
**Purpose:** {{gameplay_purpose}}
**Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}}
**Structure Template:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
- id: level-progression
title: Level Progression
template: |
**World Structure:** {{linear|hub|open}}
**Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}}
- id: technical-specifications
title: Technical Specifications
instruction: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.
sections:
- id: performance-requirements
title: Performance Requirements
template: |
**Frame Rate:** 60 FPS (minimum 30 FPS on low-end devices)
**Memory Usage:** <{{memory_limit}}MB
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices
- id: platform-specific
title: Platform Specific
template: |
**Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad
- Browser: Chrome 80+, Firefox 75+, Safari 13+
**Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional)
- OS: iOS 13+, Android 8+
- id: asset-requirements
title: Asset Requirements
instruction: Define asset specifications for the art and audio teams
template: |
**Visual Assets:**
- Art Style: {{style_description}}
- Color Palette: {{color_specification}}
- Animation: {{animation_requirements}}
- UI Resolution: {{ui_specs}}
**Audio Assets:**
- Music Style: {{music_genre}}
- Sound Effects: {{sfx_requirements}}
- Voice Acting: {{voice_needs}}
- id: technical-architecture-requirements
title: Technical Architecture Requirements
instruction: Define high-level technical requirements that the game architecture must support
sections:
- id: engine-configuration
title: Engine Configuration
template: |
**Phaser 3 Setup:**
- TypeScript: Strict mode enabled
- Physics: {{physics_system}} (Arcade/Matter)
- Renderer: WebGL with Canvas fallback
- Scale Mode: {{scale_mode}}
- id: code-architecture
title: Code Architecture
template: |
**Required Systems:**
- Scene Management
- State Management
- Asset Loading
- Save/Load System
- Input Management
- Audio System
- Performance Monitoring
- id: data-management
title: Data Management
template: |
**Save Data:**
- Progress tracking
- Settings persistence
- Statistics collection
- {{additional_data}}
- id: development-phases
title: Development Phases
instruction: Break down the development into phases that can be converted to epics
sections:
- id: phase-1-core-systems
title: "Phase 1: Core Systems ({{duration}})"
sections:
- id: foundation-epic
title: "Epic: Foundation"
type: bullet-list
template: |
- Engine setup and configuration
- Basic scene management
- Core input handling
- Asset loading pipeline
- id: core-mechanics-epic
title: "Epic: Core Mechanics"
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Basic physics and collision
- Player controller
- id: phase-2-gameplay-features
title: "Phase 2: Gameplay Features ({{duration}})"
sections:
- id: game-systems-epic
title: "Epic: Game Systems"
type: bullet-list
template: |
- {{mechanic_2}} implementation
- {{mechanic_3}} implementation
- Game state management
- id: content-creation-epic
title: "Epic: Content Creation"
type: bullet-list
template: |
- Level loading system
- First playable levels
- Basic UI implementation
- id: phase-3-polish-optimization
title: "Phase 3: Polish & Optimization ({{duration}})"
sections:
- id: performance-epic
title: "Epic: Performance"
type: bullet-list
template: |
- Optimization and profiling
- Mobile platform testing
- Memory management
- id: user-experience-epic
title: "Epic: User Experience"
type: bullet-list
template: |
- Audio implementation
- Visual effects and polish
- Final UI/UX refinement
- id: success-metrics
title: Success Metrics
instruction: Define measurable goals for the game
sections:
- id: technical-metrics
title: Technical Metrics
type: bullet-list
template: |
- Frame rate: {{fps_target}}
- Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB
- id: gameplay-metrics
title: Gameplay Metrics
type: bullet-list
template: |
- Tutorial completion: {{completion_rate}}%
- Average session: {{session_length}} minutes
- Level completion: {{level_completion}}%
- Player retention: D1 {{d1}}%, D7 {{d7}}%
- id: appendices
title: Appendices
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: references
title: References
instruction: List any competitive analysis, inspiration, or research sources
type: bullet-list
template: "{{reference}}"

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template:
id: game-story-template-v2
name: Game Development Story
version: 2.0
output:
format: markdown
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
title: "Story: {{story_title}}"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
Before starting, ensure you have access to:
- Game Design Document (GDD)
- Game Architecture Document
- Any existing stories in this epic
The story should be specific enough that a developer can implement it without requiring additional design decisions.
- id: story-header
content: |
**Epic:** {{epic_name}}
**Story ID:** {{story_id}}
**Priority:** {{High|Medium|Low}}
**Points:** {{story_points}}
**Status:** Draft
- id: description
title: Description
instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature.
template: "{{clear_description_of_what_needs_to_be_implemented}}"
- id: acceptance-criteria
title: Acceptance Criteria
instruction: Define specific, testable conditions that must be met for the story to be considered complete. Each criterion should be verifiable and directly related to gameplay functionality.
sections:
- id: functional-requirements
title: Functional Requirements
type: checklist
items:
- "{{specific_functional_requirement}}"
- id: technical-requirements
title: Technical Requirements
type: checklist
items:
- "Code follows TypeScript strict mode standards"
- "Maintains 60 FPS on target devices"
- "No memory leaks or performance degradation"
- "{{specific_technical_requirement}}"
- id: game-design-requirements
title: Game Design Requirements
type: checklist
items:
- "{{gameplay_requirement_from_gdd}}"
- "{{balance_requirement_if_applicable}}"
- "{{player_experience_requirement}}"
- id: technical-specifications
title: Technical Specifications
instruction: Provide specific technical details that guide implementation. Include class names, file locations, and integration points based on the game architecture.
sections:
- id: files-to-modify
title: Files to Create/Modify
template: |
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
- id: class-interface-definitions
title: Class/Interface Definitions
instruction: Define specific TypeScript interfaces and class structures needed
type: code
language: typescript
template: |
// {{interface_name}}
interface {{interface_name}} {
{{property_1}}: {{type}};
{{property_2}}: {{type}};
{{method_1}}({{params}}): {{return_type}};
}
// {{class_name}}
class {{class_name}} extends {{phaser_class}} {
private {{property}}: {{type}};
constructor({{params}}) {
// Implementation requirements
}
public {{method}}({{params}}): {{return_type}} {
// Method requirements
}
}
- id: integration-points
title: Integration Points
instruction: Specify how this feature integrates with existing systems
template: |
**Scene Integration:**
- {{scene_name}}: {{integration_details}}
**System Dependencies:**
- {{system_name}}: {{dependency_description}}
**Event Communication:**
- Emits: `{{event_name}}` when {{condition}}
- Listens: `{{event_name}}` to {{response}}
- id: implementation-tasks
title: Implementation Tasks
instruction: Break down the implementation into specific, ordered tasks. Each task should be completable in 1-4 hours.
sections:
- id: dev-agent-record
title: Dev Agent Record
template: |
**Tasks:**
- [ ] {{task_1_description}}
- [ ] {{task_2_description}}
- [ ] {{task_3_description}}
- [ ] {{task_4_description}}
- [ ] Write unit tests for {{component}}
- [ ] Integration testing with {{related_system}}
- [ ] Performance testing and optimization
**Debug Log:**
| Task | File | Change | Reverted? |
|------|------|--------|-----------|
| | | | |
**Completion Notes:**
<!-- Only note deviations from requirements, keep under 50 words -->
**Change Log:**
<!-- Only requirement changes during implementation -->
- id: game-design-context
title: Game Design Context
instruction: Reference the specific sections of the GDD that this story implements
template: |
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
**Game Mechanic:** {{mechanic_name}}
**Player Experience Goal:** {{experience_description}}
**Balance Parameters:**
- {{parameter_1}}: {{value_or_range}}
- {{parameter_2}}: {{value_or_range}}
- id: testing-requirements
title: Testing Requirements
instruction: Define specific testing criteria for this game feature
sections:
- id: unit-tests
title: Unit Tests
template: |
**Test Files:**
- `tests/{{component_name}}.test.ts`
**Test Scenarios:**
- {{test_scenario_1}}
- {{test_scenario_2}}
- {{edge_case_test}}
- id: game-testing
title: Game Testing
template: |
**Manual Test Cases:**
1. {{test_case_1_description}}
- Expected: {{expected_behavior}}
- Performance: {{performance_expectation}}
2. {{test_case_2_description}}
- Expected: {{expected_behavior}}
- Edge Case: {{edge_case_handling}}
- id: performance-tests
title: Performance Tests
template: |
**Metrics to Verify:**
- Frame rate maintains {{fps_target}} FPS
- Memory usage stays under {{memory_limit}}MB
- {{feature_specific_performance_metric}}
- id: dependencies
title: Dependencies
instruction: List any dependencies that must be completed before this story can be implemented
template: |
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
- id: definition-of-done
title: Definition of Done
instruction: Checklist that must be completed before the story is considered finished
type: checklist
items:
- "All acceptance criteria met"
- "Code reviewed and approved"
- "Unit tests written and passing"
- "Integration tests passing"
- "Performance targets met"
- "No linting errors"
- "Documentation updated"
- "{{game_specific_dod_item}}"
- id: notes
title: Notes
instruction: Any additional context, design decisions, or implementation notes
template: |
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}

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template:
id: level-design-doc-template-v2
name: Level Design Document
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-level-design-document.md"
title: "{{game_title}} Level Design Document"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
- id: introduction
title: Introduction
instruction: Establish the purpose and scope of level design for this game
content: |
This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: level-design-philosophy
title: Level Design Philosophy
instruction: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.
sections:
- id: design-principles
title: Design Principles
instruction: Define 3-5 core principles that guide all level design decisions
type: numbered-list
template: |
**{{principle_name}}** - {{description}}
- id: player-experience-goals
title: Player Experience Goals
instruction: Define what players should feel and learn in each level category
template: |
**Tutorial Levels:** {{experience_description}}
**Standard Levels:** {{experience_description}}
**Challenge Levels:** {{experience_description}}
**Boss Levels:** {{experience_description}}
- id: level-flow-framework
title: Level Flow Framework
instruction: Define the standard structure for level progression
template: |
**Introduction Phase:** {{duration}} - {{purpose}}
**Development Phase:** {{duration}} - {{purpose}}
**Climax Phase:** {{duration}} - {{purpose}}
**Resolution Phase:** {{duration}} - {{purpose}}
- id: level-categories
title: Level Categories
instruction: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.
repeatable: true
sections:
- id: level-category
title: "{{category_name}} Levels"
template: |
**Purpose:** {{gameplay_purpose}}
**Target Duration:** {{min_time}} - {{max_time}} minutes
**Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}}
**Player Objectives:**
- Primary: {{primary_objective}}
- Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}}
**Success Criteria:**
- {{completion_requirement_1}}
- {{completion_requirement_2}}
**Technical Requirements:**
- Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB
- Asset requirements: {{asset_needs}}
- id: level-progression-system
title: Level Progression System
instruction: Define how players move through levels and how difficulty scales
sections:
- id: world-structure
title: World Structure
instruction: Based on GDD requirements, define the overall level organization
template: |
**Organization Type:** {{linear|hub_world|open_world}}
**Total Level Count:** {{number}}
**World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- id: difficulty-progression
title: Difficulty Progression
instruction: Define how challenge increases across the game
sections:
- id: progression-curve
title: Progression Curve
type: code
language: text
template: |
Difficulty
^ ___/```
| /
| / ___/```
| / /
| / /
|/ /
+-----------> Level Number
Tutorial Early Mid Late
- id: scaling-parameters
title: Scaling Parameters
type: bullet-list
template: |
- Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}}
- Time pressure: {{start_time}} → {{end_time}}
- id: unlock-requirements
title: Unlock Requirements
instruction: Define how players access new levels
template: |
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
- Optional content: {{unlock_condition}}
- id: level-design-components
title: Level Design Components
instruction: Define the building blocks used to create levels
sections:
- id: environmental-elements
title: Environmental Elements
instruction: Define all environmental components that can be used in levels
template: |
**Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}}
- id: collectibles-rewards
title: Collectibles and Rewards
instruction: Define all collectible items and their placement rules
template: |
**Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}}
**Reward Distribution:**
- Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}%
- id: enemy-placement-framework
title: Enemy Placement Framework
instruction: Define how enemies should be placed and balanced in levels
template: |
**Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:**
- Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}}
**Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}}
- id: level-creation-guidelines
title: Level Creation Guidelines
instruction: Provide specific guidelines for creating individual levels
sections:
- id: level-layout-principles
title: Level Layout Principles
template: |
**Spatial Design:**
- Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}}
**Navigation Design:**
- Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}}
- Multiple path options: {{branching_rules}}
- id: pacing-and-flow
title: Pacing and Flow
instruction: Define how to control the rhythm and pace of gameplay within levels
template: |
**Action Sequences:**
- High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}}
**Learning Sequences:**
- New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}}
- id: challenge-design
title: Challenge Design
instruction: Define how to create appropriate challenges for each level type
template: |
**Challenge Types:**
- Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}}
**Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}}
- id: technical-implementation
title: Technical Implementation
instruction: Define technical requirements for level implementation
sections:
- id: level-data-structure
title: Level Data Structure
instruction: Define how level data should be structured for implementation
template: |
**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}
sections:
- id: required-data-fields
title: Required Data Fields
type: code
language: json
template: |
{
"levelId": "{{unique_identifier}}",
"worldId": "{{world_identifier}}",
"difficulty": {{difficulty_value}},
"targetTime": {{completion_time_seconds}},
"objectives": {
"primary": "{{primary_objective}}",
"secondary": ["{{secondary_objectives}}"],
"hidden": ["{{secret_objectives}}"]
},
"layout": {
"width": {{grid_width}},
"height": {{grid_height}},
"tilemap": "{{tilemap_reference}}"
},
"entities": [
{
"type": "{{entity_type}}",
"position": {"x": {{x}}, "y": {{y}}},
"properties": {{entity_properties}}
}
]
}
- id: asset-integration
title: Asset Integration
instruction: Define how level assets are organized and loaded
template: |
**Tilemap Requirements:**
- Tile size: {{tile_dimensions}}px
- Tileset organization: {{tileset_structure}}
- Layer organization: {{layer_system}}
- Collision data: {{collision_format}}
**Audio Integration:**
- Background music: {{music_requirements}}
- Ambient sounds: {{ambient_system}}
- Dynamic audio: {{dynamic_audio_rules}}
- id: performance-optimization
title: Performance Optimization
instruction: Define performance requirements for level systems
template: |
**Entity Limits:**
- Maximum active entities: {{entity_limit}}
- Maximum particles: {{particle_limit}}
- Maximum audio sources: {{audio_limit}}
**Memory Management:**
- Texture memory budget: {{texture_memory}}MB
- Audio memory budget: {{audio_memory}}MB
- Level loading time: <{{load_time}}s
**Culling and LOD:**
- Off-screen culling: {{culling_distance}}
- Level-of-detail rules: {{lod_system}}
- Asset streaming: {{streaming_requirements}}
- id: level-testing-framework
title: Level Testing Framework
instruction: Define how levels should be tested and validated
sections:
- id: automated-testing
title: Automated Testing
template: |
**Performance Testing:**
- Frame rate validation: Maintain {{fps_target}} FPS
- Memory usage monitoring: Stay under {{memory_limit}}MB
- Loading time verification: Complete in <{{load_time}}s
**Gameplay Testing:**
- Completion path validation: All objectives achievable
- Collectible accessibility: All items reachable
- Softlock prevention: No unwinnable states
- id: manual-testing-protocol
title: Manual Testing Protocol
sections:
- id: playtesting-checklist
title: Playtesting Checklist
type: checklist
items:
- "Level completes within target time range"
- "All mechanics function correctly"
- "Difficulty feels appropriate for level category"
- "Player guidance is clear and effective"
- "No exploits or sequence breaks (unless intended)"
- id: player-experience-testing
title: Player Experience Testing
type: checklist
items:
- "Tutorial levels teach effectively"
- "Challenge feels fair and rewarding"
- "Flow and pacing maintain engagement"
- "Audio and visual feedback support gameplay"
- id: balance-validation
title: Balance Validation
template: |
**Metrics Collection:**
- Completion rate: Target {{completion_percentage}}%
- Average completion time: {{target_time}} ± {{variance}}
- Death count per level: <{{max_deaths}}
- Collectible discovery rate: {{discovery_percentage}}%
**Iteration Guidelines:**
- Adjustment criteria: {{criteria_for_changes}}
- Testing sample size: {{minimum_testers}}
- Validation period: {{testing_duration}}
- id: content-creation-pipeline
title: Content Creation Pipeline
instruction: Define the workflow for creating new levels
sections:
- id: design-phase
title: Design Phase
template: |
**Concept Development:**
1. Define level purpose and goals
2. Create rough layout sketch
3. Identify key mechanics and challenges
4. Estimate difficulty and duration
**Documentation Requirements:**
- Level design brief
- Layout diagrams
- Mechanic integration notes
- Asset requirement list
- id: implementation-phase
title: Implementation Phase
template: |
**Technical Implementation:**
1. Create level data file
2. Build tilemap and layout
3. Place entities and objects
4. Configure level logic and triggers
5. Integrate audio and visual effects
**Quality Assurance:**
1. Automated testing execution
2. Internal playtesting
3. Performance validation
4. Bug fixing and polish
- id: integration-phase
title: Integration Phase
template: |
**Game Integration:**
1. Level progression integration
2. Save system compatibility
3. Analytics integration
4. Achievement system integration
**Final Validation:**
1. Full game context testing
2. Performance regression testing
3. Platform compatibility verification
4. Final approval and release
- id: success-metrics
title: Success Metrics
instruction: Define how to measure level design success
sections:
- id: player-engagement
title: Player Engagement
type: bullet-list
template: |
- Level completion rate: {{target_rate}}%
- Replay rate: {{replay_target}}%
- Time spent per level: {{engagement_time}}
- Player satisfaction scores: {{satisfaction_target}}/10
- id: technical-performance
title: Technical Performance
type: bullet-list
template: |
- Frame rate consistency: {{fps_consistency}}%
- Loading time compliance: {{load_compliance}}%
- Memory usage efficiency: {{memory_efficiency}}%
- Crash rate: <{{crash_threshold}}%
- id: design-quality
title: Design Quality
type: bullet-list
template: |
- Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}%

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workflow:
id: game-dev-greenfield
name: Game Development - Greenfield Project
description: Specialized workflow for creating 2D games from concept to implementation using Phaser 3 and TypeScript. Guides teams through game concept development, design documentation, technical architecture, and story-driven development for professional game development.
type: greenfield
project_types:
- indie-game
- mobile-game
- web-game
- educational-game
- prototype-game
- game-jam
full_game_sequence:
- agent: game-designer
creates: game-brief.md
optional_steps:
- brainstorming_session
- game_research_prompt
- player_research
notes: 'Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/design/ folder.'
- agent: game-designer
creates: game-design-doc.md
requires: game-brief.md
optional_steps:
- competitive_analysis
- technical_research
notes: 'Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project''s docs/design/ folder.'
- agent: game-designer
creates: level-design-doc.md
requires: game-design-doc.md
optional_steps:
- level_prototyping
- difficulty_analysis
notes: 'Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project''s docs/design/ folder.'
- agent: solution-architect
creates: game-architecture.md
requires:
- game-design-doc.md
- level-design-doc.md
optional_steps:
- technical_research_prompt
- performance_analysis
- platform_research
notes: 'Create comprehensive technical architecture using game-architecture-tmpl. Defines Phaser 3 systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project''s docs/architecture/ folder.'
- agent: game-designer
validates: design_consistency
requires: all_design_documents
uses: game-design-checklist
notes: Validate all design documents for consistency, completeness, and implementability. May require updates to any design document.
- agent: various
updates: flagged_design_documents
condition: design_validation_issues
notes: If design validation finds issues, return to relevant agent to fix and re-export updated documents to docs/ folder.
project_setup_guidance:
action: guide_game_project_structure
notes: Set up game project structure following game architecture document. Create src/, assets/, docs/, and tests/ directories. Initialize TypeScript and Phaser 3 configuration.
workflow_end:
action: move_to_story_development
notes: All design artifacts complete. Begin story-driven development phase. Use Game Scrum Master to create implementation stories from design documents.
prototype_sequence:
- step: prototype_scope
action: assess_prototype_complexity
notes: First, assess if this needs full game design (use full_game_sequence) or can be a rapid prototype.
- agent: game-designer
creates: game-brief.md
optional_steps:
- quick_brainstorming
- concept_validation
notes: 'Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/ folder.'
- agent: game-designer
creates: prototype-design.md
uses: create-doc prototype-design OR create-game-story
requires: game-brief.md
notes: Create minimal design document or jump directly to implementation stories for rapid prototyping. Choose based on prototype complexity.
prototype_workflow_end:
action: move_to_rapid_implementation
notes: Prototype defined. Begin immediate implementation with Game Developer. Focus on core mechanics first, then iterate based on playtesting.
flow_diagram: |
```mermaid
graph TD
A[Start: Game Development Project] --> B{Project Scope?}
B -->|Full Game/Production| C[game-designer: game-brief.md]
B -->|Prototype/Game Jam| D[game-designer: focused game-brief.md]
C --> E[game-designer: game-design-doc.md]
E --> F[game-designer: level-design-doc.md]
F --> G[solution-architect: game-architecture.md]
G --> H[game-designer: validate design consistency]
H --> I{Design validation issues?}
I -->|Yes| J[Return to relevant agent for fixes]
I -->|No| K[Set up game project structure]
J --> H
K --> L[Move to Story Development Phase]
D --> M[game-designer: prototype-design.md]
M --> N[Move to Rapid Implementation]
C -.-> C1[Optional: brainstorming]
C -.-> C2[Optional: game research]
E -.-> E1[Optional: competitive analysis]
F -.-> F1[Optional: level prototyping]
G -.-> G1[Optional: technical research]
D -.-> D1[Optional: quick brainstorming]
style L fill:#90EE90
style N fill:#90EE90
style C fill:#FFE4B5
style E fill:#FFE4B5
style F fill:#FFE4B5
style G fill:#FFE4B5
style D fill:#FFB6C1
style M fill:#FFB6C1
```
decision_guidance:
use_full_sequence_when:
- Building commercial or production games
- Multiple team members involved
- Complex gameplay systems (3+ core mechanics)
- Long-term development timeline (2+ months)
- Need comprehensive documentation for team coordination
- Targeting multiple platforms
- Educational or enterprise game projects
use_prototype_sequence_when:
- Game jams or time-constrained development
- Solo developer or very small team
- Experimental or proof-of-concept games
- Simple mechanics (1-2 core systems)
- Quick validation of game concepts
- Learning projects or technical demos
handoff_prompts:
designer_to_gdd: Game brief is complete. Save it as docs/design/game-brief.md in your project, then create the comprehensive Game Design Document.
gdd_to_level: Game Design Document ready. Save it as docs/design/game-design-doc.md, then create the level design framework.
level_to_architect: Level design complete. Save it as docs/design/level-design-doc.md, then create the technical architecture.
architect_review: Architecture complete. Save it as docs/architecture/game-architecture.md. Please validate all design documents for consistency.
validation_issues: Design validation found issues with [document]. Please return to [agent] to fix and re-save the updated document.
full_complete: All design artifacts validated and saved. Set up game project structure and move to story development phase.
prototype_designer_to_dev: Prototype brief complete. Save it as docs/game-brief.md, then create minimal design or jump directly to implementation stories.
prototype_complete: Prototype defined. Begin rapid implementation focusing on core mechanics and immediate playability.
story_development_guidance:
epic_breakdown:
- Core Game Systems" - Fundamental gameplay mechanics and player controls
- Level Content" - Individual levels, progression, and content implementation
- User Interface" - Menus, HUD, settings, and player feedback systems
- Audio Integration" - Music, sound effects, and audio systems
- Performance Optimization" - Platform optimization and technical polish
- Game Polish" - Visual effects, animations, and final user experience
story_creation_process:
- Use Game Scrum Master to create detailed implementation stories
- Each story should reference specific GDD sections
- Include performance requirements (60 FPS target)
- Specify Phaser 3 implementation details
- Apply game-story-dod-checklist for quality validation
- Ensure stories are immediately actionable by Game Developer
game_development_best_practices:
performance_targets:
- Maintain 60 FPS on target devices throughout development
- Memory usage under specified limits per game system
- Loading times under 3 seconds for levels
- Smooth animation and responsive player controls
technical_standards:
- TypeScript strict mode compliance
- Component-based game architecture
- Object pooling for performance-critical objects
- Cross-platform input handling
- Comprehensive error handling and graceful degradation
playtesting_integration:
- Test core mechanics early and frequently
- Validate game balance through metrics and player feedback
- Iterate on design based on implementation discoveries
- Document design changes and rationale
success_criteria:
design_phase_complete:
- All design documents created and validated
- Technical architecture aligns with game design requirements
- Performance targets defined and achievable
- Story breakdown ready for implementation
- Project structure established
implementation_readiness:
- Development environment configured for Phaser 3 + TypeScript
- Asset pipeline and build system established
- Testing framework in place
- Team roles and responsibilities defined
- First implementation stories created and ready

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workflow:
id: game-prototype
name: Game Prototype Development
description: Fast-track workflow for rapid game prototyping and concept validation. Optimized for game jams, proof-of-concept development, and quick iteration on game mechanics using Phaser 3 and TypeScript.
type: prototype
project_types:
- game-jam
- proof-of-concept
- mechanic-test
- technical-demo
- learning-project
- rapid-iteration
prototype_sequence:
- step: concept_definition
agent: game-designer
duration: 15-30 minutes
creates: concept-summary.md
notes: Quickly define core game concept, primary mechanic, and target experience. Focus on what makes this game unique and fun.
- step: rapid_design
agent: game-designer
duration: 30-60 minutes
creates: prototype-spec.md
requires: concept-summary.md
optional_steps:
- quick_brainstorming
- reference_research
notes: Create minimal but complete design specification. Focus on core mechanics, basic controls, and success/failure conditions.
- step: technical_planning
agent: game-developer
duration: 15-30 minutes
creates: prototype-architecture.md
requires: prototype-spec.md
notes: Define minimal technical implementation plan. Identify core Phaser 3 systems needed and performance constraints.
- step: implementation_stories
agent: game-sm
duration: 30-45 minutes
creates: prototype-stories/
requires: prototype-spec.md, prototype-architecture.md
notes: Create 3-5 focused implementation stories for core prototype features. Each story should be completable in 2-4 hours.
- step: iterative_development
agent: game-developer
duration: varies
implements: prototype-stories/
notes: Implement stories in priority order. Test frequently and adjust design based on what feels fun. Document discoveries.
workflow_end:
action: prototype_evaluation
notes: 'Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive.'
game_jam_sequence:
- step: jam_concept
agent: game-designer
duration: 10-15 minutes
creates: jam-concept.md
notes: Define game concept based on jam theme. One sentence core mechanic, basic controls, win condition.
- step: jam_implementation
agent: game-developer
duration: varies (jam timeline)
creates: working-prototype
requires: jam-concept.md
notes: Directly implement core mechanic. No formal stories - iterate rapidly on what's fun. Document major decisions.
jam_workflow_end:
action: jam_submission
notes: Submit to game jam. Capture lessons learned and consider post-jam development if concept shows promise.
flow_diagram: |
```mermaid
graph TD
A[Start: Prototype Project] --> B{Development Context?}
B -->|Standard Prototype| C[game-designer: concept-summary.md]
B -->|Game Jam| D[game-designer: jam-concept.md]
C --> E[game-designer: prototype-spec.md]
E --> F[game-developer: prototype-architecture.md]
F --> G[game-sm: create prototype stories]
G --> H[game-developer: iterative implementation]
H --> I[Prototype Evaluation]
D --> J[game-developer: direct implementation]
J --> K[Game Jam Submission]
E -.-> E1[Optional: quick brainstorming]
E -.-> E2[Optional: reference research]
style I fill:#90EE90
style K fill:#90EE90
style C fill:#FFE4B5
style E fill:#FFE4B5
style F fill:#FFE4B5
style G fill:#FFE4B5
style H fill:#FFE4B5
style D fill:#FFB6C1
style J fill:#FFB6C1
```
decision_guidance:
use_prototype_sequence_when:
- Learning new game development concepts
- Testing specific game mechanics
- Building portfolio pieces
- Have 1-7 days for development
- Need structured but fast development
- Want to validate game concepts before full development
use_game_jam_sequence_when:
- Participating in time-constrained game jams
- Have 24-72 hours total development time
- Want to experiment with wild or unusual concepts
- Learning through rapid iteration
- Building networking/portfolio presence
prototype_best_practices:
scope_management:
- Start with absolute minimum viable gameplay
- One core mechanic implemented well beats many mechanics poorly
- Focus on "game feel" over features
- Cut features ruthlessly to meet timeline
rapid_iteration:
- Test the game every 1-2 hours of development
- Ask "Is this fun?" frequently during development
- Be willing to pivot mechanics if they don't feel good
- Document what works and what doesn't
technical_efficiency:
- Use simple graphics (geometric shapes, basic sprites)
- Leverage Phaser 3's built-in systems heavily
- Avoid complex custom systems in prototypes
- Prioritize functional over polished
prototype_evaluation_criteria:
core_mechanic_validation:
- Is the primary mechanic engaging for 30+ seconds?
- Do players understand the mechanic without explanation?
- Does the mechanic have depth for extended play?
- Are there natural difficulty progression opportunities?
technical_feasibility:
- Does the prototype run at acceptable frame rates?
- Are there obvious technical blockers for expansion?
- Is the codebase clean enough for further development?
- Are performance targets realistic for full game?
player_experience:
- Do testers engage with the game voluntarily?
- What emotions does the game create in players?
- Are players asking for "just one more try"?
- What do players want to see added or changed?
post_prototype_options:
iterate_and_improve:
action: continue_prototyping
when: Core mechanic shows promise but needs refinement
next_steps: Create new prototype iteration focusing on identified improvements
expand_to_full_game:
action: transition_to_full_development
when: Prototype validates strong game concept
next_steps: Use game-dev-greenfield workflow to create full game design and architecture
pivot_concept:
action: new_prototype_direction
when: Current mechanic doesn't work but insights suggest new direction
next_steps: Apply learnings to new prototype concept
archive_and_learn:
action: document_learnings
when: Prototype doesn't work but provides valuable insights
next_steps: Document lessons learned and move to next prototype concept
time_boxing_guidance:
concept_phase: Maximum 30 minutes - if you can't explain the game simply, simplify it
design_phase: Maximum 1 hour - focus on core mechanics only
planning_phase: Maximum 30 minutes - identify critical path to playable prototype
implementation_phase: Time-boxed iterations - test every 2-4 hours of work
success_metrics:
development_velocity:
- Playable prototype in first day of development
- Core mechanic demonstrable within 4-6 hours of coding
- Major iteration cycles completed in 2-4 hour blocks
learning_objectives:
- Clear understanding of what makes the mechanic fun (or not)
- Technical feasibility assessment for full development
- Player reaction and engagement validation
- Design insights for future development
handoff_prompts:
concept_to_design: Game concept defined. Create minimal design specification focusing on core mechanics and player experience.
design_to_technical: Design specification ready. Create technical implementation plan for rapid prototyping.
technical_to_stories: Technical plan complete. Create focused implementation stories for prototype development.
stories_to_implementation: Stories ready. Begin iterative implementation with frequent playtesting and design validation.
prototype_to_evaluation: Prototype playable. Evaluate core mechanics, gather feedback, and determine next development steps.

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bundle:
name: Unity 2D Game Team
icon: 🎮
description: Game Development team specialized in 2D games using Unity and C#.
agents:
- analyst
- bmad-orchestrator
- game-designer
- game-developer
- game-sm
workflows:
- unity-game-dev-greenfield.md
- unity-game-prototype.md

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# game-designer
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
agent:
name: Alex
id: game-designer
title: Game Design Specialist
icon: 🎮
whenToUse: Use for game concept development, GDD creation, game mechanics design, and player experience planning
customization: null
persona:
role: Expert Game Designer & Creative Director
style: Creative, player-focused, systematic, data-informed
identity: Visionary who creates compelling game experiences through thoughtful design and player psychology understanding
focus: Defining engaging gameplay systems, balanced progression, and clear development requirements for implementation teams
core_principles:
- Player-First Design - Every mechanic serves player engagement and fun
- Checklist-Driven Validation - Apply game-design-checklist meticulously
- Document Everything - Clear specifications enable proper development
- Iterative Design - Prototype, test, refine approach to all systems
- Technical Awareness - Design within feasible implementation constraints
- Data-Driven Decisions - Use metrics and feedback to guide design choices
- Numbered Options Protocol - Always use numbered lists for user selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for design advice'
- '*create" - Show numbered list of documents I can create (from templates below)'
- '*brainstorm {topic}" - Facilitate structured game design brainstorming session'
- '*research {topic}" - Generate deep research prompt for game-specific investigation'
- '*elicit" - Run advanced elicitation to clarify game design requirements'
- '*checklist {checklist}" - Show numbered list of checklists, execute selection'
- '*exit" - Say goodbye as the Game Designer, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-doc.md
- execute-checklist.md
- game-design-brainstorming.md
- create-deep-research-prompt.md
- advanced-elicitation.md
templates:
- game-design-doc-tmpl.yaml
- level-design-doc-tmpl.yaml
- game-brief-tmpl.yaml
checklists:
- game-design-checklist.md
```

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# game-developer
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
agent:
name: Maya
id: game-developer
title: Game Developer (Unity & C#)
icon: 👾
whenToUse: Use for Unity implementation, game story development, technical architecture, and C# code implementation
customization: null
persona:
role: Expert Unity Game Developer & C# Specialist
style: Pragmatic, performance-focused, detail-oriented, component-driven
identity: Technical expert who transforms game designs into working, optimized Unity applications using C#
focus: Story-driven development using game design documents and architecture specifications, adhering to the "Unity Way"
core_principles:
- Story-Centric Development - Game stories contain ALL implementation details needed
- Performance by Default - Write efficient C# code and optimize for target platforms, aiming for stable frame rates
- The Unity Way - Embrace Unity's component-based architecture. Use GameObjects, Components, and Prefabs effectively. Leverage the MonoBehaviour lifecycle (Awake, Start, Update, etc.) for all game logic.
- C# Best Practices - Write clean, readable, and maintainable C# code, following modern .NET standards.
- Asset Store Integration - When a new Unity Asset Store package is installed, I will analyze its documentation and examples to understand its API and best practices before using it in the project.
- Data-Oriented Design - Utilize ScriptableObjects for data-driven design where appropriate to decouple data from logic.
- Test for Robustness - Write unit and integration tests for core game mechanics to ensure stability.
- Numbered Options Protocol - Always use numbered lists for user selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode for technical advice on Unity and C#'
- '*create" - Show numbered list of documents I can create (from templates below)'
- '*run-tests" - Execute Unity-specific tests'
- '*status" - Show current story progress'
- '*complete-story" - Finalize story implementation'
- '*guidelines" - Review Unity development guidelines and C# coding standards'
- '*exit" - Say goodbye as the Game Developer, and then abandon inhabiting this persona'
task-execution:
flow: Read story → Analyze requirements → Design components → Implement in C# → Test in Unity (Automated Tests) → Update [x] → Next task
updates-ONLY:
- "Checkboxes: [ ] not started | [-] in progress | [x] complete"
- "Debug Log: | Task | File | Change | Reverted? |"
- "Completion Notes: Deviations only, <50 words"
- "Change Log: Requirement changes only"
blocking: Unapproved deps | Ambiguous after story check | 3 failures | Missing game config
done: Game feature works + Tests pass + Stable FPS + No compiler errors + Follows Unity & C# best practices
dependencies:
tasks:
- execute-checklist.md
templates:
- game-architecture-tmpl.yaml
checklists:
- game-story-dod-checklist.md
data:
- development-guidelines.md
```

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# game-sm
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
- "CRITICAL RULE: You are ONLY allowed to create/modify story files - NEVER implement! If asked to implement, tell user they MUST switch to Game Developer Agent"
agent:
name: Jordan
id: game-sm
title: Game Scrum Master
icon: 🏃‍♂️
whenToUse: Use for game story creation, epic management, game development planning, and agile process guidance
customization: null
persona:
role: Technical Game Scrum Master - Game Story Preparation Specialist
style: Task-oriented, efficient, precise, focused on clear game developer handoffs
identity: Game story creation expert who prepares detailed, actionable stories for AI game developers
focus: Creating crystal-clear game development stories that developers can implement without confusion
core_principles:
- Task Adherence - Rigorously follow create-game-story procedures
- Checklist-Driven Validation - Apply game-story-dod-checklist meticulously
- Clarity for Developer Handoff - Stories must be immediately actionable for game implementation
- Focus on One Story at a Time - Complete one before starting next
- Game-Specific Context - Understand Unity, C#, component-based architecture, and performance requirements
- Numbered Options Protocol - Always use numbered lists for selections
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for game dev advice'
- '*create" - Execute all steps in Create Game Story Task document'
- '*checklist {checklist}" - Show numbered list of checklists, execute selection'
- '*exit" - Say goodbye as the Game Scrum Master, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-game-story.md
- execute-checklist.md
templates:
- game-story-tmpl.yaml
checklists:
- game-story-dod-checklist.md
```

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# Game Design Document Quality Checklist
## Document Completeness
### Executive Summary
- [ ] **Core Concept** - Game concept is clearly explained in 2-3 sentences
- [ ] **Target Audience** - Primary and secondary audiences defined with demographics
- [ ] **Platform Requirements** - Technical platforms and requirements specified
- [ ] **Unique Selling Points** - 3-5 key differentiators from competitors identified
- [ ] **Technical Foundation** - Unity & C# requirements confirmed
### Game Design Foundation
- [ ] **Game Pillars** - 3-5 core design pillars defined and actionable
- [ ] **Core Gameplay Loop** - 30-60 second loop documented with specific timings
- [ ] **Win/Loss Conditions** - Clear victory and failure states defined
- [ ] **Player Motivation** - Clear understanding of why players will engage
- [ ] **Scope Realism** - Game scope is achievable with available resources
## Gameplay Mechanics
### Core Mechanics Documentation
- [ ] **Primary Mechanics** - 3-5 core mechanics detailed with implementation notes
- [ ] **Mechanic Integration** - How mechanics work together is clear
- [ ] **Player Input** - All input methods specified for each platform
- [ ] **System Responses** - Game responses to player actions documented
- [ ] **Performance Impact** - Performance considerations for each mechanic noted
### Controls and Interaction
- [ ] **Multi-Platform Controls** - Desktop, mobile, and gamepad controls defined
- [ ] **Input Responsiveness** - Requirements for responsive game feel specified
- [ ] **Accessibility Options** - Control customization and accessibility considered
- [ ] **Touch Optimization** - Mobile-specific control adaptations designed
- [ ] **Edge Case Handling** - Unusual input scenarios addressed
## Progression and Balance
### Player Progression
- [ ] **Progression Type** - Linear, branching, or metroidvania approach defined
- [ ] **Key Milestones** - Major progression points documented
- [ ] **Unlock System** - What players unlock and when is specified
- [ ] **Difficulty Scaling** - How challenge increases over time is detailed
- [ ] **Player Agency** - Meaningful player choices and consequences defined
### Game Balance
- [ ] **Balance Parameters** - Numeric values for key game systems provided
- [ ] **Difficulty Curve** - Appropriate challenge progression designed
- [ ] **Economy Design** - Resource systems balanced for engagement
- [ ] **Player Testing** - Plan for validating balance through playtesting
- [ ] **Iteration Framework** - Process for adjusting balance post-implementation
## Level Design Framework
### Level Structure
- [ ] **Level Types** - Different level categories defined with purposes
- [ ] **Level Progression** - How players move through levels specified
- [ ] **Duration Targets** - Expected play time for each level type
- [ ] **Difficulty Distribution** - Appropriate challenge spread across levels
- [ ] **Replay Value** - Elements that encourage repeated play designed
### Content Guidelines
- [ ] **Level Creation Rules** - Clear guidelines for level designers
- [ ] **Mechanic Introduction** - How new mechanics are taught in levels
- [ ] **Pacing Variety** - Mix of action, puzzle, and rest moments planned
- [ ] **Secret Content** - Hidden areas and optional challenges designed
- [ ] **Accessibility Options** - Multiple difficulty levels or assist modes considered
## Technical Implementation Readiness
### Performance Requirements
- [ ] **Frame Rate Targets** - Stable FPS target with minimum acceptable rates
- [ ] **Memory Budgets** - Maximum memory usage limits defined
- [ ] **Load Time Goals** - Acceptable loading times for different content
- [ ] **Battery Optimization** - Mobile battery usage considerations addressed
- [ ] **Scalability Plan** - How performance scales across different devices
### Platform Specifications
- [ ] **Desktop Requirements** - Minimum and recommended PC/Mac specs
- [ ] **Mobile Optimization** - iOS and Android specific requirements
- [ ] **Browser Compatibility** - Supported browsers and versions listed
- [ ] **Cross-Platform Features** - Shared and platform-specific features identified
- [ ] **Update Strategy** - Plan for post-launch updates and patches
### Asset Requirements
- [ ] **Art Style Definition** - Clear visual style with reference materials
- [ ] **Asset Specifications** - Technical requirements for all asset types
- [ ] **Audio Requirements** - Music and sound effect specifications
- [ ] **UI/UX Guidelines** - User interface design principles established
- [ ] **Localization Plan** - Text and cultural localization requirements
## Development Planning
### Implementation Phases
- [ ] **Phase Breakdown** - Development divided into logical phases
- [ ] **Epic Definitions** - Major development epics identified
- [ ] **Dependency Mapping** - Prerequisites between features documented
- [ ] **Risk Assessment** - Technical and design risks identified with mitigation
- [ ] **Milestone Planning** - Key deliverables and deadlines established
### Team Requirements
- [ ] **Role Definitions** - Required team roles and responsibilities
- [ ] **Skill Requirements** - Technical skills needed for implementation
- [ ] **Resource Allocation** - Time and effort estimates for major features
- [ ] **External Dependencies** - Third-party tools, assets, or services needed
- [ ] **Communication Plan** - How team members will coordinate work
## Quality Assurance
### Success Metrics
- [ ] **Technical Metrics** - Measurable technical performance goals
- [ ] **Gameplay Metrics** - Player engagement and retention targets
- [ ] **Quality Benchmarks** - Standards for bug rates and polish level
- [ ] **User Experience Goals** - Specific UX objectives and measurements
- [ ] **Business Objectives** - Commercial or project success criteria
### Testing Strategy
- [ ] **Playtesting Plan** - How and when player feedback will be gathered
- [ ] **Technical Testing** - Performance and compatibility testing approach
- [ ] **Balance Validation** - Methods for confirming game balance
- [ ] **Accessibility Testing** - Plan for testing with diverse players
- [ ] **Iteration Process** - How feedback will drive design improvements
## Documentation Quality
### Clarity and Completeness
- [ ] **Clear Writing** - All sections are well-written and understandable
- [ ] **Complete Coverage** - No major game systems left undefined
- [ ] **Actionable Detail** - Enough detail for developers to create implementation stories
- [ ] **Consistent Terminology** - Game terms used consistently throughout
- [ ] **Reference Materials** - Links to inspiration, research, and additional resources
### Maintainability
- [ ] **Version Control** - Change log established for tracking revisions
- [ ] **Update Process** - Plan for maintaining document during development
- [ ] **Team Access** - All team members can access and reference the document
- [ ] **Search Functionality** - Document organized for easy reference and searching
- [ ] **Living Document** - Process for incorporating feedback and changes
## Stakeholder Alignment
### Team Understanding
- [ ] **Shared Vision** - All team members understand and agree with the game vision
- [ ] **Role Clarity** - Each team member understands their contribution
- [ ] **Decision Framework** - Process for making design decisions during development
- [ ] **Conflict Resolution** - Plan for resolving disagreements about design choices
- [ ] **Communication Channels** - Regular meetings and feedback sessions planned
### External Validation
- [ ] **Market Validation** - Competitive analysis and market fit assessment
- [ ] **Technical Validation** - Feasibility confirmed with technical team
- [ ] **Resource Validation** - Required resources available and committed
- [ ] **Timeline Validation** - Development schedule is realistic and achievable
- [ ] **Quality Validation** - Quality standards align with available time and resources
## Final Readiness Assessment
### Implementation Preparedness
- [ ] **Story Creation Ready** - Document provides sufficient detail for story creation
- [ ] **Architecture Alignment** - Game design aligns with technical capabilities
- ] **Asset Production** - Asset requirements enable art and audio production
- [ ] **Development Workflow** - Clear path from design to implementation
- [ ] **Quality Assurance** - Testing and validation processes established
### Document Approval
- [ ] **Design Review Complete** - Document reviewed by all relevant stakeholders
- [ ] **Technical Review Complete** - Technical feasibility confirmed
- [ ] **Business Review Complete** - Project scope and goals approved
- [ ] **Final Approval** - Document officially approved for implementation
- [ ] **Baseline Established** - Current version established as development baseline
## Overall Assessment
**Document Quality Rating:** ⭐⭐⭐⭐⭐
**Ready for Development:** [ ] Yes [ ] No
**Key Recommendations:**
_List any critical items that need attention before moving to implementation phase._
**Next Steps:**
_Outline immediate next actions for the team based on this assessment._

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# Game Development Story Definition of Done Checklist
## Story Completeness
### Basic Story Elements
- [ ] **Story Title** - Clear, descriptive title that identifies the feature
- [ ] **Epic Assignment** - Story is properly assigned to relevant epic
- [ ] **Priority Level** - Appropriate priority assigned (High/Medium/Low)
- [ ] **Story Points** - Realistic estimation for implementation complexity
- [ ] **Description** - Clear, concise description of what needs to be implemented
### Game Design Alignment
- [ ] **GDD Reference** - Specific Game Design Document section referenced
- [ ] **Game Mechanic Context** - Clear connection to game mechanics defined in GDD
- [ ] **Player Experience Goal** - Describes the intended player experience
- [ ] **Balance Parameters** - Includes any relevant game balance values
- [ ] **Design Intent** - Purpose and rationale for the feature is clear
## Technical Specifications
### Architecture Compliance
- [ ] **File Organization** - Follows game architecture document structure (e.g., scripts, prefabs, scenes)
- [ ] **Class Definitions** - C# classes and interfaces are properly defined
- [ ] **Integration Points** - Clear specification of how feature integrates with existing systems
- [ ] **Event Communication** - UnityEvents or C# events usage specified
- [ ] **Dependencies** - All system dependencies clearly identified
### Unity Requirements
- [ ] **Scene Integration** - Specifies which scenes are affected and how
- [ ] **Prefab Usage** - Proper use of prefabs for reusable GameObjects
- [ ] **Component Design** - Logic is encapsulated in well-defined MonoBehaviour components
- [ ] **Asset Requirements** - All needed assets (sprites, audio, materials) identified
- [ ] **Performance Considerations** - Stable frame rate target and optimization requirements
### Code Quality Standards
- [ ] **C# Best Practices** - All code must comply with modern C# standards
- [ ] **Error Handling** - Error scenarios and handling requirements specified
- [ ] **Memory Management** - Coroutine and object lifecycle management requirements where needed
- [ ] **Cross-Platform Support** - Desktop and mobile considerations addressed
- [ ] **Code Organization** - Follows established Unity project structure
## Implementation Readiness
### Acceptance Criteria
- [ ] **Functional Requirements** - All functional acceptance criteria are specific and testable
- [ ] **Technical Requirements** - Technical acceptance criteria are complete and verifiable
- [ ] **Game Design Requirements** - Game-specific requirements match GDD specifications
- [ ] **Performance Requirements** - Frame rate and memory usage criteria specified
- [ ] **Completeness** - No acceptance criteria are vague or unmeasurable
### Implementation Tasks
- [ ] **Task Breakdown** - Story broken into specific, ordered implementation tasks
- [ ] **Task Scope** - Each task is completable in 1-4 hours
- [ ] **Task Clarity** - Each task has clear, actionable instructions
- [ ] **File Specifications** - Exact file paths and purposes specified (e.g., `Scripts/Player/PlayerMovement.cs`)
- [ ] **Development Flow** - Tasks follow logical implementation order
### Dependencies
- [ ] **Story Dependencies** - All prerequisite stories identified with IDs
- [ ] **Technical Dependencies** - Required systems and files identified
- [ ] **Asset Dependencies** - All needed assets specified with locations
- [ ] **External Dependencies** - Any third-party or external requirements noted (e.g., Asset Store packages)
- [ ] **Dependency Validation** - All dependencies are actually available
## Testing Requirements
### Test Coverage
- [ ] **Unit Test Requirements** - Specific unit test files and scenarios defined for NUnit
- [ ] **Integration Test Cases** - Integration testing with other game systems specified
- [ ] **Manual Test Cases** - Game-specific manual testing procedures defined in the Unity Editor
- [ ] **Performance Tests** - Frame rate and memory testing requirements specified
- [ ] **Edge Case Testing** - Edge cases and error conditions covered
### Test Implementation
- [ ] **Test File Paths** - Exact test file locations specified (e.g., `Assets/Tests/EditMode`)
- [ ] **Test Scenarios** - All test scenarios are complete and executable
- [ ] **Expected Behaviors** - Clear expected outcomes for all tests defined
- [ ] **Performance Metrics** - Specific performance targets for testing
- [ ] **Test Data** - Any required test data or mock objects specified
## Game-Specific Quality
### Gameplay Implementation
- [ ] **Mechanic Accuracy** - Implementation matches GDD mechanic specifications
- [ ] **Player Controls** - Input handling requirements are complete (e.g., Input System package)
- [ ] **Game Feel** - Requirements for juice, feedback, and responsiveness specified
- [ ] **Balance Implementation** - Numeric values and parameters from GDD included
- [ ] **State Management** - Game state changes and persistence requirements defined
### User Experience
- [ ] **UI Requirements** - User interface elements and behaviors specified (e.g., UI Toolkit or UGUI)
- [ ] **Audio Integration** - Sound effect and music requirements defined
- [ ] **Visual Feedback** - Animation and visual effect requirements specified (e.g., Animator, Particle System)
- [ ] **Accessibility** - Mobile touch and responsive design considerations
- [ ] **Error Recovery** - User-facing error handling and recovery specified
### Performance Optimization
- [ ] **Frame Rate Targets** - Specific FPS requirements for different platforms
- [ ] **Memory Usage** - Memory consumption limits and monitoring requirements (e.g., Profiler)
- [ ] **Asset Optimization** - Texture, audio, and data optimization requirements
- [ ] **Mobile Considerations** - Touch controls and mobile performance requirements
- [ ] **Loading Performance** - Asset loading and scene transition requirements
## Documentation and Communication
### Story Documentation
- [ ] **Implementation Notes** - Additional context and implementation guidance provided
- [ ] **Design Decisions** - Key design choices documented with rationale
- [ ] **Future Considerations** - Potential future enhancements or modifications noted
- [ ] **Change Tracking** - Process for tracking any requirement changes during development
- [ ] **Reference Materials** - Links to relevant GDD sections and architecture docs
### Developer Handoff
- [ ] **Immediate Actionability** - Developer can start implementation without additional questions
- [ ] **Complete Context** - All necessary context provided within the story
- [ ] **Clear Boundaries** - What is and isn't included in the story scope is clear
- [ ] **Success Criteria** - Objective measures for story completion defined
- [ ] **Communication Plan** - Process for developer questions and updates established
## Final Validation
### Story Readiness
- [ ] **No Ambiguity** - No sections require interpretation or additional design decisions
- [ ] **Technical Completeness** - All technical requirements are specified and actionable
- [ ] **Scope Appropriateness** - Story scope matches assigned story points
- [ ] **Quality Standards** - Story meets all game development quality standards
- [ ] **Review Completion** - Story has been reviewed for completeness and accuracy
### Implementation Preparedness
- [ ] **Environment Ready** - Development environment requirements specified (e.g., Unity version)
- [ ] **Resources Available** - All required resources (assets, docs, dependencies) accessible
- [ ] **Testing Prepared** - Testing environment and data requirements specified
- [ ] **Definition of Done** - Clear, objective completion criteria established
- [ ] **Handoff Complete** - Story is ready for developer assignment and implementation
## Checklist Completion
**Overall Story Quality:** ⭐⭐⭐⭐⭐
**Ready for Development:** [ ] Yes [ ] No
**Additional Notes:**
_Any specific concerns, recommendations, or clarifications needed before development begins._

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name: bmad-2d-unity-game-dev
version: 1.2.0
short-title: Unity C# 2D Game Dev Pack
description: 2D Game Development expansion pack for BMad Method - Unity & C# focused
author: pbean (PinkyD)
slashPrefix: bmad2du

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# Game Development BMad Knowledge Base
## Overview
This game development expansion of BMad-Method specializes in creating 2D games using Unity and C#. It extends the core BMad framework with game-specific agents, workflows, and best practices for professional game development.
### Game Development Focus
- **Target Engine**: Unity 2022 LTS or newer with C# 10+
- **Platform Strategy**: Cross-platform (PC, Console, Mobile) with a focus on 2D
- **Development Approach**: Agile story-driven development
- **Performance Target**: Stable frame rate on target devices
- **Architecture**: Component-based architecture using Unity's best practices
## Core Game Development Philosophy
### Player-First Development
You are developing games as a "Player Experience CEO" - thinking like a game director with unlimited creative resources and a singular vision for player enjoyment. Your AI agents are your specialized game development team:
- **Direct**: Provide clear game design vision and player experience goals
- **Refine**: Iterate on gameplay mechanics until they're compelling
- **Oversee**: Maintain creative alignment across all development disciplines
- **Playfocus**: Every decision serves the player experience
### Game Development Principles
1. **PLAYER_EXPERIENCE_FIRST**: Every mechanic must serve player engagement and fun
2. **ITERATIVE_DESIGN**: Prototype, test, refine - games are discovered through iteration
3. **TECHNICAL_EXCELLENCE**: Stable performance and cross-platform compatibility are non-negotiable
4. **STORY_DRIVEN_DEV**: Game features are implemented through detailed development stories
5. **BALANCE_THROUGH_DATA**: Use metrics and playtesting to validate game balance
6. **DOCUMENT_EVERYTHING**: Clear specifications enable proper game implementation
7. **START_SMALL_ITERATE_FAST**: Core mechanics first, then expand and polish
8. **EMBRACE_CREATIVE_CHAOS**: Games evolve - adapt design based on what's fun
## Game Development Workflow
### Phase 1: Game Concept and Design
1. **Game Designer**: Start with brainstorming and concept development
- Use \*brainstorm to explore game concepts and mechanics
- Create Game Brief using game-brief-tmpl
- Develop core game pillars and player experience goals
2. **Game Designer**: Create comprehensive Game Design Document
- Use game-design-doc-tmpl to create detailed GDD
- Define all game mechanics, progression, and balance
- Specify technical requirements and platform targets
3. **Game Designer**: Develop Level Design Framework
- Create level-design-doc-tmpl for content guidelines
- Define level types, difficulty progression, and content structure
- Establish performance and technical constraints for levels
### Phase 2: Technical Architecture
4. **Solution Architect** (or Game Designer): Create Technical Architecture
- Use game-architecture-tmpl to design technical implementation
- Define Unity systems, performance optimization, and C# code structure
- Align technical architecture with game design requirements
### Phase 3: Story-Driven Development
5. **Game Scrum Master**: Break down design into development stories
- Use create-game-story task to create detailed implementation stories
- Each story should be immediately actionable by game developers
- Apply game-story-dod-checklist to ensure story quality
6. **Game Developer**: Implement game features story by story
- Follow C# best practices and Unity's component-based architecture
- Maintain stable frame rate on target devices
- Use Unity Test Framework for game logic components
7. **Iterative Refinement**: Continuous playtesting and improvement
- Test core mechanics early and often in the Unity Editor
- Validate game balance through metrics and player feedback
- Iterate on design based on implementation discoveries
## Game-Specific Development Guidelines
### Unity + C# Standards
**Project Structure:**
```text
UnityProject/
├── Assets/
│ ├── Scenes/ # Game scenes (Boot, Menu, Game, etc.)
│ ├── Scripts/ # C# scripts
│ │ ├── Editor/ # Editor-specific scripts
│ │ └── Runtime/ # Runtime scripts
│ ├── Prefabs/ # Reusable game objects
│ ├── Art/ # Art assets (sprites, models, etc.)
│ ├── Audio/ # Audio assets
│ ├── Data/ # ScriptableObjects and other data
│ └── Tests/ # Unity Test Framework tests
│ ├── EditMode/
│ └── PlayMode/
├── Packages/ # Package Manager manifest
└── ProjectSettings/ # Unity project settings
```
**Performance Requirements:**
- Maintain stable frame rate on target devices
- Memory usage under specified limits per level
- Loading times under 3 seconds for levels
- Smooth animation and responsive controls
**Code Quality:**
- C# best practices compliance
- Component-based architecture (SOLID principles)
- Efficient use of the MonoBehaviour lifecycle
- Error handling and graceful degradation
### Game Development Story Structure
**Story Requirements:**
- Clear reference to Game Design Document section
- Specific acceptance criteria for game functionality
- Technical implementation details for Unity and C#
- Performance requirements and optimization considerations
- Testing requirements including gameplay validation
**Story Categories:**
- **Core Mechanics**: Fundamental gameplay systems
- **Level Content**: Individual levels and content implementation
- **UI/UX**: User interface and player experience features
- **Performance**: Optimization and technical improvements
- **Polish**: Visual effects, audio, and game feel enhancements
### Quality Assurance for Games
**Testing Approach:**
- Unit tests for C# logic (EditMode tests)
- Integration tests for game systems (PlayMode tests)
- Performance benchmarking and profiling with Unity Profiler
- Gameplay testing and balance validation
- Cross-platform compatibility testing
**Performance Monitoring:**
- Frame rate consistency tracking
- Memory usage monitoring
- Asset loading performance
- Input responsiveness validation
- Battery usage optimization (mobile)
## Game Development Team Roles
### Game Designer (Alex)
- **Primary Focus**: Game mechanics, player experience, design documentation
- **Key Outputs**: Game Brief, Game Design Document, Level Design Framework
- **Specialties**: Brainstorming, game balance, player psychology, creative direction
### Game Developer (Maya)
- **Primary Focus**: Unity implementation, C# excellence, performance
- **Key Outputs**: Working game features, optimized code, technical architecture
- **Specialties**: C#/Unity, performance optimization, cross-platform development
### Game Scrum Master (Jordan)
- **Primary Focus**: Story creation, development planning, agile process
- **Key Outputs**: Detailed implementation stories, sprint planning, quality assurance
- **Specialties**: Story breakdown, developer handoffs, process optimization
## Platform-Specific Considerations
### Cross-Platform Development
- Abstract input using the new Input System
- Use platform-dependent compilation for specific logic
- Test on all target platforms regularly
- Optimize for different screen resolutions and aspect ratios
### Mobile Optimization
- Touch gesture support and responsive controls
- Battery usage optimization
- Performance scaling for different device capabilities
- App store compliance and packaging
### Performance Targets
- **PC/Console**: 60+ FPS at target resolution
- **Mobile**: 60 FPS on mid-range devices, 30 FPS minimum on low-end
- **Loading**: Initial load under 5 seconds, scene transitions under 2 seconds
- **Memory**: Within platform-specific memory budgets
## Success Metrics for Game Development
### Technical Metrics
- Frame rate consistency (>90% of time at target FPS)
- Memory usage within budgets
- Loading time targets met
- Zero critical bugs in core gameplay systems
### Player Experience Metrics
- Tutorial completion rate >80%
- Level completion rates appropriate for difficulty curve
- Average session length meets design targets
- Player retention and engagement metrics
### Development Process Metrics
- Story completion within estimated timeframes
- Code quality metrics (test coverage, code analysis)
- Documentation completeness and accuracy
- Team velocity and delivery consistency
## Common Unity Development Patterns
### Scene Management
- Use a loading scene for asynchronous loading of game scenes
- Use additive scene loading for large levels or streaming
- Manage scenes with a dedicated SceneManager class
### Game State Management
- Use ScriptableObjects to store shared game state
- Implement a finite state machine (FSM) for complex behaviors
- Use a GameManager singleton for global state management
### Input Handling
- Use the new Input System for robust, cross-platform input
- Create Action Maps for different input contexts (e.g., menu, gameplay)
- Use PlayerInput component for easy player input handling
### Performance Optimization
- Object pooling for frequently instantiated objects (e.g., bullets, enemies)
- Use the Unity Profiler to identify performance bottlenecks
- Optimize physics settings and collision detection
- Use LOD (Level of Detail) for complex models
This knowledge base provides the foundation for effective game development using the BMad-Method framework with specialized focus on 2D game creation using Unity and C#.

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# Game Development Guidelines (Unity & C#)
## Overview
This document establishes coding standards, architectural patterns, and development practices for 2D game development using Unity and C#. These guidelines ensure consistency, performance, and maintainability across all game development stories.
## C# Standards
### Naming Conventions
**Classes, Structs, Enums, and Interfaces:**
- PascalCase for types: `PlayerController`, `GameData`, `IInteractable`
- Prefix interfaces with 'I': `IDamageable`, `IControllable`
- Descriptive names that indicate purpose: `GameStateManager` not `GSM`
**Methods and Properties:**
- PascalCase for methods and properties: `CalculateScore()`, `CurrentHealth`
- Descriptive verb phrases for methods: `ActivateShield()` not `shield()`
**Fields and Variables:**
- `private` or `protected` fields: camelCase with an underscore prefix: `_playerHealth`, `_movementSpeed`
- `public` fields (use sparingly, prefer properties): PascalCase: `PlayerName`
- `static` fields: PascalCase: `Instance`, `GameVersion`
- `const` fields: PascalCase: `MaxHitPoints`
- `local` variables: camelCase: `damageAmount`, `isJumping`
- Boolean variables with is/has/can prefix: `_isAlive`, `_hasKey`, `_canJump`
**Files and Directories:**
- PascalCase for C# script files, matching the primary class name: `PlayerController.cs`
- PascalCase for Scene files: `MainMenu.unity`, `Level01.unity`
### Style and Formatting
- **Braces**: Use Allman style (braces on a new line).
- **Spacing**: Use 4 spaces for indentation (no tabs).
- **`using` directives**: Place all `using` directives at the top of the file, outside the namespace.
- **`this` keyword**: Only use `this` when necessary to distinguish between a field and a local variable/parameter.
## Unity Architecture Patterns
### Scene Lifecycle Management
**Loading and Transitioning Between Scenes:**
```csharp
// SceneLoader.cs - A singleton for managing scene transitions.
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
public class SceneLoader : MonoBehaviour
{
public static SceneLoader Instance { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
public void LoadGameScene()
{
// Example of loading the main game scene, perhaps with a loading screen first.
StartCoroutine(LoadSceneAsync("Level01"));
}
private IEnumerator LoadSceneAsync(string sceneName)
{
// Load a loading screen first (optional)
SceneManager.LoadScene("LoadingScreen");
// Wait a frame for the loading screen to appear
yield return null;
// Begin loading the target scene in the background
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);
// Don't activate the scene until it's fully loaded
asyncLoad.allowSceneActivation = false;
// Wait until the asynchronous scene fully loads
while (!asyncLoad.isDone)
{
// Here you could update a progress bar with asyncLoad.progress
if (asyncLoad.progress >= 0.9f)
{
// Scene is loaded, allow activation
asyncLoad.allowSceneActivation = true;
}
yield return null;
}
}
}
```
### MonoBehaviour Lifecycle
**Understanding Core MonoBehaviour Events:**
```csharp
// Example of a standard MonoBehaviour lifecycle
using UnityEngine;
public class PlayerController : MonoBehaviour
{
// AWAKE: Called when the script instance is being loaded.
// Use for initialization before the game starts. Good for caching component references.
private void Awake()
{
Debug.Log("PlayerController Awake!");
}
// ONENABLE: Called when the object becomes enabled and active.
// Good for subscribing to events.
private void OnEnable()
{
// Example: UIManager.OnGamePaused += HandleGamePaused;
}
// START: Called on the frame when a script is enabled just before any of the Update methods are called the first time.
// Good for logic that depends on other objects being initialized.
private void Start()
{
Debug.Log("PlayerController Start!");
}
// FIXEDUPDATE: Called every fixed framerate frame.
// Use for physics calculations (e.g., applying forces to a Rigidbody).
private void FixedUpdate()
{
// Handle Rigidbody movement here.
}
// UPDATE: Called every frame.
// Use for most game logic, like handling input and non-physics movement.
private void Update()
{
// Handle input and non-physics movement here.
}
// LATEUPDATE: Called every frame, after all Update functions have been called.
// Good for camera logic that needs to track a target that moves in Update.
private void LateUpdate()
{
// Camera follow logic here.
}
// ONDISABLE: Called when the behaviour becomes disabled or inactive.
// Good for unsubscribing from events to prevent memory leaks.
private void OnDisable()
{
// Example: UIManager.OnGamePaused -= HandleGamePaused;
}
// ONDESTROY: Called when the MonoBehaviour will be destroyed.
// Good for any final cleanup.
private void OnDestroy()
{
Debug.Log("PlayerController Destroyed!");
}
}
```
### Game Object Patterns
**Component-Based Architecture:**
```csharp
// Player.cs - The main GameObject class, acts as a container for components.
using UnityEngine;
[RequireComponent(typeof(PlayerMovement), typeof(PlayerHealth))]
public class Player : MonoBehaviour
{
public PlayerMovement Movement { get; private set; }
public PlayerHealth Health { get; private set; }
private void Awake()
{
Movement = GetComponent<PlayerMovement>();
Health = GetComponent<PlayerHealth>();
}
}
// PlayerHealth.cs - A component responsible only for health logic.
public class PlayerHealth : MonoBehaviour
{
[SerializeField] private int _maxHealth = 100;
private int _currentHealth;
private void Awake()
{
_currentHealth = _maxHealth;
}
public void TakeDamage(int amount)
{
_currentHealth -= amount;
if (_currentHealth <= 0)
{
Die();
}
}
private void Die()
{
// Death logic
Debug.Log("Player has died.");
gameObject.SetActive(false);
}
}
```
### Data-Driven Design with ScriptableObjects
**Define Data Containers:**
```csharp
// EnemyData.cs - A ScriptableObject to hold data for an enemy type.
using UnityEngine;
[CreateAssetMenu(fileName = "NewEnemyData", menuName = "Game/Enemy Data")]
public class EnemyData : ScriptableObject
{
public string enemyName;
public int maxHealth;
public float moveSpeed;
public int damage;
public Sprite sprite;
}
// Enemy.cs - A MonoBehaviour that uses the EnemyData.
public class Enemy : MonoBehaviour
{
[SerializeField] private EnemyData _enemyData;
private int _currentHealth;
private void Start()
{
_currentHealth = _enemyData.maxHealth;
GetComponent<SpriteRenderer>().sprite = _enemyData.sprite;
}
// ... other enemy logic
}
```
### System Management
**Singleton Managers:**
```csharp
// GameManager.cs - A singleton to manage the overall game state.
using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
public int Score { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject); // Persist across scenes
}
public void AddScore(int amount)
{
Score += amount;
}
}
```
## Performance Optimization
### Object Pooling
**Required for High-Frequency Objects (e.g., bullets, effects):**
```csharp
// ObjectPool.cs - A generic object pooling system.
using UnityEngine;
using System.Collections.Generic;
public class ObjectPool : MonoBehaviour
{
[SerializeField] private GameObject _prefabToPool;
[SerializeField] private int _initialPoolSize = 20;
private Queue<GameObject> _pool = new Queue<GameObject>();
private void Start()
{
for (int i = 0; i < _initialPoolSize; i++)
{
GameObject obj = Instantiate(_prefabToPool);
obj.SetActive(false);
_pool.Enqueue(obj);
}
}
public GameObject GetObjectFromPool()
{
if (_pool.Count > 0)
{
GameObject obj = _pool.Dequeue();
obj.SetActive(true);
return obj;
}
// Optionally, expand the pool if it's empty.
return Instantiate(_prefabToPool);
}
public void ReturnObjectToPool(GameObject obj)
{
obj.SetActive(false);
_pool.Enqueue(obj);
}
}
```
### Frame Rate Optimization
**Update Loop Optimization:**
- Avoid expensive calls like `GetComponent`, `FindObjectOfType`, or `Instantiate` inside `Update()` or `FixedUpdate()`. Cache references in `Awake()` or `Start()`.
- Use Coroutines or simple timers for logic that doesn't need to run every single frame.
**Physics Optimization:**
- Adjust the "Physics 2D Settings" in Project Settings, especially the "Layer Collision Matrix", to prevent unnecessary collision checks.
- Use `Rigidbody2D.Sleep()` for objects that are not moving to save CPU cycles.
## Input Handling
### Cross-Platform Input (New Input System)
**Input Action Asset:** Create an Input Action Asset (`.inputactions`) to define controls.
**PlayerInput Component:**
- Add the `PlayerInput` component to the player GameObject.
- Set its "Actions" to the created Input Action Asset.
- Set "Behavior" to "Invoke Unity Events" to easily hook up methods in the Inspector, or "Send Messages" to use methods like `OnMove`, `OnFire`.
```csharp
// PlayerInputHandler.cs - Example of handling input via messages.
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerInputHandler : MonoBehaviour
{
private Vector2 _moveInput;
// This method is called by the PlayerInput component via "Send Messages".
// The action must be named "Move" in the Input Action Asset.
public void OnMove(InputValue value)
{
_moveInput = value.Get<Vector2>();
}
private void Update()
{
// Use _moveInput to control the player
transform.Translate(new Vector3(_moveInput.x, _moveInput.y, 0) * Time.deltaTime * 5f);
}
}
```
## Error Handling
### Graceful Degradation
**Asset Loading Error Handling:**
- When using Addressables or `Resources.Load`, always check if the loaded asset is null before using it.
```csharp
// Load a sprite and use a fallback if it fails
Sprite playerSprite = Resources.Load<Sprite>("Sprites/Player");
if (playerSprite == null)
{
Debug.LogError("Player sprite not found! Using default.");
playerSprite = Resources.Load<Sprite>("Sprites/Default");
}
```
### Runtime Error Recovery
**Assertions and Logging:**
- Use `Debug.Assert(condition, "Message")` to check for critical conditions that must be true.
- Use `Debug.LogError("Message")` for fatal errors and `Debug.LogWarning("Message")` for non-critical issues.
```csharp
// Example of using an assertion to ensure a component exists.
private Rigidbody2D _rb;
void Awake()
{
_rb = GetComponent<Rigidbody2D>();
Debug.Assert(_rb != null, "Rigidbody2D component not found on player!");
}
```
## Testing Standards
### Unit Testing (Edit Mode)
**Game Logic Testing:**
```csharp
// HealthSystemTests.cs - Example test for a simple health system.
using NUnit.Framework;
using UnityEngine;
public class HealthSystemTests
{
[Test]
public void TakeDamage_ReducesHealth()
{
// Arrange
var gameObject = new GameObject();
var healthSystem = gameObject.AddComponent<PlayerHealth>();
// Note: This is a simplified example. You might need to mock dependencies.
// Act
healthSystem.TakeDamage(20);
// Assert
// This requires making health accessible for testing, e.g., via a public property or method.
// Assert.AreEqual(80, healthSystem.CurrentHealth);
}
}
```
### Integration Testing (Play Mode)
**Scene Testing:**
- Play Mode tests run in a live scene, allowing you to test interactions between multiple components and systems.
- Use `yield return null;` to wait for the next frame.
```csharp
// PlayerJumpTest.cs
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
public class PlayerJumpTest
{
[UnityTest]
public IEnumerator PlayerJumps_WhenSpaceIsPressed()
{
// Arrange
var player = new GameObject().AddComponent<PlayerController>();
var initialY = player.transform.position.y;
// Act
// Simulate pressing the jump button (requires setting up the input system for tests)
// For simplicity, we'll call a public method here.
// player.Jump();
// Wait for a few physics frames
yield return new WaitForSeconds(0.5f);
// Assert
Assert.Greater(player.transform.position.y, initialY);
}
}
```
## File Organization
### Project Structure
```
Assets/
├── Scenes/
│ ├── MainMenu.unity
│ └── Level01.unity
├── Scripts/
│ ├── Core/
│ │ ├── GameManager.cs
│ │ └── AudioManager.cs
│ ├── Player/
│ │ ├── PlayerController.cs
│ │ └── PlayerHealth.cs
│ ├── Editor/
│ │ └── CustomInspectors.cs
│ └── Data/
│ └── EnemyData.cs
├── Prefabs/
│ ├── Player.prefab
│ └── Enemies/
│ └── Slime.prefab
├── Art/
│ ├── Sprites/
│ └── Animations/
├── Audio/
│ ├── Music/
│ └── SFX/
├── Data/
│ └── ScriptableObjects/
│ └── EnemyData/
└── Tests/
├── EditMode/
│ └── HealthSystemTests.cs
└── PlayMode/
└── PlayerJumpTest.cs
```
## Development Workflow
### Story Implementation Process
1. **Read Story Requirements:**
- Understand acceptance criteria
- Identify technical requirements
- Review performance constraints
2. **Plan Implementation:**
- Identify files to create/modify
- Consider Unity's component-based architecture
- Plan testing approach
3. **Implement Feature:**
- Write clean C# code following all guidelines
- Use established patterns
- Maintain stable FPS performance
4. **Test Implementation:**
- Write edit mode tests for game logic
- Write play mode tests for integration testing
- Test cross-platform functionality
- Validate performance targets
5. **Update Documentation:**
- Mark story checkboxes complete
- Document any deviations
- Update architecture if needed
### Code Review Checklist
- [ ] C# code compiles without errors or warnings.
- [ ] All automated tests pass.
- [ ] Code follows naming conventions and architectural patterns.
- [ ] No expensive operations in `Update()` loops.
- [ ] Public fields/methods are documented with comments.
- [ ] New assets are organized into the correct folders.
## Performance Targets
### Frame Rate Requirements
- **PC/Console**: Maintain a stable 60+ FPS.
- **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end.
- **Optimization**: Use the Unity Profiler to identify and fix performance drops.
### Memory Management
- **Total Memory**: Keep builds under platform-specific limits (e.g., 200MB for a simple mobile game).
- **Garbage Collection**: Minimize GC spikes by avoiding string concatenation, `new` keyword usage in loops, and by pooling objects.
### Loading Performance
- **Initial Load**: Under 5 seconds for game start.
- **Scene Transitions**: Under 2 seconds between scenes. Use asynchronous scene loading.
These guidelines ensure consistent, high-quality game development that meets performance targets and maintains code quality across all implementation stories.

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# Advanced Game Design Elicitation Task
## Purpose
- Provide optional reflective and brainstorming actions to enhance game design content quality
- Enable deeper exploration of game mechanics and player experience through structured elicitation techniques
- Support iterative refinement through multiple game development perspectives
- Apply game-specific critical thinking to design decisions
## Task Instructions
### 1. Game Design Context and Review
[[LLM: When invoked after outputting a game design section:
1. First, provide a brief 1-2 sentence summary of what the user should look for in the section just presented, with game-specific focus (e.g., "Please review the core mechanics for player engagement and implementation feasibility. Pay special attention to how these mechanics create the intended player experience and whether they're technically achievable with Unity.")
2. If the section contains game flow diagrams, level layouts, or system diagrams, explain each diagram briefly with game development context before offering elicitation options (e.g., "The gameplay loop diagram shows how player actions lead to rewards and progression. Notice how each step maintains player engagement and creates opportunities for skill development.")
3. If the section contains multiple game elements (like multiple mechanics, multiple levels, multiple systems, etc.), inform the user they can apply elicitation actions to:
- The entire section as a whole
- Individual game elements within the section (specify which element when selecting an action)
4. Then present the action list as specified below.]]
### 2. Ask for Review and Present Game Design Action List
[[LLM: Ask the user to review the drafted game design section. In the SAME message, inform them that they can suggest additions, removals, or modifications, OR they can select an action by number from the 'Advanced Game Design Elicitation & Brainstorming Actions'. If there are multiple game elements in the section, mention they can specify which element(s) to apply the action to. Then, present ONLY the numbered list (0-9) of these actions. Conclude by stating that selecting 9 will proceed to the next section. Await user selection. If an elicitation action (0-8) is chosen, execute it and then re-offer this combined review/elicitation choice. If option 9 is chosen, or if the user provides direct feedback, proceed accordingly.]]
**Present the numbered list (0-9) with this exact format:**
```text
**Advanced Game Design Elicitation & Brainstorming Actions**
Choose an action (0-9 - 9 to bypass - HELP for explanation of these options):
0. Expand or Contract for Target Audience
1. Explain Game Design Reasoning (Step-by-Step)
2. Critique and Refine from Player Perspective
3. Analyze Game Flow and Mechanic Dependencies
4. Assess Alignment with Player Experience Goals
5. Identify Potential Player Confusion and Design Risks
6. Challenge from Critical Game Design Perspective
7. Explore Alternative Game Design Approaches
8. Hindsight Postmortem: The 'If Only...' Game Design Reflection
9. Proceed / No Further Actions
```
### 2. Processing Guidelines
**Do NOT show:**
- The full protocol text with `[[LLM: ...]]` instructions
- Detailed explanations of each option unless executing or the user asks, when giving the definition you can modify to tie its game development relevance
- Any internal template markup
**After user selection from the list:**
- Execute the chosen action according to the game design protocol instructions below
- Ask if they want to select another action or proceed with option 9 once complete
- Continue until user selects option 9 or indicates completion
## Game Design Action Definitions
0. Expand or Contract for Target Audience
[[LLM: Ask the user whether they want to 'expand' on the game design content (add more detail, elaborate on mechanics, include more examples) or 'contract' it (simplify mechanics, focus on core features, reduce complexity). Also, ask if there's a specific player demographic or experience level they have in mind (casual players, hardcore gamers, children, etc.). Once clarified, perform the expansion or contraction from your current game design role's perspective, tailored to the specified player audience if provided.]]
1. Explain Game Design Reasoning (Step-by-Step)
[[LLM: Explain the step-by-step game design thinking process that you used to arrive at the current proposal for this game content. Focus on player psychology, engagement mechanics, technical feasibility, and how design decisions support the overall player experience goals.]]
2. Critique and Refine from Player Perspective
[[LLM: From your current game design role's perspective, review your last output or the current section for potential player confusion, engagement issues, balance problems, or areas for improvement. Consider how players will actually interact with and experience these systems, then suggest a refined version that better serves player enjoyment and understanding.]]
3. Analyze Game Flow and Mechanic Dependencies
[[LLM: From your game design role's standpoint, examine the content's structure for logical gameplay progression, mechanic interdependencies, and player learning curve. Confirm if game elements are introduced in an effective order that teaches players naturally and maintains engagement throughout the experience.]]
4. Assess Alignment with Player Experience Goals
[[LLM: Evaluate how well the current game design content contributes to the stated player experience goals and core game pillars. Consider whether the mechanics actually create the intended emotions and engagement patterns. Identify any misalignments between design intentions and likely player reactions.]]
5. Identify Potential Player Confusion and Design Risks
[[LLM: Based on your game design expertise, brainstorm potential sources of player confusion, overlooked edge cases in gameplay, balance issues, technical implementation risks, or unintended player behaviors that could emerge from the current design. Consider both new and experienced players' perspectives.]]
6. Challenge from Critical Game Design Perspective
[[LLM: Adopt a critical game design perspective on the current content. If the user specifies another viewpoint (e.g., 'as a casual player', 'as a speedrunner', 'as a mobile player', 'as a technical implementer'), critique the content from that specified perspective. If no other role is specified, play devil's advocate from your game design expertise, arguing against the current design proposal and highlighting potential weaknesses, player experience issues, or implementation challenges. This can include questioning scope creep, unnecessary complexity, or features that don't serve the core player experience.]]
7. Explore Alternative Game Design Approaches
[[LLM: From your game design role's perspective, first broadly brainstorm a range of diverse approaches to achieving the same player experience goals or solving the same design challenge. Consider different genres, mechanics, interaction models, or technical approaches. Then, from this wider exploration, select and present 2-3 distinct alternative design approaches, detailing the pros, cons, player experience implications, and technical feasibility you foresee for each.]]
8. Hindsight Postmortem: The 'If Only...' Game Design Reflection
[[LLM: In your current game design persona, imagine this is a postmortem for a shipped game based on the current design content. What's the one 'if only we had designed/considered/tested X...' that your role would highlight from a game design perspective? Include the imagined player reactions, review scores, or development consequences. This should be both insightful and somewhat humorous, focusing on common game design pitfalls.]]
9. Proceed / No Further Actions
[[LLM: Acknowledge the user's choice to finalize the current game design work, accept the AI's last output as is, or move on to the next step without selecting another action from this list. Prepare to proceed accordingly.]]
## Game Development Context Integration
This elicitation task is specifically designed for game development and should be used in contexts where:
- **Game Mechanics Design**: When defining core gameplay systems and player interactions
- **Player Experience Planning**: When designing for specific emotional responses and engagement patterns
- **Technical Game Architecture**: When balancing design ambitions with implementation realities
- **Game Balance and Progression**: When designing difficulty curves and player advancement systems
- **Platform Considerations**: When adapting designs for different devices and input methods
The questions and perspectives offered should always consider:
- Player psychology and motivation
- Technical feasibility with Unity and C#
- Performance implications for stable frame rate targets
- Cross-platform compatibility (PC, console, mobile)
- Game development best practices and common pitfalls

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# Create Game Development Story Task
## Purpose
Create detailed, actionable game development stories that enable AI developers to implement specific game features in Unity without requiring additional design decisions.
## When to Use
- Breaking down game epics into implementable stories
- Converting GDD features into development tasks
- Preparing work for game developers
- Ensuring clear handoffs from design to development
## Prerequisites
Before creating stories, ensure you have:
- Completed Game Design Document (GDD)
- Game Architecture Document
- Epic definition this story belongs to
- Clear understanding of the specific game feature
## Process
### 1. Story Identification
**Review Epic Context:**
- Understand the epic's overall goal
- Identify specific features that need implementation
- Review any existing stories in the epic
- Ensure no duplicate work
**Feature Analysis:**
- Reference specific GDD sections
- Understand player experience goals
- Identify technical complexity
- Estimate implementation scope
### 2. Story Scoping
**Single Responsibility:**
- Focus on one specific game feature
- Ensure story is completable in 1-3 days
- Break down complex features into multiple stories
- Maintain clear boundaries with other stories
**Implementation Clarity:**
- Define exactly what needs to be built
- Specify all technical requirements
- Include all necessary integration points
- Provide clear success criteria
### 3. Template Execution
**Load Template:**
Use `templates#game-story-tmpl` following all embedded LLM instructions
**Key Focus Areas:**
- Clear, actionable description
- Specific acceptance criteria
- Detailed technical specifications
- Complete implementation task list
- Comprehensive testing requirements
### 4. Story Validation
**Technical Review:**
- Verify all technical specifications are complete
- Ensure integration points are clearly defined
- Confirm file paths match architecture
- Validate C# interfaces and classes
- Check for proper use of prefabs and scenes
**Game Design Alignment:**
- Confirm story implements GDD requirements
- Verify player experience goals are met
- Check balance parameters are included
- Ensure game mechanics are correctly interpreted
**Implementation Readiness:**
- All dependencies identified
- Assets requirements specified
- Testing criteria defined
- Definition of Done complete
### 5. Quality Assurance
**Apply Checklist:**
Execute `checklists#game-story-dod-checklist` against completed story
**Story Criteria:**
- Story is immediately actionable
- No design decisions left to developer
- Technical requirements are complete
- Testing requirements are comprehensive
- Performance requirements are specified
### 6. Story Refinement
**Developer Perspective:**
- Can a developer start implementation immediately?
- Are all technical questions answered?
- Is the scope appropriate for the estimated points?
- Are all dependencies clearly identified?
**Iterative Improvement:**
- Address any gaps or ambiguities
- Clarify complex technical requirements
- Ensure story fits within epic scope
- Verify story points estimation
## Story Elements Checklist
### Required Sections
- [ ] Clear, specific description
- [ ] Complete acceptance criteria (functional, technical, game design)
- [ ] Detailed technical specifications
- [ ] File creation/modification list
- [ ] C# interfaces and classes
- [ ] Integration point specifications
- [ ] Ordered implementation tasks
- [ ] Comprehensive testing requirements
- [ ] Performance criteria
- [ ] Dependencies clearly identified
- [ ] Definition of Done checklist
### Game-Specific Requirements
- [ ] GDD section references
- [ ] Game mechanic implementation details
- [ ] Player experience goals
- [ ] Balance parameters
- [ ] Unity-specific requirements (components, prefabs, scenes)
- [ ] Performance targets (stable frame rate)
- [ ] Cross-platform considerations
### Technical Quality
- [ ] C# best practices compliance
- [ ] Architecture document alignment
- [ ] Code organization follows standards
- [ ] Error handling requirements
- [ ] Memory management considerations
- [ ] Testing strategy defined
## Common Pitfalls
**Scope Issues:**
- Story too large (break into multiple stories)
- Story too vague (add specific requirements)
- Missing dependencies (identify all prerequisites)
- Unclear boundaries (define what's in/out of scope)
**Technical Issues:**
- Missing integration details
- Incomplete technical specifications
- Undefined interfaces or classes
- Missing performance requirements
**Game Design Issues:**
- Not referencing GDD properly
- Missing player experience context
- Unclear game mechanic implementation
- Missing balance parameters
## Success Criteria
**Story Readiness:**
- [ ] Developer can start implementation immediately
- [ ] No additional design decisions required
- [ ] All technical questions answered
- [ ] Testing strategy is complete
- [ ] Performance requirements are clear
- [ ] Story fits within epic scope
**Quality Validation:**
- [ ] Game story DOD checklist passes
- [ ] Architecture alignment confirmed
- [ ] GDD requirements covered
- [ ] Implementation tasks are ordered and specific
- [ ] Dependencies are complete and accurate
## Handoff Protocol
**To Game Developer:**
1. Provide story document
2. Confirm GDD and architecture access
3. Verify all dependencies are met
4. Answer any clarification questions
5. Establish check-in schedule
**Story Status Updates:**
- Draft → Ready for Development
- In Development → Code Review
- Code Review → Testing
- Testing → Done
This task ensures game development stories are immediately actionable and enable efficient AI-driven development of game features in Unity.

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# Game Design Brainstorming Techniques Task
This task provides a comprehensive toolkit of creative brainstorming techniques specifically designed for game design ideation and innovative thinking. The game designer can use these techniques to facilitate productive brainstorming sessions focused on game mechanics, player experience, and creative concepts.
## Process
### 1. Session Setup
[[LLM: Begin by understanding the game design context and goals. Ask clarifying questions if needed to determine the best approach for game-specific ideation.]]
1. **Establish Game Context**
- Understand the game genre or opportunity area
- Identify target audience and platform constraints
- Determine session goals (concept exploration vs. mechanic refinement)
- Clarify scope (full game vs. specific feature)
2. **Select Technique Approach**
- Option A: User selects specific game design techniques
- Option B: Game Designer recommends techniques based on context
- Option C: Random technique selection for creative variety
- Option D: Progressive technique flow (broad concepts to specific mechanics)
### 2. Game Design Brainstorming Techniques
#### Game Concept Expansion Techniques
1. **"What If" Game Scenarios**
[[LLM: Generate provocative what-if questions that challenge game design assumptions and expand thinking beyond current genre limitations.]]
- What if players could rewind time in any genre?
- What if the game world reacted to the player's real-world location?
- What if failure was more rewarding than success?
- What if players controlled the antagonist instead?
- What if the game played itself when no one was watching?
2. **Cross-Genre Fusion**
[[LLM: Help user combine unexpected game genres and mechanics to create unique experiences.]]
- "How might [genre A] mechanics work in [genre B]?"
- Puzzle mechanics in action games
- Dating sim elements in strategy games
- Horror elements in racing games
- Educational content in roguelike structure
3. **Player Motivation Reversal**
[[LLM: Flip traditional player motivations to reveal new gameplay possibilities.]]
- What if losing was the goal?
- What if cooperation was forced in competitive games?
- What if players had to help their enemies?
- What if progress meant giving up abilities?
4. **Core Loop Deconstruction**
[[LLM: Break down successful games to fundamental mechanics and rebuild differently.]]
- What are the essential 3 actions in this game type?
- How could we make each action more interesting?
- What if we changed the order of these actions?
- What if players could skip or automate certain actions?
#### Mechanic Innovation Frameworks
1. **SCAMPER for Game Mechanics**
[[LLM: Guide through each SCAMPER prompt specifically for game design.]]
- **S** = Substitute: What mechanics can be substituted? (walking → flying → swimming)
- **C** = Combine: What systems can be merged? (inventory + character growth)
- **A** = Adapt: What mechanics from other media? (books, movies, sports)
- **M** = Modify/Magnify: What can be exaggerated? (super speed, massive scale)
- **P** = Put to other uses: What else could this mechanic do? (jumping → attacking)
- **E** = Eliminate: What can be removed? (UI, tutorials, fail states)
- **R** = Reverse/Rearrange: What sequence changes? (end-to-start, simultaneous)
2. **Player Agency Spectrum**
[[LLM: Explore different levels of player control and agency across game systems.]]
- Full Control: Direct character movement, combat, building
- Indirect Control: Setting rules, giving commands, environmental changes
- Influence Only: Suggestions, preferences, emotional reactions
- No Control: Observation, interpretation, passive experience
3. **Temporal Game Design**
[[LLM: Explore how time affects gameplay and player experience.]]
- Real-time vs. turn-based mechanics
- Time travel and manipulation
- Persistent vs. session-based progress
- Asynchronous multiplayer timing
- Seasonal and event-based content
#### Player Experience Ideation
1. **Emotion-First Design**
[[LLM: Start with target emotions and work backward to mechanics that create them.]]
- Target Emotion: Wonder → Mechanics: Discovery, mystery, scale
- Target Emotion: Triumph → Mechanics: Challenge, skill growth, recognition
- Target Emotion: Connection → Mechanics: Cooperation, shared goals, communication
- Target Emotion: Flow → Mechanics: Clear feedback, progressive difficulty
2. **Player Archetype Brainstorming**
[[LLM: Design for different player types and motivations.]]
- Achievers: Progression, completion, mastery
- Explorers: Discovery, secrets, world-building
- Socializers: Interaction, cooperation, community
- Killers: Competition, dominance, conflict
- Creators: Building, customization, expression
3. **Accessibility-First Innovation**
[[LLM: Generate ideas that make games more accessible while creating new gameplay.]]
- Visual impairment considerations leading to audio-focused mechanics
- Motor accessibility inspiring one-handed or simplified controls
- Cognitive accessibility driving clear feedback and pacing
- Economic accessibility creating free-to-play innovations
#### Narrative and World Building
1. **Environmental Storytelling**
[[LLM: Brainstorm ways the game world itself tells stories without explicit narrative.]]
- How does the environment show history?
- What do interactive objects reveal about characters?
- How can level design communicate mood?
- What stories do systems and mechanics tell?
2. **Player-Generated Narrative**
[[LLM: Explore ways players create their own stories through gameplay.]]
- Emergent storytelling through player choices
- Procedural narrative generation
- Player-to-player story sharing
- Community-driven world events
3. **Genre Expectation Subversion**
[[LLM: Identify and deliberately subvert player expectations within genres.]]
- Fantasy RPG where magic is mundane
- Horror game where monsters are friendly
- Racing game where going slow is optimal
- Puzzle game where there are multiple correct answers
#### Technical Innovation Inspiration
1. **Platform-Specific Design**
[[LLM: Generate ideas that leverage unique platform capabilities.]]
- Mobile: GPS, accelerometer, camera, always-connected
- Web: URLs, tabs, social sharing, real-time collaboration
- Console: Controllers, TV viewing, couch co-op
- VR/AR: Physical movement, spatial interaction, presence
2. **Constraint-Based Creativity**
[[LLM: Use technical or design constraints as creative catalysts.]]
- One-button games
- Games without graphics
- Games that play in notification bars
- Games using only system sounds
- Games with intentionally bad graphics
### 3. Game-Specific Technique Selection
[[LLM: Help user select appropriate techniques based on their specific game design needs.]]
**For Initial Game Concepts:**
- What If Game Scenarios
- Cross-Genre Fusion
- Emotion-First Design
**For Stuck/Blocked Creativity:**
- Player Motivation Reversal
- Constraint-Based Creativity
- Genre Expectation Subversion
**For Mechanic Development:**
- SCAMPER for Game Mechanics
- Core Loop Deconstruction
- Player Agency Spectrum
**For Player Experience:**
- Player Archetype Brainstorming
- Emotion-First Design
- Accessibility-First Innovation
**For World Building:**
- Environmental Storytelling
- Player-Generated Narrative
- Platform-Specific Design
### 4. Game Design Session Flow
[[LLM: Guide the brainstorming session with appropriate pacing for game design exploration.]]
1. **Inspiration Phase** (10-15 min)
- Reference existing games and mechanics
- Explore player experiences and emotions
- Gather visual and thematic inspiration
2. **Divergent Exploration** (25-35 min)
- Generate many game concepts or mechanics
- Use expansion and fusion techniques
- Encourage wild and impossible ideas
3. **Player-Centered Filtering** (15-20 min)
- Consider target audience reactions
- Evaluate emotional impact and engagement
- Group ideas by player experience goals
4. **Feasibility and Synthesis** (15-20 min)
- Assess technical and design feasibility
- Combine complementary ideas
- Develop most promising concepts
### 5. Game Design Output Format
[[LLM: Present brainstorming results in a format useful for game development.]]
**Session Summary:**
- Techniques used and focus areas
- Total concepts/mechanics generated
- Key themes and patterns identified
**Game Concept Categories:**
1. **Core Game Ideas** - Complete game concepts ready for prototyping
2. **Mechanic Innovations** - Specific gameplay mechanics to explore
3. **Player Experience Goals** - Emotional and engagement targets
4. **Technical Experiments** - Platform or technology-focused concepts
5. **Long-term Vision** - Ambitious ideas for future development
**Development Readiness:**
**Prototype-Ready Ideas:**
- Ideas that can be tested immediately
- Minimum viable implementations
- Quick validation approaches
**Research-Required Ideas:**
- Concepts needing technical investigation
- Player testing and market research needs
- Competitive analysis requirements
**Future Innovation Pipeline:**
- Ideas requiring significant development
- Technology-dependent concepts
- Market timing considerations
**Next Steps:**
- Which concepts to prototype first
- Recommended research areas
- Suggested playtesting approaches
- Documentation and GDD planning
## Game Design Specific Considerations
### Platform and Audience Awareness
- Always consider target platform limitations and advantages
- Keep target audience preferences and expectations in mind
- Balance innovation with familiar game design patterns
- Consider monetization and business model implications
### Rapid Prototyping Mindset
- Focus on ideas that can be quickly tested
- Emphasize core mechanics over complex features
- Design for iteration and player feedback
- Consider digital and paper prototyping approaches
### Player Psychology Integration
- Understand motivation and engagement drivers
- Consider learning curves and skill development
- Design for different play session lengths
- Balance challenge and reward appropriately
### Technical Feasibility
- Keep development resources and timeline in mind
- Consider art and audio asset requirements
- Think about performance and optimization needs
- Plan for testing and debugging complexity
## Important Notes for Game Design Sessions
- Encourage "impossible" ideas - constraints can be added later
- Build on game mechanics that have proven engagement
- Consider how ideas scale from prototype to full game
- Document player experience goals alongside mechanics
- Think about community and social aspects of gameplay
- Consider accessibility and inclusivity from the start
- Balance innovation with market viability
- Plan for iteration based on player feedback

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template:
id: game-architecture-template-v2
name: Game Architecture Document
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-architecture.md"
title: "{{game_title}} Game Architecture Document"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game architecture document specifically for Unity + C# projects. This should provide the technical foundation for all game development stories and epics.
If available, review any provided documents: Game Design Document (GDD), Technical Preferences. This architecture should support all game mechanics defined in the GDD.
- id: introduction
title: Introduction
instruction: Establish the document's purpose and scope for game development
content: |
This document outlines the complete technical architecture for {{Game Title}}, a 2D game built with Unity and C#. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining stable performance and cross-platform compatibility.
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: technical-overview
title: Technical Overview
instruction: Present all subsections together, then apply `tasks#advanced-elicitation` protocol to the complete section.
sections:
- id: architecture-summary
title: Architecture Summary
instruction: |
Provide a comprehensive overview covering:
- Game engine choice and configuration
- Project structure and organization
- Key systems and their interactions
- Performance and optimization strategy
- How this architecture achieves GDD requirements
- id: platform-targets
title: Platform Targets
instruction: Based on GDD requirements, confirm platform support
template: |
**Primary Platform:** {{primary_platform}}
**Secondary Platforms:** {{secondary_platforms}}
**Minimum Requirements:** {{min_specs}}
**Target Performance:** Stable frame rate on {{target_device}}
- id: technology-stack
title: Technology Stack
template: |
**Core Engine:** Unity 2022 LTS or newer
**Language:** C# 10+
**Build Tool:** Unity Build Pipeline
**Package Manager:** Unity Package Manager
**Testing:** Unity Test Framework (NUnit)
**Deployment:** {{deployment_platform}}
- id: project-structure
title: Project Structure
instruction: Define the complete project organization that developers will follow
sections:
- id: repository-organization
title: Repository Organization
instruction: Design a clear folder structure for game development
type: code
language: text
template: |
{{game_name}}/
├── Assets/
│ ├── Scenes/ # Game scenes
│ ├── Scripts/ # C# scripts
│ ├── Prefabs/ # Reusable game objects
│ ├── Art/ # Art assets
│ ├── Audio/ # Audio assets
│ ├── Data/ # ScriptableObjects and other data
│ └── Tests/ # Unity Test Framework tests
├── Packages/ # Package Manager manifest
└── ProjectSettings/ # Unity project settings
- id: module-organization
title: Module Organization
instruction: Define how TypeScript modules should be organized
sections:
- id: scene-structure
title: Scene Structure
type: bullet-list
template: |
- Each scene in separate file
- Scene-specific logic contained in scripts within the scene
- Use a loading scene for asynchronous loading
- id: game-object-pattern
title: Game Object Pattern
type: bullet-list
template: |
- Component-based architecture using MonoBehaviours
- Reusable game objects as prefabs
- Data-driven design with ScriptableObjects
- id: system-architecture
title: System Architecture
type: bullet-list
template: |
- Singleton managers for global systems (e.g., GameManager, AudioManager)
- Event-driven communication using UnityEvents or C# events
- Clear separation of concerns between components
- id: core-game-systems
title: Core Game Systems
instruction: Detail each major system that needs to be implemented. Each system should be specific enough for developers to create implementation stories.
sections:
- id: scene-management
title: Scene Management System
template: |
**Purpose:** Handle game flow and scene transitions
**Key Components:**
- Asynchronous scene loading and unloading
- Data passing between scenes using a persistent manager or ScriptableObject
- Loading screens with progress bars
**Implementation Requirements:**
- A `SceneLoader` class to manage all scene transitions
- A loading scene to handle asynchronous loading
- A `GameManager` to persist between scenes and hold necessary data
**Files to Create:**
- `Assets/Scripts/Core/SceneLoader.cs`
- `Assets/Scenes/Loading.unity`
- id: game-state-management
title: Game State Management
template: |
**Purpose:** Track player progress and game status
**State Categories:**
- Player progress (levels, unlocks)
- Game settings (audio, controls)
- Session data (current level, score)
- Persistent data (achievements, statistics)
**Implementation Requirements:**
- A `SaveManager` class to handle saving and loading data to a file
- Use of `ScriptableObject`s to hold game state data
- State validation and error recovery
**Files to Create:**
- `Assets/Scripts/Core/SaveManager.cs`
- `Assets/Data/ScriptableObjects/GameState.cs`
- id: asset-management
title: Asset Management System
template: |
**Purpose:** Efficient loading and management of game assets
**Asset Categories:**
- Sprites and textures
- Audio clips and music
- Prefabs and scene files
- ScriptableObjects
**Implementation Requirements:**
- Use of Addressables for dynamic asset loading
- Asset bundles for platform-specific assets
- Memory management for large assets
**Files to Create:**
- `Assets/Scripts/Core/AssetManager.cs` (if needed for complex scenarios)
- id: input-management
title: Input Management System
template: |
**Purpose:** Handle all player input across platforms
**Input Types:**
- Keyboard controls
- Mouse/pointer interaction
- Touch gestures (mobile)
- Gamepad support
**Implementation Requirements:**
- Use the new Unity Input System
- Create Action Maps for different input contexts
- Use the `PlayerInput` component for easy player input handling
**Files to Create:**
- `Assets/Settings/InputActions.inputactions`
- id: game-mechanics-systems
title: Game Mechanics Systems
instruction: For each major mechanic defined in the GDD, create a system specification
repeatable: true
sections:
- id: mechanic-system
title: "{{mechanic_name}} System"
template: |
**Purpose:** {{system_purpose}}
**Core Functionality:**
- {{feature_1}}
- {{feature_2}}
- {{feature_3}}
**Dependencies:** {{required_systems}}
**Performance Considerations:** {{optimization_notes}}
**Files to Create:**
- `Assets/Scripts/Mechanics/{{SystemName}}.cs`
- `Assets/Prefabs/{{RelatedObject}}.prefab`
- id: physics-collision
title: Physics & Collision System
template: |
**Physics Engine:** Unity 2D Physics
**Collision Categories:**
- Player collision
- Enemy interactions
- Environmental objects
- Collectibles and items
**Implementation Requirements:**
- Use the Layer Collision Matrix to optimize collision detection
- Use `Rigidbody2D` for physics-based movement
- Use `Collider2D` components for collision shapes
**Files to Create:**
- (No new files, but configure `ProjectSettings/DynamicsManager.asset`)
- id: audio-system
title: Audio System
template: |
**Audio Requirements:**
- Background music with looping
- Sound effects for actions
- Audio settings and volume control
- Mobile audio optimization
**Implementation Features:**
- An `AudioManager` singleton to play sounds and music
- Use of `AudioMixer` to control volume levels
- Object pooling for frequently played sound effects
**Files to Create:**
- `Assets/Scripts/Core/AudioManager.cs`
- id: ui-system
title: UI System
template: |
**UI Components:**
- HUD elements (score, health, etc.)
- Menu navigation
- Modal dialogs
- Settings screens
**Implementation Requirements:**
- Use UI Toolkit or UGUI for building user interfaces
- Create a `UIManager` to manage UI elements
- Use events to update UI from game logic
**Files to Create:**
- `Assets/Scripts/UI/UIManager.cs`
- `Assets/UI/` (folder for UI assets and prefabs)
- id: performance-architecture
title: Performance Architecture
instruction: Define performance requirements and optimization strategies
sections:
- id: performance-targets
title: Performance Targets
template: |
**Frame Rate:** Stable frame rate, 60+ FPS on target platforms
**Memory Usage:** <{{memory_limit}}MB total
**Load Times:** <{{initial_load}}s initial, <{{level_load}}s per level
**Battery Optimization:** Reduced updates when not visible
- id: optimization-strategies
title: Optimization Strategies
sections:
- id: object-pooling
title: Object Pooling
type: bullet-list
template: |
- Bullets and projectiles
- Particle effects
- Enemy objects
- UI elements
- id: asset-optimization
title: Asset Optimization
type: bullet-list
template: |
- Sprite atlases
- Audio compression
- Mipmaps for textures
- id: rendering-optimization
title: Rendering Optimization
type: bullet-list
template: |
- Use the 2D Renderer
- Batching for sprites
- Culling off-screen objects
- id: optimization-files
title: Files to Create
type: bullet-list
template: |
- `Assets/Scripts/Core/ObjectPool.cs`
- id: game-configuration
title: Game Configuration
instruction: Define all configurable aspects of the game
sections:
- id: game-balance-configuration
title: Game Balance Configuration
instruction: Based on GDD, define configurable game parameters using ScriptableObjects
type: code
language: c#
template: |
// Assets/Scripts/Data/GameBalance.cs
using UnityEngine;
[CreateAssetMenu(fileName = "GameBalance", menuName = "Game/Game Balance")]
public class GameBalance : ScriptableObject
{
public PlayerStats playerStats;
public EnemyStats enemyStats;
}
[System.Serializable]
public class PlayerStats
{
public float speed;
public int maxHealth;
}
[System.Serializable]
public class EnemyStats
{
public float speed;
public int maxHealth;
public int damage;
}
- id: development-guidelines
title: Development Guidelines
instruction: Provide coding standards specific to game development
sections:
- id: c#-standards
title: C# Standards
sections:
- id: code-style
title: Code Style
type: bullet-list
template: |
- Follow .NET coding conventions
- Use namespaces to organize code
- Write clean, readable, and maintainable code
- id: unity-best-practices
title: Unity Best Practices
sections:
- id: general-best-practices
title: General Best Practices
type: bullet-list
template: |
- Use the `[SerializeField]` attribute to expose private fields in the Inspector
- Avoid using `GameObject.Find()` in `Update()`
- Cache component references in `Awake()` or `Start()`
- id: component-design
title: Component Design
type: bullet-list
template: |
- Follow the Single Responsibility Principle
- Use events for communication between components
- Use ScriptableObjects for data
- id: scene-management-practices
title: Scene Management
type: bullet-list
template: |
- Use a loading scene for asynchronous loading
- Keep scenes small and focused
- id: testing-strategy
title: Testing Strategy
sections:
- id: unit-testing
title: Unit Testing
type: bullet-list
template: |
- Use the Unity Test Framework (Edit Mode tests)
- Test C# logic in isolation
- id: integration-testing
title: Integration Testing
type: bullet-list
template: |
- Use the Unity Test Framework (Play Mode tests)
- Test the interaction between components and systems
- id: test-files
title: Files to Create
type: bullet-list
template: |
- `Assets/Tests/EditMode/`
- `Assets/Tests/PlayMode/`
- id: deployment-architecture
title: Deployment Architecture
instruction: Define how the game will be built and deployed
sections:
- id: build-process
title: Build Process
sections:
- id: development-build
title: Development Build
type: bullet-list
template: |
- Enable "Development Build" in Build Settings
- Use the Profiler to analyze performance
- id: production-build
title: Production Build
type: bullet-list
template: |
- Disable "Development Build"
- Use IL2CPP for better performance
- Configure platform-specific settings
- id: deployment-strategy
title: Deployment Strategy
sections:
- id: platform-deployment
title: Platform Deployment
type: bullet-list
template: |
- Configure player settings for each target platform
- Use Unity Cloud Build for automated builds
- Follow platform-specific guidelines for submission
- id: implementation-roadmap
title: Implementation Roadmap
instruction: Break down the architecture implementation into phases that align with the GDD development phases
sections:
- id: phase-1-foundation
title: "Phase 1: Foundation ({{duration}})"
sections:
- id: phase-1-core
title: Core Systems
type: bullet-list
template: |
- Project setup and configuration
- Basic scene management
- Asset loading pipeline
- Input handling framework
- id: phase-1-epics
title: Story Epics
type: bullet-list
template: |
- "Engine Setup and Configuration"
- "Basic Scene Management System"
- "Asset Loading Foundation"
- id: phase-2-game-systems
title: "Phase 2: Game Systems ({{duration}})"
sections:
- id: phase-2-gameplay
title: Gameplay Systems
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Physics and collision system
- Game state management
- UI framework
- id: phase-2-epics
title: Story Epics
type: bullet-list
template: |
- "{{primary_mechanic}} System Implementation"
- "Physics and Collision Framework"
- "Game State Management System"
- id: phase-3-content-polish
title: "Phase 3: Content & Polish ({{duration}})"
sections:
- id: phase-3-content
title: Content Systems
type: bullet-list
template: |
- Level loading and management
- Audio system integration
- Performance optimization
- Final polish and testing
- id: phase-3-epics
title: Story Epics
type: bullet-list
template: |
- "Level Management System"
- "Audio Integration and Optimization"
- "Performance Optimization and Testing"
- id: risk-assessment
title: Risk Assessment
instruction: Identify potential technical risks and mitigation strategies
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---------------------------- | ----------- | ---------- | ------------------- |
| Performance issues on mobile | {{prob}} | {{impact}} | {{mitigation}} |
| Asset loading bottlenecks | {{prob}} | {{impact}} | {{mitigation}} |
| Cross-platform compatibility | {{prob}} | {{impact}} | {{mitigation}} |
- id: success-criteria
title: Success Criteria
instruction: Define measurable technical success criteria
sections:
- id: technical-metrics
title: Technical Metrics
type: bullet-list
template: |
- All systems implemented per specification
- Performance targets met consistently
- Zero critical bugs in core systems
- Successful deployment across target platforms
- id: code-quality
title: Code Quality
type: bullet-list
template: |
- 90%+ test coverage on game logic
- Zero C# compiler errors or warnings
- Consistent adherence to coding standards
- Comprehensive documentation coverage

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template:
id: game-brief-template-v2
name: Game Brief
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-brief.md"
title: "{{game_title}} Game Brief"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive game brief that serves as the foundation for all subsequent game development work. The brief should capture the essential vision, scope, and requirements needed to create a detailed Game Design Document.
This brief is typically created early in the ideation process, often after brainstorming sessions, to crystallize the game concept before moving into detailed design.
- id: game-vision
title: Game Vision
instruction: Establish the core vision and identity of the game. Present each subsection and gather user feedback before proceeding.
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly capture what the game is and why it will be compelling to players
- id: elevator-pitch
title: Elevator Pitch
instruction: Single sentence that captures the essence of the game in a memorable way
template: |
**"{{game_description_in_one_sentence}}"**
- id: vision-statement
title: Vision Statement
instruction: Inspirational statement about what the game will achieve for players and why it matters
- id: target-market
title: Target Market
instruction: Define the audience and market context. Apply `tasks#advanced-elicitation` after presenting this section.
sections:
- id: primary-audience
title: Primary Audience
template: |
**Demographics:** {{age_range}}, {{platform_preference}}, {{gaming_experience}}
**Psychographics:** {{interests}}, {{motivations}}, {{play_patterns}}
**Gaming Preferences:** {{preferred_genres}}, {{session_length}}, {{difficulty_preference}}
- id: secondary-audiences
title: Secondary Audiences
template: |
**Audience 2:** {{description}}
**Audience 3:** {{description}}
- id: market-context
title: Market Context
template: |
**Genre:** {{primary_genre}} / {{secondary_genre}}
**Platform Strategy:** {{platform_focus}}
**Competitive Positioning:** {{differentiation_statement}}
- id: game-fundamentals
title: Game Fundamentals
instruction: Define the core gameplay elements. Each subsection should be specific enough to guide detailed design work.
sections:
- id: core-gameplay-pillars
title: Core Gameplay Pillars
instruction: 3-5 fundamental principles that guide all design decisions
type: numbered-list
template: |
**{{pillar_name}}** - {{description_and_rationale}}
- id: primary-mechanics
title: Primary Mechanics
instruction: List the 3-5 most important gameplay mechanics that define the player experience
repeatable: true
template: |
**Core Mechanic: {{mechanic_name}}**
- **Description:** {{how_it_works}}
- **Player Value:** {{why_its_fun}}
- **Implementation Scope:** {{complexity_estimate}}
- id: player-experience-goals
title: Player Experience Goals
instruction: Define what emotions and experiences the game should create for players
template: |
**Primary Experience:** {{main_emotional_goal}}
**Secondary Experiences:** {{supporting_emotional_goals}}
**Engagement Pattern:** {{how_player_engagement_evolves}}
- id: scope-constraints
title: Scope and Constraints
instruction: Define the boundaries and limitations that will shape development. Apply `tasks#advanced-elicitation` to clarify any constraints.
sections:
- id: project-scope
title: Project Scope
template: |
**Game Length:** {{estimated_content_hours}}
**Content Volume:** {{levels_areas_content_amount}}
**Feature Complexity:** {{simple|moderate|complex}}
**Scope Comparison:** "Similar to {{reference_game}} but with {{key_differences}}"
- id: technical-constraints
title: Technical Constraints
template: |
**Platform Requirements:**
- Primary: {{platform_1}} - {{requirements}}
- Secondary: {{platform_2}} - {{requirements}}
**Technical Specifications:**
- Engine: Unity & C#
- Performance Target: {{fps_target}} FPS on {{target_device}}
- Memory Budget: <{{memory_limit}}MB
- Load Time Goal: <{{load_time_seconds}}s
- id: resource-constraints
title: Resource Constraints
template: |
**Team Size:** {{team_composition}}
**Timeline:** {{development_duration}}
**Budget Considerations:** {{budget_constraints_or_targets}}
**Asset Requirements:** {{art_audio_content_needs}}
- id: business-constraints
title: Business Constraints
condition: has_business_goals
template: |
**Monetization Model:** {{free|premium|freemium|subscription}}
**Revenue Goals:** {{revenue_targets_if_applicable}}
**Platform Requirements:** {{store_certification_needs}}
**Launch Timeline:** {{target_launch_window}}
- id: reference-framework
title: Reference Framework
instruction: Provide context through references and competitive analysis
sections:
- id: inspiration-games
title: Inspiration Games
sections:
- id: primary-references
title: Primary References
type: numbered-list
repeatable: true
template: |
**{{reference_game}}** - {{what_we_learn_from_it}}
- id: competitive-analysis
title: Competitive Analysis
template: |
**Direct Competitors:**
- {{competitor_1}}: {{strengths_and_weaknesses}}
- {{competitor_2}}: {{strengths_and_weaknesses}}
**Differentiation Strategy:**
{{how_we_differ_and_why_thats_valuable}}
- id: market-opportunity
title: Market Opportunity
template: |
**Market Gap:** {{underserved_need_or_opportunity}}
**Timing Factors:** {{why_now_is_the_right_time}}
**Success Metrics:** {{how_well_measure_success}}
- id: content-framework
title: Content Framework
instruction: Outline the content structure and progression without full design detail
sections:
- id: game-structure
title: Game Structure
template: |
**Overall Flow:** {{linear|hub_world|open_world|procedural}}
**Progression Model:** {{how_players_advance}}
**Session Structure:** {{typical_play_session_flow}}
- id: content-categories
title: Content Categories
template: |
**Core Content:**
- {{content_type_1}}: {{quantity_and_description}}
- {{content_type_2}}: {{quantity_and_description}}
**Optional Content:**
- {{optional_content_type}}: {{quantity_and_description}}
**Replay Elements:**
- {{replayability_features}}
- id: difficulty-accessibility
title: Difficulty and Accessibility
template: |
**Difficulty Approach:** {{how_challenge_is_structured}}
**Accessibility Features:** {{planned_accessibility_support}}
**Skill Requirements:** {{what_skills_players_need}}
- id: art-audio-direction
title: Art and Audio Direction
instruction: Establish the aesthetic vision that will guide asset creation
sections:
- id: visual-style
title: Visual Style
template: |
**Art Direction:** {{style_description}}
**Reference Materials:** {{visual_inspiration_sources}}
**Technical Approach:** {{2d_style_pixel_vector_etc}}
**Color Strategy:** {{color_palette_mood}}
- id: audio-direction
title: Audio Direction
template: |
**Music Style:** {{genre_and_mood}}
**Sound Design:** {{audio_personality}}
**Implementation Needs:** {{technical_audio_requirements}}
- id: ui-ux-approach
title: UI/UX Approach
template: |
**Interface Style:** {{ui_aesthetic}}
**User Experience Goals:** {{ux_priorities}}
**Platform Adaptations:** {{cross_platform_considerations}}
- id: risk-assessment
title: Risk Assessment
instruction: Identify potential challenges and mitigation strategies
sections:
- id: technical-risks
title: Technical Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{technical_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: design-risks
title: Design Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{design_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: market-risks
title: Market Risks
type: table
template: |
| Risk | Probability | Impact | Mitigation Strategy |
| ---- | ----------- | ------ | ------------------- |
| {{market_risk}} | {{high|med|low}} | {{high|med|low}} | {{mitigation_approach}} |
- id: success-criteria
title: Success Criteria
instruction: Define measurable goals for the project
sections:
- id: player-experience-metrics
title: Player Experience Metrics
template: |
**Engagement Goals:**
- Tutorial completion rate: >{{percentage}}%
- Average session length: {{duration}} minutes
- Player retention: D1 {{d1}}%, D7 {{d7}}%, D30 {{d30}}%
**Quality Benchmarks:**
- Player satisfaction: >{{rating}}/10
- Completion rate: >{{percentage}}%
- Technical performance: {{fps_target}} FPS consistent
- id: development-metrics
title: Development Metrics
template: |
**Technical Targets:**
- Zero critical bugs at launch
- Performance targets met on all platforms
- Load times under {{seconds}}s
**Process Goals:**
- Development timeline adherence
- Feature scope completion
- Quality assurance standards
- id: business-metrics
title: Business Metrics
condition: has_business_goals
template: |
**Commercial Goals:**
- {{revenue_target}} in first {{time_period}}
- {{user_acquisition_target}} players in first {{time_period}}
- {{retention_target}} monthly active users
- id: next-steps
title: Next Steps
instruction: Define immediate actions following the brief completion
sections:
- id: immediate-actions
title: Immediate Actions
type: numbered-list
template: |
**{{action_item}}** - {{details_and_timeline}}
- id: development-roadmap
title: Development Roadmap
sections:
- id: phase-1-preproduction
title: "Phase 1: Pre-Production ({{duration}})"
type: bullet-list
template: |
- Detailed Game Design Document creation
- Technical architecture planning
- Art style exploration and pipeline setup
- id: phase-2-prototype
title: "Phase 2: Prototype ({{duration}})"
type: bullet-list
template: |
- Core mechanic implementation
- Technical proof of concept
- Initial playtesting and iteration
- id: phase-3-production
title: "Phase 3: Production ({{duration}})"
type: bullet-list
template: |
- Full feature development
- Content creation and integration
- Comprehensive testing and optimization
- id: documentation-pipeline
title: Documentation Pipeline
sections:
- id: required-documents
title: Required Documents
type: numbered-list
template: |
Game Design Document (GDD) - {{target_completion}}
Technical Architecture Document - {{target_completion}}
Art Style Guide - {{target_completion}}
Production Plan - {{target_completion}}
- id: validation-plan
title: Validation Plan
template: |
**Concept Testing:**
- {{validation_method_1}} - {{timeline}}
- {{validation_method_2}} - {{timeline}}
**Prototype Testing:**
- {{testing_approach}} - {{timeline}}
- {{feedback_collection_method}} - {{timeline}}
- id: appendices
title: Appendices
sections:
- id: research-materials
title: Research Materials
instruction: Include any supporting research, competitive analysis, or market data that informed the brief
- id: brainstorming-notes
title: Brainstorming Session Notes
instruction: Reference any brainstorming sessions that led to this brief
- id: stakeholder-input
title: Stakeholder Input
instruction: Include key input from stakeholders that shaped the vision
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |

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template:
id: game-design-doc-template-v2
name: Game Design Document (GDD)
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-game-design-document.md"
title: "{{game_title}} Game Design Document (GDD)"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates a comprehensive Game Design Document that will serve as the foundation for all game development work. The GDD should be detailed enough that developers can create user stories and epics from it. Focus on gameplay systems, mechanics, and technical requirements that can be broken down into implementable features.
If available, review any provided documents or ask if any are optionally available: Project Brief, Market Research, Competitive Analysis
- id: executive-summary
title: Executive Summary
instruction: Create a compelling overview that captures the essence of the game. Present this section first and get user feedback before proceeding.
sections:
- id: core-concept
title: Core Concept
instruction: 2-3 sentences that clearly describe what the game is and why players will love it
- id: target-audience
title: Target Audience
instruction: Define the primary and secondary audience with demographics and gaming preferences
template: |
**Primary:** {{age_range}}, {{player_type}}, {{platform_preference}}
**Secondary:** {{secondary_audience}}
- id: platform-technical
title: Platform & Technical Requirements
instruction: Based on the technical preferences or user input, define the target platforms
template: |
**Primary Platform:** {{platform}}
**Engine:** Unity & C#
**Performance Target:** Stable FPS on {{minimum_device}}
**Screen Support:** {{resolution_range}}
- id: unique-selling-points
title: Unique Selling Points
instruction: List 3-5 key features that differentiate this game from competitors
type: numbered-list
template: "{{usp}}"
- id: core-gameplay
title: Core Gameplay
instruction: This section defines the fundamental game mechanics. After presenting each subsection, apply `tasks#advanced-elicitation` protocol to ensure completeness.
sections:
- id: game-pillars
title: Game Pillars
instruction: Define 3-5 core pillars that guide all design decisions. These should be specific and actionable.
type: numbered-list
template: |
**{{pillar_name}}** - {{description}}
- id: core-gameplay-loop
title: Core Gameplay Loop
instruction: Define the 30-60 second loop that players will repeat. Be specific about timing and player actions.
template: |
**Primary Loop ({{duration}} seconds):**
1. {{action_1}} ({{time_1}}s)
2. {{action_2}} ({{time_2}}s)
3. {{action_3}} ({{time_3}}s)
4. {{reward_feedback}} ({{time_4}}s)
- id: win-loss-conditions
title: Win/Loss Conditions
instruction: Clearly define success and failure states
template: |
**Victory Conditions:**
- {{win_condition_1}}
- {{win_condition_2}}
**Failure States:**
- {{loss_condition_1}}
- {{loss_condition_2}}
- id: game-mechanics
title: Game Mechanics
instruction: Detail each major mechanic that will need to be implemented. Each mechanic should be specific enough for developers to create implementation stories.
sections:
- id: primary-mechanics
title: Primary Mechanics
repeatable: true
sections:
- id: mechanic
title: "{{mechanic_name}}"
template: |
**Description:** {{detailed_description}}
**Player Input:** {{input_method}}
**System Response:** {{game_response}}
**Implementation Notes:**
- {{tech_requirement_1}}
- {{tech_requirement_2}}
- {{performance_consideration}}
**Dependencies:** {{other_mechanics_needed}}
- id: controls
title: Controls
instruction: Define all input methods for different platforms
type: table
template: |
| Action | Desktop | Mobile | Gamepad |
| ------ | ------- | ------ | ------- |
| {{action}} | {{key}} | {{gesture}} | {{button}} |
- id: progression-balance
title: Progression & Balance
instruction: Define how players advance and how difficulty scales. This section should provide clear parameters for implementation.
sections:
- id: player-progression
title: Player Progression
template: |
**Progression Type:** {{linear|branching|metroidvania}}
**Key Milestones:**
1. **{{milestone_1}}** - {{unlock_description}}
2. **{{milestone_2}}** - {{unlock_description}}
3. **{{milestone_3}}** - {{unlock_description}}
- id: difficulty-curve
title: Difficulty Curve
instruction: Provide specific parameters for balancing
template: |
**Tutorial Phase:** {{duration}} - {{difficulty_description}}
**Early Game:** {{duration}} - {{difficulty_description}}
**Mid Game:** {{duration}} - {{difficulty_description}}
**Late Game:** {{duration}} - {{difficulty_description}}
- id: economy-resources
title: Economy & Resources
condition: has_economy
instruction: Define any in-game currencies, resources, or collectibles
type: table
template: |
| Resource | Earn Rate | Spend Rate | Purpose | Cap |
| -------- | --------- | ---------- | ------- | --- |
| {{resource}} | {{rate}} | {{rate}} | {{use}} | {{max}} |
- id: level-design-framework
title: Level Design Framework
instruction: Provide guidelines for level creation that developers can use to create level implementation stories
sections:
- id: level-types
title: Level Types
repeatable: true
sections:
- id: level-type
title: "{{level_type_name}}"
template: |
**Purpose:** {{gameplay_purpose}}
**Duration:** {{target_time}}
**Key Elements:** {{required_mechanics}}
**Difficulty:** {{relative_difficulty}}
**Structure Template:**
- Introduction: {{intro_description}}
- Challenge: {{main_challenge}}
- Resolution: {{completion_requirement}}
- id: level-progression
title: Level Progression
template: |
**World Structure:** {{linear|hub|open}}
**Total Levels:** {{number}}
**Unlock Pattern:** {{progression_method}}
- id: technical-specifications
title: Technical Specifications
instruction: Define technical requirements that will guide architecture and implementation decisions. Review any existing technical preferences.
sections:
- id: performance-requirements
title: Performance Requirements
template: |
**Frame Rate:** Stable FPS (minimum 30 FPS on low-end devices)
**Memory Usage:** <{{memory_limit}}MB
**Load Times:** <{{load_time}}s initial, <{{level_load}}s between levels
**Battery Usage:** Optimized for mobile devices
- id: platform-specific
title: Platform Specific
template: |
**Desktop:**
- Resolution: {{min_resolution}} - {{max_resolution}}
- Input: Keyboard, Mouse, Gamepad
- Browser: Chrome 80+, Firefox 75+, Safari 13+
**Mobile:**
- Resolution: {{mobile_min}} - {{mobile_max}}
- Input: Touch, Tilt (optional)
- OS: iOS 13+, Android 8+
- id: asset-requirements
title: Asset Requirements
instruction: Define asset specifications for the art and audio teams
template: |
**Visual Assets:**
- Art Style: {{style_description}}
- Color Palette: {{color_specification}}
- Animation: {{animation_requirements}}
- UI Resolution: {{ui_specs}}
**Audio Assets:**
- Music Style: {{music_genre}}
- Sound Effects: {{sfx_requirements}}
- Voice Acting: {{voice_needs}}
- id: technical-architecture-requirements
title: Technical Architecture Requirements
instruction: Define high-level technical requirements that the game architecture must support
sections:
- id: engine-configuration
title: Engine Configuration
template: |
**Unity Setup:**
- C#: Latest stable version
- Physics: 2D Physics
- Renderer: 2D Renderer (URP)
- Input System: New Input System
- id: code-architecture
title: Code Architecture
template: |
**Required Systems:**
- Scene Management
- State Management
- Asset Loading
- Save/Load System
- Input Management
- Audio System
- Performance Monitoring
- id: data-management
title: Data Management
template: |
**Save Data:**
- Progress tracking
- Settings persistence
- Statistics collection
- {{additional_data}}
- id: development-phases
title: Development Phases
instruction: Break down the development into phases that can be converted to epics
sections:
- id: phase-1-core-systems
title: "Phase 1: Core Systems ({{duration}})"
sections:
- id: foundation-epic
title: "Epic: Foundation"
type: bullet-list
template: |
- Engine setup and configuration
- Basic scene management
- Core input handling
- Asset loading pipeline
- id: core-mechanics-epic
title: "Epic: Core Mechanics"
type: bullet-list
template: |
- {{primary_mechanic}} implementation
- Basic physics and collision
- Player controller
- id: phase-2-gameplay-features
title: "Phase 2: Gameplay Features ({{duration}})"
sections:
- id: game-systems-epic
title: "Epic: Game Systems"
type: bullet-list
template: |
- {{mechanic_2}} implementation
- {{mechanic_3}} implementation
- Game state management
- id: content-creation-epic
title: "Epic: Content Creation"
type: bullet-list
template: |
- Level loading system
- First playable levels
- Basic UI implementation
- id: phase-3-polish-optimization
title: "Phase 3: Polish & Optimization ({{duration}})"
sections:
- id: performance-epic
title: "Epic: Performance"
type: bullet-list
template: |
- Optimization and profiling
- Mobile platform testing
- Memory management
- id: user-experience-epic
title: "Epic: User Experience"
type: bullet-list
template: |
- Audio implementation
- Visual effects and polish
- Final UI/UX refinement
- id: success-metrics
title: Success Metrics
instruction: Define measurable goals for the game
sections:
- id: technical-metrics
title: Technical Metrics
type: bullet-list
template: |
- Frame rate: {{fps_target}}
- Load time: {{load_target}}
- Crash rate: <{{crash_threshold}}%
- Memory usage: <{{memory_target}}MB
- id: gameplay-metrics
title: Gameplay Metrics
type: bullet-list
template: |
- Tutorial completion: {{completion_rate}}%
- Average session: {{session_length}} minutes
- Level completion: {{level_completion}}%
- Player retention: D1 {{d1}}%, D7 {{d7}}%
- id: appendices
title: Appendices
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: references
title: References
instruction: List any competitive analysis, inspiration, or research sources
type: bullet-list
template: "{{reference}}"

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template:
id: game-story-template-v2
name: Game Development Story
version: 2.0
output:
format: markdown
filename: "stories/{{epic_name}}/{{story_id}}-{{story_name}}.md"
title: "Story: {{story_title}}"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates detailed game development stories that are immediately actionable by game developers. Each story should focus on a single, implementable feature that contributes to the overall game functionality.
Before starting, ensure you have access to:
- Game Design Document (GDD)
- Game Architecture Document
- Any existing stories in this epic
The story should be specific enough that a developer can implement it without requiring additional design decisions.
- id: story-header
content: |
**Epic:** {{epic_name}}
**Story ID:** {{story_id}}
**Priority:** {{High|Medium|Low}}
**Points:** {{story_points}}
**Status:** Draft
- id: description
title: Description
instruction: Provide a clear, concise description of what this story implements. Focus on the specific game feature or system being built. Reference the GDD section that defines this feature.
template: "{{clear_description_of_what_needs_to_be_implemented}}"
- id: acceptance-criteria
title: Acceptance Criteria
instruction: Define specific, testable conditions that must be met for the story to be considered complete. Each criterion should be verifiable and directly related to gameplay functionality.
sections:
- id: functional-requirements
title: Functional Requirements
type: checklist
items:
- "{{specific_functional_requirement}}"
- id: technical-requirements
title: Technical Requirements
type: checklist
items:
- "Code follows C# best practices"
- "Maintains stable frame rate on target devices"
- "No memory leaks or performance degradation"
- "{{specific_technical_requirement}}"
- id: game-design-requirements
title: Game Design Requirements
type: checklist
items:
- "{{gameplay_requirement_from_gdd}}"
- "{{balance_requirement_if_applicable}}"
- "{{player_experience_requirement}}"
- id: technical-specifications
title: Technical Specifications
instruction: Provide specific technical details that guide implementation. Include class names, file locations, and integration points based on the game architecture.
sections:
- id: files-to-modify
title: Files to Create/Modify
template: |
**New Files:**
- `{{file_path_1}}` - {{purpose}}
- `{{file_path_2}}` - {{purpose}}
**Modified Files:**
- `{{existing_file_1}}` - {{changes_needed}}
- `{{existing_file_2}}` - {{changes_needed}}
- id: class-interface-definitions
title: Class/Interface Definitions
instruction: Define specific C# interfaces and class structures needed
type: code
language: c#
template: |
// {{interface_name}}
public interface {{InterfaceName}}
{
{{type}} {{Property1}} { get; set; }
{{return_type}} {{Method1}}({{params}});
}
// {{class_name}}
public class {{ClassName}} : MonoBehaviour
{
private {{type}} _{{property}};
private void Awake()
{
// Implementation requirements
}
public {{return_type}} {{Method1}}({{params}})
{
// Method requirements
}
}
- id: integration-points
title: Integration Points
instruction: Specify how this feature integrates with existing systems
template: |
**Scene Integration:**
- {{scene_name}}: {{integration_details}}
**Component Dependencies:**
- {{component_name}}: {{dependency_description}}
**Event Communication:**
- Emits: `{{event_name}}` when {{condition}}
- Listens: `{{event_name}}` to {{response}}
- id: implementation-tasks
title: Implementation Tasks
instruction: Break down the implementation into specific, ordered tasks. Each task should be completable in 1-4 hours.
sections:
- id: dev-agent-record
title: Dev Agent Record
template: |
**Tasks:**
- [ ] {{task_1_description}}
- [ ] {{task_2_description}}
- [ ] {{task_3_description}}
- [ ] {{task_4_description}}
- [ ] Write unit tests for {{component}}
- [ ] Integration testing with {{related_system}}
- [ ] Performance testing and optimization
**Debug Log:**
| Task | File | Change | Reverted? |
|------|------|--------|-----------|
| | | | |
**Completion Notes:**
<!-- Only note deviations from requirements, keep under 50 words -->
**Change Log:**
<!-- Only requirement changes during implementation -->
- id: game-design-context
title: Game Design Context
instruction: Reference the specific sections of the GDD that this story implements
template: |
**GDD Reference:** {{section_name}} ({{page_or_section_number}})
**Game Mechanic:** {{mechanic_name}}
**Player Experience Goal:** {{experience_description}}
**Balance Parameters:**
- {{parameter_1}}: {{value_or_range}}
- {{parameter_2}}: {{value_or_range}}
- id: testing-requirements
title: Testing Requirements
instruction: Define specific testing criteria for this game feature
sections:
- id: unit-tests
title: Unit Tests
template: |
**Test Files:**
- `Assets/Tests/EditMode/{{component_name}}Tests.cs`
**Test Scenarios:**
- {{test_scenario_1}}
- {{test_scenario_2}}
- {{edge_case_test}}
- id: game-testing
title: Game Testing
template: |
**Manual Test Cases:**
1. {{test_case_1_description}}
- Expected: {{expected_behavior}}
- Performance: {{performance_expectation}}
2. {{test_case_2_description}}
- Expected: {{expected_behavior}}
- Edge Case: {{edge_case_handling}}
- id: performance-tests
title: Performance Tests
template: |
**Metrics to Verify:**
- Frame rate maintains stable FPS
- Memory usage stays under {{memory_limit}}MB
- {{feature_specific_performance_metric}}
- id: dependencies
title: Dependencies
instruction: List any dependencies that must be completed before this story can be implemented
template: |
**Story Dependencies:**
- {{story_id}}: {{dependency_description}}
**Technical Dependencies:**
- {{system_or_file}}: {{requirement}}
**Asset Dependencies:**
- {{asset_type}}: {{asset_description}}
- Location: `{{asset_path}}`
- id: definition-of-done
title: Definition of Done
instruction: Checklist that must be completed before the story is considered finished
type: checklist
items:
- "All acceptance criteria met"
- "Code reviewed and approved"
- "Unit tests written and passing"
- "Integration tests passing"
- "Performance targets met"
- "No C# compiler errors or warnings"
- "Documentation updated"
- "{{game_specific_dod_item}}"
- id: notes
title: Notes
instruction: Any additional context, design decisions, or implementation notes
template: |
**Implementation Notes:**
- {{note_1}}
- {{note_2}}
**Design Decisions:**
- {{decision_1}}: {{rationale}}
- {{decision_2}}: {{rationale}}
**Future Considerations:**
- {{future_enhancement_1}}
- {{future_optimization_1}}

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template:
id: level-design-doc-template-v2
name: Level Design Document
version: 2.0
output:
format: markdown
filename: "docs/{{game_name}}-level-design-document.md"
title: "{{game_title}} Level Design Document"
workflow:
mode: interactive
sections:
- id: initial-setup
instruction: |
This template creates comprehensive level design documentation that guides both content creation and technical implementation. This document should provide enough detail for developers to create level loading systems and for designers to create specific levels.
If available, review: Game Design Document (GDD), Game Architecture Document. This document should align with the game mechanics and technical systems defined in those documents.
- id: introduction
title: Introduction
instruction: Establish the purpose and scope of level design for this game
content: |
This document defines the level design framework for {{game_title}}, providing guidelines for creating engaging, balanced levels that support the core gameplay mechanics defined in the Game Design Document.
This framework ensures consistency across all levels while providing flexibility for creative level design within established technical and design constraints.
sections:
- id: change-log
title: Change Log
instruction: Track document versions and changes
type: table
template: |
| Date | Version | Description | Author |
| :--- | :------ | :---------- | :----- |
- id: level-design-philosophy
title: Level Design Philosophy
instruction: Establish the overall approach to level design based on the game's core pillars and mechanics. Apply `tasks#advanced-elicitation` after presenting this section.
sections:
- id: design-principles
title: Design Principles
instruction: Define 3-5 core principles that guide all level design decisions
type: numbered-list
template: |
**{{principle_name}}** - {{description}}
- id: player-experience-goals
title: Player Experience Goals
instruction: Define what players should feel and learn in each level category
template: |
**Tutorial Levels:** {{experience_description}}
**Standard Levels:** {{experience_description}}
**Challenge Levels:** {{experience_description}}
**Boss Levels:** {{experience_description}}
- id: level-flow-framework
title: Level Flow Framework
instruction: Define the standard structure for level progression
template: |
**Introduction Phase:** {{duration}} - {{purpose}}
**Development Phase:** {{duration}} - {{purpose}}
**Climax Phase:** {{duration}} - {{purpose}}
**Resolution Phase:** {{duration}} - {{purpose}}
- id: level-categories
title: Level Categories
instruction: Define different types of levels based on the GDD requirements. Each category should be specific enough for implementation.
repeatable: true
sections:
- id: level-category
title: "{{category_name}} Levels"
template: |
**Purpose:** {{gameplay_purpose}}
**Target Duration:** {{min_time}} - {{max_time}} minutes
**Difficulty Range:** {{difficulty_scale}}
**Key Mechanics Featured:**
- {{mechanic_1}} - {{usage_description}}
- {{mechanic_2}} - {{usage_description}}
**Player Objectives:**
- Primary: {{primary_objective}}
- Secondary: {{secondary_objective}}
- Hidden: {{secret_objective}}
**Success Criteria:**
- {{completion_requirement_1}}
- {{completion_requirement_2}}
**Technical Requirements:**
- Maximum entities: {{entity_limit}}
- Performance target: {{fps_target}} FPS
- Memory budget: {{memory_limit}}MB
- Asset requirements: {{asset_needs}}
- id: level-progression-system
title: Level Progression System
instruction: Define how players move through levels and how difficulty scales
sections:
- id: world-structure
title: World Structure
instruction: Based on GDD requirements, define the overall level organization
template: |
**Organization Type:** {{linear|hub_world|open_world}}
**Total Level Count:** {{number}}
**World Breakdown:**
- World 1: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 2: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- World 3: {{level_count}} levels - {{theme}} - {{difficulty_range}}
- id: difficulty-progression
title: Difficulty Progression
instruction: Define how challenge increases across the game
sections:
- id: progression-curve
title: Progression Curve
type: code
language: text
template: |
Difficulty
^ ___/```
| /
| / ___/```
| / /
| / /
|/ /
+-----------> Level Number
Tutorial Early Mid Late
- id: scaling-parameters
title: Scaling Parameters
type: bullet-list
template: |
- Enemy count: {{start_count}} → {{end_count}}
- Enemy difficulty: {{start_diff}} → {{end_diff}}
- Level complexity: {{start_complex}} → {{end_complex}}
- Time pressure: {{start_time}} → {{end_time}}
- id: unlock-requirements
title: Unlock Requirements
instruction: Define how players access new levels
template: |
**Progression Gates:**
- Linear progression: Complete previous level
- Star requirements: {{star_count}} stars to unlock
- Skill gates: Demonstrate {{skill_requirement}}
- Optional content: {{unlock_condition}}
- id: level-design-components
title: Level Design Components
instruction: Define the building blocks used to create levels
sections:
- id: environmental-elements
title: Environmental Elements
instruction: Define all environmental components that can be used in levels
template: |
**Terrain Types:**
- {{terrain_1}}: {{properties_and_usage}}
- {{terrain_2}}: {{properties_and_usage}}
**Interactive Objects:**
- {{object_1}}: {{behavior_and_purpose}}
- {{object_2}}: {{behavior_and_purpose}}
**Hazards and Obstacles:**
- {{hazard_1}}: {{damage_and_behavior}}
- {{hazard_2}}: {{damage_and_behavior}}
- id: collectibles-rewards
title: Collectibles and Rewards
instruction: Define all collectible items and their placement rules
template: |
**Collectible Types:**
- {{collectible_1}}: {{value_and_purpose}}
- {{collectible_2}}: {{value_and_purpose}}
**Placement Guidelines:**
- Mandatory collectibles: {{placement_rules}}
- Optional collectibles: {{placement_rules}}
- Secret collectibles: {{placement_rules}}
**Reward Distribution:**
- Easy to find: {{percentage}}%
- Moderate challenge: {{percentage}}%
- High skill required: {{percentage}}%
- id: enemy-placement-framework
title: Enemy Placement Framework
instruction: Define how enemies should be placed and balanced in levels
template: |
**Enemy Categories:**
- {{enemy_type_1}}: {{behavior_and_usage}}
- {{enemy_type_2}}: {{behavior_and_usage}}
**Placement Principles:**
- Introduction encounters: {{guideline}}
- Standard encounters: {{guideline}}
- Challenge encounters: {{guideline}}
**Difficulty Scaling:**
- Enemy count progression: {{scaling_rule}}
- Enemy type introduction: {{pacing_rule}}
- Encounter complexity: {{complexity_rule}}
- id: level-creation-guidelines
title: Level Creation Guidelines
instruction: Provide specific guidelines for creating individual levels
sections:
- id: level-layout-principles
title: Level Layout Principles
template: |
**Spatial Design:**
- Grid size: {{grid_dimensions}}
- Minimum path width: {{width_units}}
- Maximum vertical distance: {{height_units}}
- Safe zones placement: {{safety_guidelines}}
**Navigation Design:**
- Clear path indication: {{visual_cues}}
- Landmark placement: {{landmark_rules}}
- Dead end avoidance: {{dead_end_policy}}
- Multiple path options: {{branching_rules}}
- id: pacing-and-flow
title: Pacing and Flow
instruction: Define how to control the rhythm and pace of gameplay within levels
template: |
**Action Sequences:**
- High intensity duration: {{max_duration}}
- Rest period requirement: {{min_rest_time}}
- Intensity variation: {{pacing_pattern}}
**Learning Sequences:**
- New mechanic introduction: {{teaching_method}}
- Practice opportunity: {{practice_duration}}
- Skill application: {{application_context}}
- id: challenge-design
title: Challenge Design
instruction: Define how to create appropriate challenges for each level type
template: |
**Challenge Types:**
- Execution challenges: {{skill_requirements}}
- Puzzle challenges: {{complexity_guidelines}}
- Time challenges: {{time_pressure_rules}}
- Resource challenges: {{resource_management}}
**Difficulty Calibration:**
- Skill check frequency: {{frequency_guidelines}}
- Failure recovery: {{retry_mechanics}}
- Hint system integration: {{help_system}}
- id: technical-implementation
title: Technical Implementation
instruction: Define technical requirements for level implementation
sections:
- id: level-data-structure
title: Level Data Structure
instruction: Define how level data should be structured for implementation
template: |
**Level File Format:**
- Data format: {{json|yaml|custom}}
- File naming: `level_{{world}}_{{number}}.{{extension}}`
- Data organization: {{structure_description}}
sections:
- id: required-data-fields
title: Required Data Fields
type: code
language: json
template: |
{
"levelId": "{{unique_identifier}}",
"worldId": "{{world_identifier}}",
"difficulty": {{difficulty_value}},
"targetTime": {{completion_time_seconds}},
"objectives": {
"primary": "{{primary_objective}}",
"secondary": ["{{secondary_objectives}}"],
"hidden": ["{{secret_objectives}}"]
},
"layout": {
"width": {{grid_width}},
"height": {{grid_height}},
"tilemap": "{{tilemap_reference}}"
},
"entities": [
{
"type": "{{entity_type}}",
"position": {"x": {{x}}, "y": {{y}}},
"properties": {{entity_properties}}
}
]
}
- id: asset-integration
title: Asset Integration
instruction: Define how level assets are organized and loaded
template: |
**Tilemap Requirements:**
- Tile size: {{tile_dimensions}}px
- Tileset organization: {{tileset_structure}}
- Layer organization: {{layer_system}}
- Collision data: {{collision_format}}
**Audio Integration:**
- Background music: {{music_requirements}}
- Ambient sounds: {{ambient_system}}
- Dynamic audio: {{dynamic_audio_rules}}
- id: performance-optimization
title: Performance Optimization
instruction: Define performance requirements for level systems
template: |
**Entity Limits:**
- Maximum active entities: {{entity_limit}}
- Maximum particles: {{particle_limit}}
- Maximum audio sources: {{audio_limit}}
**Memory Management:**
- Texture memory budget: {{texture_memory}}MB
- Audio memory budget: {{audio_memory}}MB
- Level loading time: <{{load_time}}s
**Culling and LOD:**
- Off-screen culling: {{culling_distance}}
- Level-of-detail rules: {{lod_system}}
- Asset streaming: {{streaming_requirements}}
- id: level-testing-framework
title: Level Testing Framework
instruction: Define how levels should be tested and validated
sections:
- id: automated-testing
title: Automated Testing
template: |
**Performance Testing:**
- Frame rate validation: Maintain {{fps_target}} FPS
- Memory usage monitoring: Stay under {{memory_limit}}MB
- Loading time verification: Complete in <{{load_time}}s
**Gameplay Testing:**
- Completion path validation: All objectives achievable
- Collectible accessibility: All items reachable
- Softlock prevention: No unwinnable states
- id: manual-testing-protocol
title: Manual Testing Protocol
sections:
- id: playtesting-checklist
title: Playtesting Checklist
type: checklist
items:
- "Level completes within target time range"
- "All mechanics function correctly"
- "Difficulty feels appropriate for level category"
- "Player guidance is clear and effective"
- "No exploits or sequence breaks (unless intended)"
- id: player-experience-testing
title: Player Experience Testing
type: checklist
items:
- "Tutorial levels teach effectively"
- "Challenge feels fair and rewarding"
- "Flow and pacing maintain engagement"
- "Audio and visual feedback support gameplay"
- id: balance-validation
title: Balance Validation
template: |
**Metrics Collection:**
- Completion rate: Target {{completion_percentage}}%
- Average completion time: {{target_time}} ± {{variance}}
- Death count per level: <{{max_deaths}}
- Collectible discovery rate: {{discovery_percentage}}%
**Iteration Guidelines:**
- Adjustment criteria: {{criteria_for_changes}}
- Testing sample size: {{minimum_testers}}
- Validation period: {{testing_duration}}
- id: content-creation-pipeline
title: Content Creation Pipeline
instruction: Define the workflow for creating new levels
sections:
- id: design-phase
title: Design Phase
template: |
**Concept Development:**
1. Define level purpose and goals
2. Create rough layout sketch
3. Identify key mechanics and challenges
4. Estimate difficulty and duration
**Documentation Requirements:**
- Level design brief
- Layout diagrams
- Mechanic integration notes
- Asset requirement list
- id: implementation-phase
title: Implementation Phase
template: |
**Technical Implementation:**
1. Create level data file
2. Build tilemap and layout
3. Place entities and objects
4. Configure level logic and triggers
5. Integrate audio and visual effects
**Quality Assurance:**
1. Automated testing execution
2. Internal playtesting
3. Performance validation
4. Bug fixing and polish
- id: integration-phase
title: Integration Phase
template: |
**Game Integration:**
1. Level progression integration
2. Save system compatibility
3. Analytics integration
4. Achievement system integration
**Final Validation:**
1. Full game context testing
2. Performance regression testing
3. Platform compatibility verification
4. Final approval and release
- id: success-metrics
title: Success Metrics
instruction: Define how to measure level design success
sections:
- id: player-engagement
title: Player Engagement
type: bullet-list
template: |
- Level completion rate: {{target_rate}}%
- Replay rate: {{replay_target}}%
- Time spent per level: {{engagement_time}}
- Player satisfaction scores: {{satisfaction_target}}/10
- id: technical-performance
title: Technical Performance
type: bullet-list
template: |
- Frame rate consistency: {{fps_consistency}}%
- Loading time compliance: {{load_compliance}}%
- Memory usage efficiency: {{memory_efficiency}}%
- Crash rate: <{{crash_threshold}}%
- id: design-quality
title: Design Quality
type: bullet-list
template: |
- Difficulty curve adherence: {{curve_accuracy}}
- Mechanic integration effectiveness: {{integration_score}}
- Player guidance clarity: {{guidance_score}}
- Content accessibility: {{accessibility_rate}}%

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workflow:
id: unity-game-dev-greenfield
name: Game Development - Greenfield Project (Unity)
description: Specialized workflow for creating 2D games from concept to implementation using Unity and C#. Guides teams through game concept development, design documentation, technical architecture, and story-driven development for professional game development.
type: greenfield
project_types:
- indie-game
- mobile-game
- web-game
- educational-game
- prototype-game
- game-jam
full_game_sequence:
- agent: game-designer
creates: game-brief.md
optional_steps:
- brainstorming_session
- game_research_prompt
- player_research
notes: 'Start with brainstorming game concepts, then create comprehensive game brief. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/design/ folder.'
- agent: game-designer
creates: game-design-doc.md
requires: game-brief.md
optional_steps:
- competitive_analysis
- technical_research
notes: 'Create detailed Game Design Document using game-design-doc-tmpl. Defines all gameplay mechanics, progression, and technical requirements. SAVE OUTPUT: Copy final game-design-doc.md to your project''s docs/design/ folder.'
- agent: game-designer
creates: level-design-doc.md
requires: game-design-doc.md
optional_steps:
- level_prototyping
- difficulty_analysis
notes: 'Create level design framework using level-design-doc-tmpl. Establishes content creation guidelines and performance requirements. SAVE OUTPUT: Copy final level-design-doc.md to your project''s docs/design/ folder.'
- agent: solution-architect
creates: game-architecture.md
requires:
- game-design-doc.md
- level-design-doc.md
optional_steps:
- technical_research_prompt
- performance_analysis
- platform_research
notes: 'Create comprehensive technical architecture using game-architecture-tmpl. Defines Unity systems, performance optimization, and code structure. SAVE OUTPUT: Copy final game-architecture.md to your project''s docs/architecture/ folder.'
- agent: game-designer
validates: design_consistency
requires: all_design_documents
uses: game-design-checklist
notes: Validate all design documents for consistency, completeness, and implementability. May require updates to any design document.
- agent: various
updates: flagged_design_documents
condition: design_validation_issues
notes: If design validation finds issues, return to relevant agent to fix and re-export updated documents to docs/ folder.
project_setup_guidance:
action: guide_game_project_structure
notes: Set up Unity project structure following game architecture document. Create Assets/ with subdirectories for Scenes, Scripts, Prefabs, etc.
workflow_end:
action: move_to_story_development
notes: All design artifacts complete. Begin story-driven development phase. Use Game Scrum Master to create implementation stories from design documents.
prototype_sequence:
- step: prototype_scope
action: assess_prototype_complexity
notes: First, assess if this needs full game design (use full_game_sequence) or can be a rapid prototype.
- agent: game-designer
creates: game-brief.md
optional_steps:
- quick_brainstorming
- concept_validation
notes: 'Create focused game brief for prototype. Emphasize core mechanics and immediate playability. SAVE OUTPUT: Copy final game-brief.md to your project''s docs/ folder.'
- agent: game-designer
creates: prototype-design.md
uses: create-doc prototype-design OR create-game-story
requires: game-brief.md
notes: Create minimal design document or jump directly to implementation stories for rapid prototyping. Choose based on prototype complexity.
prototype_workflow_end:
action: move_to_rapid_implementation
notes: Prototype defined. Begin immediate implementation with Game Developer. Focus on core mechanics first, then iterate based on playtesting.
flow_diagram: |
```mermaid
graph TD
A[Start: Game Development Project] --> B{Project Scope?}
B -->|Full Game/Production| C[game-designer: game-brief.md]
B -->|Prototype/Game Jam| D[game-designer: focused game-brief.md]
C --> E[game-designer: game-design-doc.md]
E --> F[game-designer: level-design-doc.md]
F --> G[solution-architect: game-architecture.md]
G --> H[game-designer: validate design consistency]
H --> I{Design validation issues?}
I -->|Yes| J[Return to relevant agent for fixes]
I -->|No| K[Set up game project structure]
J --> H
K --> L[Move to Story Development Phase]
D --> M[game-designer: prototype-design.md]
M --> N[Move to Rapid Implementation]
C -.-> C1[Optional: brainstorming]
C -.-> C2[Optional: game research]
E -.-> E1[Optional: competitive analysis]
F -.-> F1[Optional: level prototyping]
G -.-> G1[Optional: technical research]
D -.-> D1[Optional: quick brainstorming]
style L fill:#90EE90
style N fill:#90EE90
style C fill:#FFE4B5
style E fill:#FFE4B5
style F fill:#FFE4B5
style G fill:#FFE4B5
style D fill:#FFB6C1
style M fill:#FFB6C1
```
decision_guidance:
use_full_sequence_when:
- Building commercial or production games
- Multiple team members involved
- Complex gameplay systems (3+ core mechanics)
- Long-term development timeline (2+ months)
- Need comprehensive documentation for team coordination
- Targeting multiple platforms
- Educational or enterprise game projects
use_prototype_sequence_when:
- Game jams or time-constrained development
- Solo developer or very small team
- Experimental or proof-of-concept games
- Simple mechanics (1-2 core systems)
- Quick validation of game concepts
- Learning projects or technical demos
handoff_prompts:
designer_to_gdd: Game brief is complete. Save it as docs/design/game-brief.md in your project, then create the comprehensive Game Design Document.
gdd_to_level: Game Design Document ready. Save it as docs/design/game-design-doc.md, then create the level design framework.
level_to_architect: Level design complete. Save it as docs/design/level-design-doc.md, then create the technical architecture.
architect_review: Architecture complete. Save it as docs/architecture/game-architecture.md. Please validate all design documents for consistency.
validation_issues: Design validation found issues with [document]. Please return to [agent] to fix and re-save the updated document.
full_complete: All design artifacts validated and saved. Set up game project structure and move to story development phase.
prototype_designer_to_dev: Prototype brief complete. Save it as docs/game-brief.md, then create minimal design or jump directly to implementation stories.
prototype_complete: Prototype defined. Begin rapid implementation focusing on core mechanics and immediate playability.
story_development_guidance:
epic_breakdown:
- Core Game Systems" - Fundamental gameplay mechanics and player controls
- Level Content" - Individual levels, progression, and content implementation
- User Interface" - Menus, HUD, settings, and player feedback systems
- Audio Integration" - Music, sound effects, and audio systems
- Performance Optimization" - Platform optimization and technical polish
- Game Polish" - Visual effects, animations, and final user experience
story_creation_process:
- Use Game Scrum Master to create detailed implementation stories
- Each story should reference specific GDD sections
- Include performance requirements (stable frame rate)
- Specify Unity implementation details (components, prefabs, scenes)
- Apply game-story-dod-checklist for quality validation
- Ensure stories are immediately actionable by Game Developer
game_development_best_practices:
performance_targets:
- Maintain stable frame rate on target devices throughout development
- Memory usage under specified limits per game system
- Loading times under 3 seconds for levels
- Smooth animation and responsive player controls
technical_standards:
- C# best practices compliance
- Component-based game architecture
- Object pooling for performance-critical objects
- Cross-platform input handling with the new Input System
- Comprehensive error handling and graceful degradation
playtesting_integration:
- Test core mechanics early and frequently
- Validate game balance through metrics and player feedback
- Iterate on design based on implementation discoveries
- Document design changes and rationale
success_criteria:
design_phase_complete:
- All design documents created and validated
- Technical architecture aligns with game design requirements
- Performance targets defined and achievable
- Story breakdown ready for implementation
- Project structure established
implementation_readiness:
- Development environment configured for Unity + C#
- Asset pipeline and build system established
- Testing framework in place
- Team roles and responsibilities defined
- First implementation stories created and ready

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workflow:
id: unity-game-prototype
name: Game Prototype Development (Unity)
description: Fast-track workflow for rapid game prototyping and concept validation. Optimized for game jams, proof-of-concept development, and quick iteration on game mechanics using Unity and C#.
type: prototype
project_types:
- game-jam
- proof-of-concept
- mechanic-test
- technical-demo
- learning-project
- rapid-iteration
prototype_sequence:
- step: concept_definition
agent: game-designer
duration: 15-30 minutes
creates: concept-summary.md
notes: Quickly define core game concept, primary mechanic, and target experience. Focus on what makes this game unique and fun.
- step: rapid_design
agent: game-designer
duration: 30-60 minutes
creates: prototype-spec.md
requires: concept-summary.md
optional_steps:
- quick_brainstorming
- reference_research
notes: Create minimal but complete design specification. Focus on core mechanics, basic controls, and success/failure conditions.
- step: technical_planning
agent: game-developer
duration: 15-30 minutes
creates: prototype-architecture.md
requires: prototype-spec.md
notes: Define minimal technical implementation plan. Identify core Unity systems needed and performance constraints.
- step: implementation_stories
agent: game-sm
duration: 30-45 minutes
creates: prototype-stories/
requires: prototype-spec.md, prototype-architecture.md
notes: Create 3-5 focused implementation stories for core prototype features. Each story should be completable in 2-4 hours.
- step: iterative_development
agent: game-developer
duration: varies
implements: prototype-stories/
notes: Implement stories in priority order. Test frequently in the Unity Editor and adjust design based on what feels fun. Document discoveries.
workflow_end:
action: prototype_evaluation
notes: 'Prototype complete. Evaluate core mechanics, gather feedback, and decide next steps: iterate, expand, or archive.'
game_jam_sequence:
- step: jam_concept
agent: game-designer
duration: 10-15 minutes
creates: jam-concept.md
notes: Define game concept based on jam theme. One sentence core mechanic, basic controls, win condition.
- step: jam_implementation
agent: game-developer
duration: varies (jam timeline)
creates: working-prototype
requires: jam-concept.md
notes: Directly implement core mechanic in Unity. No formal stories - iterate rapidly on what's fun. Document major decisions.
jam_workflow_end:
action: jam_submission
notes: Submit to game jam. Capture lessons learned and consider post-jam development if concept shows promise.
flow_diagram: |
```mermaid
graph TD
A[Start: Prototype Project] --> B{Development Context?}
B -->|Standard Prototype| C[game-designer: concept-summary.md]
B -->|Game Jam| D[game-designer: jam-concept.md]
C --> E[game-designer: prototype-spec.md]
E --> F[game-developer: prototype-architecture.md]
F --> G[game-sm: create prototype stories]
G --> H[game-developer: iterative implementation]
H --> I[Prototype Evaluation]
D --> J[game-developer: direct implementation]
J --> K[Game Jam Submission]
E -.-> E1[Optional: quick brainstorming]
E -.-> E2[Optional: reference research]
style I fill:#90EE90
style K fill:#90EE90
style C fill:#FFE4B5
style E fill:#FFE4B5
style F fill:#FFE4B5
style G fill:#FFE4B5
style H fill:#FFE4B5
style D fill:#FFB6C1
style J fill:#FFB6C1
```
decision_guidance:
use_prototype_sequence_when:
- Learning new game development concepts
- Testing specific game mechanics
- Building portfolio pieces
- Have 1-7 days for development
- Need structured but fast development
- Want to validate game concepts before full development
use_game_jam_sequence_when:
- Participating in time-constrained game jams
- Have 24-72 hours total development time
- Want to experiment with wild or unusual concepts
- Learning through rapid iteration
- Building networking/portfolio presence
prototype_best_practices:
scope_management:
- Start with absolute minimum viable gameplay
- One core mechanic implemented well beats many mechanics poorly
- Focus on "game feel" over features
- Cut features ruthlessly to meet timeline
rapid_iteration:
- Test the game every 1-2 hours of development in the Unity Editor
- Ask "Is this fun?" frequently during development
- Be willing to pivot mechanics if they don't feel good
- Document what works and what doesn't
technical_efficiency:
- Use simple graphics (geometric shapes, basic sprites)
- Leverage Unity's built-in components heavily
- Avoid complex custom systems in prototypes
- Prioritize functional over polished
prototype_evaluation_criteria:
core_mechanic_validation:
- Is the primary mechanic engaging for 30+ seconds?
- Do players understand the mechanic without explanation?
- Does the mechanic have depth for extended play?
- Are there natural difficulty progression opportunities?
technical_feasibility:
- Does the prototype run at acceptable frame rates?
- Are there obvious technical blockers for expansion?
- Is the codebase clean enough for further development?
- Are performance targets realistic for full game?
player_experience:
- Do testers engage with the game voluntarily?
- What emotions does the game create in players?
- Are players asking for "just one more try"?
- What do players want to see added or changed?
post_prototype_options:
iterate_and_improve:
action: continue_prototyping
when: Core mechanic shows promise but needs refinement
next_steps: Create new prototype iteration focusing on identified improvements
expand_to_full_game:
action: transition_to_full_development
when: Prototype validates strong game concept
next_steps: Use game-dev-greenfield workflow to create full game design and architecture
pivot_concept:
action: new_prototype_direction
when: Current mechanic doesn't work but insights suggest new direction
next_steps: Apply learnings to new prototype concept
archive_and_learn:
action: document_learnings
when: Prototype doesn't work but provides valuable insights
next_steps: Document lessons learned and move to next prototype concept
time_boxing_guidance:
concept_phase: Maximum 30 minutes - if you can't explain the game simply, simplify it
design_phase: Maximum 1 hour - focus on core mechanics only
planning_phase: Maximum 30 minutes - identify critical path to playable prototype
implementation_phase: Time-boxed iterations - test every 2-4 hours of work
success_metrics:
development_velocity:
- Playable prototype in first day of development
- Core mechanic demonstrable within 4-6 hours of coding
- Major iteration cycles completed in 2-4 hour blocks
learning_objectives:
- Clear understanding of what makes the mechanic fun (or not)
- Technical feasibility assessment for full development
- Player reaction and engagement validation
- Design insights for future development
handoff_prompts:
concept_to_design: Game concept defined. Create minimal design specification focusing on core mechanics and player experience.
design_to_technical: Design specification ready. Create technical implementation plan for rapid prototyping.
technical_to_stories: Technical plan complete. Create focused implementation stories for prototype development.
stories_to_implementation: Stories ready. Begin iterative implementation with frequent playtesting and design validation.
prototype_to_evaluation: Prototype playable. Evaluate core mechanics, gather feedback, and determine next development steps.

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# BMAD Creator Tools
Tools for creating and extending BMAD framework components.
## Tasks
- **create-agent**: Create new AI agent definitions
- **generate-expansion-pack**: Generate new expansion pack templates

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# bmad-the-creator
CRITICAL: Read the full YML, start activation to alter your state of being, follow startup section instructions, stay in this being until told to exit this mode:
```yaml
activation-instructions:
- Follow all instructions in this file -> this defines you, your persona and more importantly what you can do. STAY IN CHARACTER!
- Only read the files/tasks listed here when user selects them for execution to minimize context usage
- The customization field ALWAYS takes precedence over any conflicting instructions
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
agent:
name: The Creator
id: bmad-the-creator
title: BMAD Framework Extension Specialist
icon: 🏗️
whenToUse: Use for creating new agents, expansion packs, and extending the BMAD framework
customization: null
persona:
role: Expert BMAD Framework Architect & Creator
style: Methodical, creative, framework-aware, systematic
identity: Master builder who extends BMAD capabilities through thoughtful design and deep framework understanding
focus: Creating well-structured agents, expansion packs, and framework extensions that follow BMAD patterns and conventions
core_principles:
- Framework Consistency - All creations follow established BMAD patterns
- Modular Design - Create reusable, composable components
- Clear Documentation - Every creation includes proper documentation
- Convention Over Configuration - Follow BMAD naming and structure patterns
- Extensibility First - Design for future expansion and customization
- Numbered Options Protocol - Always use numbered lists for user selections
startup:
- Greet the user with your name and role, and inform of the *help command
- CRITICAL: Do NOT automatically create documents or execute tasks during startup
- CRITICAL: Do NOT create or modify any files during startup
- Offer to help with BMAD framework extensions but wait for explicit user confirmation
- Only execute tasks when user explicitly requests them
commands:
- '*help" - Show numbered list of available commands for selection'
- '*chat-mode" - Conversational mode with advanced-elicitation for framework design advice'
- '*create" - Show numbered list of components I can create (agents, expansion packs)'
- '*brainstorm {topic}" - Facilitate structured framework extension brainstorming session'
- '*research {topic}" - Generate deep research prompt for framework-specific investigation'
- '*elicit" - Run advanced elicitation to clarify extension requirements'
- '*exit" - Say goodbye as The Creator, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-agent
- generate-expansion-pack
- advanced-elicitation
- create-deep-research-prompt
templates:
- agent-tmpl
- expansion-pack-plan-tmpl
```

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name: bmad-creator-tools
version: 1.5.0
short-title: Creator Tools Pack
description: >-
Tools for creating and extending BMAD framework components. This expansion pack
provides agents and tasks for building new agents, expansion packs, and extending
the BMAD Method framework with custom capabilities.
author: Brian (BMad)
slashPrefix: bmadCreator

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name: bmad-creator-tools
version: 1.0.0
description: Tools for creating and extending BMAD framework components
type: creator-tools
compatibility:
bmad-version: '>=4.0.0'
components:
agents:
- bmad-the-creator
tasks:
- create-agent
- generate-expansion-pack

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# Create Agent Task
This task guides you through creating a new BMAD agent following the standard template.
## Prerequisites
- Agent template: `.bmad-core/templates/agent-tmpl.md`
- Target directory: `.bmad-core/agents/`
## Steps
### 1. Gather Agent Information
Collect the following information from the user:
- **Agent ID**: Unique identifier (lowercase, hyphens allowed, e.g., `data-analyst`)
- **Agent Name**: Display name (e.g., `Data Analyst`)
- **Agent Title**: Professional title (e.g., `Data Analysis Specialist`)
- **Role Description**: Brief description of the agent's primary role
- **Communication Style**: How the agent communicates (e.g., `analytical, data-driven, clear`)
- **Identity**: Detailed description of who this agent is
- **Focus Areas**: Primary areas of expertise and focus
- **Core Principles**: 3-5 guiding principles for the agent
- **Customization**: Optional specific behaviors or overrides
### 2. Define Agent Capabilities
**IMPORTANT**:
- If your agent will perform any actions → You MUST create corresponding tasks in `.bmad-core/tasks/`
- If your agent will create any documents → You MUST create templates in `.bmad-core/templates/` AND include the `create-doc` task
Determine:
- **Custom Commands**: Agent-specific commands beyond the defaults
- **Required Tasks**: Tasks from `.bmad-core/tasks/` the agent needs
- For any action the agent performs, a corresponding task file must exist
- Always include `create-doc` if the agent creates any documents
- **Required Templates**: Templates from `.bmad-core/templates/` the agent uses
- For any document the agent can create, a template must exist
- **Required Checklists**: Checklists the agent references
- **Required Data**: Data files the agent needs access to
- **Required Utils**: Utility files the agent uses
### 3. Handle Missing Dependencies
**Protocol for Missing Tasks/Templates:**
1. Check if each required task/template exists
2. For any missing items:
- Create a basic version following the appropriate template
- Track what was created in a list
3. Continue with agent creation
4. At the end, present a summary of all created items
**Track Created Items:**
```text
Created during agent setup:
- Tasks:
- [ ] task-name-1.md
- [ ] task-name-2.md
- Templates:
- [ ] template-name-1.md
- [ ] template-name-2.md
```text
### 4. Create Agent File
1. Copy the template from `.bmad-core/templates/agent-tmpl.md`
2. Replace all placeholders with gathered information:
- `[AGENT_ID]` → agent id
- `[AGENT_NAME]` → agent name
- `[AGENT_TITLE]` → agent title
- `[AGENT_ROLE_DESCRIPTION]` → role description
- `[COMMUNICATION_STYLE]` → communication style
- `[AGENT_IDENTITY_DESCRIPTION]` → identity description
- `[PRIMARY_FOCUS_AREAS]` → focus areas
- `[PRINCIPLE_X]` → core principles
- `[OPTIONAL_CUSTOMIZATION]` → customization (or remove if none)
- `[DEFAULT_MODE_DESCRIPTION]` → description of default chat mode
- `[STARTUP_INSTRUCTIONS]` → what the agent should do on activation
- Add custom commands, tasks, templates, etc.
3. Save as `.bmad-core/agents/[agent-id].md`
### 4. Validate Agent
Ensure:
- All placeholders are replaced
- Dependencies (tasks, templates, etc.) actually exist
- Commands are properly formatted
- YAML structure is valid
### 5. Build and Test
1. Run `npm run build:agents` to include in builds
2. Test agent activation and commands
3. Verify all dependencies load correctly
### 6. Final Summary
Present to the user:
```text
✅ Agent Created: [agent-name]
Location: .bmad-core/agents/[agent-id].md
📝 Dependencies Created:
Tasks:
- ✅ task-1.md - [brief description]
- ✅ task-2.md - [brief description]
Templates:
- ✅ template-1.md - [brief description]
- ✅ template-2.md - [brief description]
⚠️ Next Steps:
1. Review and customize the created tasks/templates
2. Run npm run build:agents
3. Test the agent thoroughly
```
## Template Reference
The agent template structure:
- **activation-instructions**: How the AI should interpret the file
- **agent**: Basic agent metadata
- **persona**: Character and behavior definition
- **startup**: Initial actions on activation
- **commands**: Available commands (always include defaults)
- **dependencies**: Required resources organized by type
## Example Usage
```yaml
agent:
name: Data Analyst
id: data-analyst
title: Data Analysis Specialist
persona:
role: Expert in data analysis, visualization, and insights extraction
style: analytical, data-driven, clear, methodical
identity: I am a seasoned data analyst who transforms raw data into actionable insights
focus: data exploration, statistical analysis, visualization, reporting
core_principles:
- Data integrity and accuracy above all
- Clear communication of complex findings
- Actionable insights over raw numbers
```text
## Creating Missing Dependencies
When a required task or template doesn't exist:
1. **For Missing Tasks**: Create using `.bmad-core/templates/task-template.md`
- Name it descriptively (e.g., `analyze-metrics.md`)
- Define clear steps for the action
- Include any required inputs/outputs
2. **For Missing Templates**: Create a basic structure
- Name it descriptively (e.g., `metrics-report-template.md`)
- Include placeholders for expected content
- Add sections relevant to the document type
3. **Always Track**: Keep a list of everything created to report at the end
## Important Reminders
### Tasks and Templates Requirement
- **Every agent action needs a task**: If an agent can "analyze data", there must be an `analyze-data.md` task
- **Every document type needs a template**: If an agent can create reports, there must be a `report-template.md`
- **Document creation requires**: Both the template AND the `create-doc` task in dependencies
### Example Dependencies
```yaml
dependencies:
tasks:
- 'create-doc # Required if agent creates any documents'
- 'analyze-requirements # Custom task for this agent'
- 'generate-report # Another custom task'
templates:
- 'requirements-doc # Template for requirements documents'
- 'analysis-report # Template for analysis reports'
```
## Notes
- Keep agent definitions focused and specific
- Ensure dependencies are minimal and necessary
- Test thoroughly before distribution
- Follow existing agent patterns for consistency
- Remember: No task = agent can't do it, No template = agent can't create it

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# Create Expansion Pack Task
This task helps you create a comprehensive BMAD expansion pack that can include new agents, tasks, templates, and checklists for a specific domain.
## Understanding Expansion Packs
Expansion packs extend BMAD with domain-specific capabilities. They are self-contained packages that can be installed into any BMAD project. Every expansion pack MUST include a custom BMAD orchestrator agent that manages the domain-specific workflow.
## CRITICAL REQUIREMENTS
1. **Create Planning Document First**: Before any implementation, create a concise task list for user approval
2. **Verify All References**: Any task, template, or data file referenced in an agent MUST exist in the pack
3. **Include Orchestrator**: Every pack needs a custom BMAD-style orchestrator agent
4. **User Data Requirements**: Clearly specify any files users must provide in their data folder
## Process Overview
### Phase 1: Discovery and Planning
#### 1.1 Define the Domain
Ask the user:
- **Pack Name**: Short identifier (e.g., `healthcare`, `fintech`, `gamedev`)
- **Display Name**: Full name (e.g., "Healthcare Compliance Pack")
- **Description**: What domain or industry does this serve?
- **Key Problems**: What specific challenges will this pack solve?
- **Target Users**: Who will benefit from this expansion?
#### 1.2 Gather Examples
Request from the user:
- **Sample Documents**: Any existing documents in this domain
- **Workflow Examples**: How work currently flows in this domain
- **Compliance Needs**: Any regulatory or standards requirements
- **Output Examples**: What final deliverables look like
- **Data Requirements**: What reference data files users will need to provide
#### 1.3 Create Planning Document
IMPORTANT: STOP HERE AND CREATE PLAN FIRST
Create `expansion-packs/{pack-name}/plan.md` with:
```markdown
# {Pack Name} Expansion Pack Plan
## Overview
- Pack Name: {name}
- Description: {description}
- Target Domain: {domain}
## Components to Create
### Agents
- [ ] {pack-name}-orchestrator (REQUIRED: Custom BMAD orchestrator)
- [ ] {agent-1-name}
- [ ] {agent-2-name}
### Tasks
- [ ] {task-1} (referenced by: {agent})
- [ ] {task-2} (referenced by: {agent})
### Templates
- [ ] {template-1} (used by: {agent/task})
- [ ] {template-2} (used by: {agent/task})
### Checklists
- [ ] {checklist-1}
- [ ] {checklist-2}
### Data Files Required from User
- [ ] {filename}.{ext} - {description of content needed}
- [ ] {filename2}.{ext} - {description of content needed}
## Approval
User approval received: [ ] Yes
```text
Important: Wait for user approval before proceeding to Phase 2
### Phase 2: Component Design
#### 2.1 Create Orchestrator Agent
**FIRST PRIORITY**: Design the custom BMAD orchestrator:
- **Name**: `{pack-name}-orchestrator`
- **Purpose**: Master coordinator for domain-specific workflow
- **Key Commands**: Domain-specific orchestration commands
- **Integration**: How it leverages other pack agents
- **Workflow**: The complete process it manages
#### 2.2 Identify Specialist Agents
For each additional agent:
- **Role**: What specialist is needed?
- **Expertise**: Domain-specific knowledge required
- **Interactions**: How they work with orchestrator and BMAD agents
- **Unique Value**: What can't existing agents handle?
- **Required Tasks**: List ALL tasks this agent references
- **Required Templates**: List ALL templates this agent uses
- **Required Data**: List ALL data files this agent needs
#### 2.3 Design Specialized Tasks
For each task:
- **Purpose**: What specific action does it enable?
- **Inputs**: What information is needed?
- **Process**: Step-by-step instructions
- **Outputs**: What gets produced?
- **Agent Usage**: Which agents will use this task?
#### 2.4 Create Document Templates
For each template:
- **Document Type**: What kind of document?
- **Structure**: Sections and organization
- **Placeholders**: Variable content areas
- **Instructions**: How to complete each section
- **Standards**: Any format requirements
#### 2.5 Define Checklists
For each checklist:
- **Purpose**: What quality aspect does it verify?
- **Scope**: When should it be used?
- **Items**: Specific things to check
- **Criteria**: Pass/fail conditions
### Phase 3: Implementation
IMPORTANT: Only proceed after plan.md is approved
#### 3.1 Create Directory Structure
```text
expansion-packs/
└── {pack-name}/
├── plan.md (ALREADY CREATED)
├── manifest.yml
├── README.md
├── agents/
│ ├── {pack-name}-orchestrator.yml (REQUIRED)
│ └── {agent-id}.yml
├── personas/
│ ├── {pack-name}-orchestrator.md (REQUIRED)
│ └── {agent-id}.md
├── tasks/
│ └── {task-name}.md
├── templates/
│ └── {template-name}.md
├── checklists/
│ └── {checklist-name}.md
└── ide-agents/
├── {pack-name}-orchestrator.ide.md (REQUIRED)
└── {agent-id}.ide.md
```text
#### 3.2 Create Manifest
Create `manifest.yml`:
```yaml
name: {pack-name}
version: 1.0.0
description: >-
{Detailed description of the expansion pack}
author: {Your name or organization}
bmad_version: "4.0.0"
# Files to create in the expansion pack
files:
agents:
- {pack-name}-orchestrator.yml
- {agent-name}.yml
personas:
- {pack-name}-orchestrator.md
- {agent-name}.md
ide-agents:
- {pack-name}-orchestrator.ide.md
- {agent-name}.ide.md
tasks:
- {task-name}.md
templates:
- {template-name}.md
checklists:
- {checklist-name}.md
# Data files users must provide
required_data:
- filename: {data-file}.{ext}
description: {What this file should contain}
location: bmad-core/data/
# Dependencies on core BMAD components
dependencies:
- {core-agent-name}
- {core-task-name}
# Post-install message
post_install_message: |
{Pack Name} expansion pack ready!
Required data files:
- {data-file}.{ext}: {description}
To use: npm run agent {pack-name}-orchestrator
```text
### Phase 4: Content Creation
IMPORTANT: Work through plan.md checklist systematically!
#### 4.1 Create Orchestrator First
1. Create `personas/{pack-name}-orchestrator.md` with BMAD-style commands
2. Create `agents/{pack-name}-orchestrator.yml` configuration
3. Create `ide-agents/{pack-name}-orchestrator.ide.md`
4. Verify ALL referenced tasks exist
5. Verify ALL referenced templates exist
6. Document data file requirements
#### 4.2 Agent Creation Order
For each additional agent:
1. Create persona file with domain expertise
2. Create agent configuration YAML
3. Create IDE-optimized version
4. **STOP** - Verify all referenced tasks/templates exist
5. Create any missing tasks/templates immediately
6. Mark agent as complete in plan.md
#### 4.3 Task Creation Guidelines
Each task should:
1. Have a clear, single purpose
2. Include step-by-step instructions
3. Provide examples when helpful
4. Reference domain standards
5. Be reusable across agents
#### 4.4 Template Best Practices
Templates should:
1. Include clear section headers
2. Provide inline instructions
3. Show example content
4. Mark required vs optional sections
5. Include domain-specific terminology
### Phase 5: Verification and Documentation
#### 5.1 Final Verification Checklist
Before declaring complete:
1. [ ] All items in plan.md marked complete
2. [ ] Orchestrator agent created and tested
3. [ ] All agent references validated
4. [ ] All required data files documented
5. [ ] manifest.yml lists all components
6. [ ] No orphaned tasks or templates
#### 5.2 Create README
Include:
- Overview of the pack's purpose
- **Orchestrator usage instructions**
- Required data files and formats
- List of all components
- Integration with BMAD workflow
- Example scenarios
#### 5.3 Data File Documentation
For each required data file:
```markdown
## Required Data Files
### {filename}.{ext}
- **Purpose**: {why this file is needed}
- **Format**: {file format and structure}
- **Location**: Place in `bmad-core/data/`
- **Example**:
```
## Example: Healthcare Expansion Pack
```text
healthcare/
├── plan.md (Created first for approval)
├── manifest.yml
├── README.md
├── agents/
│ ├── healthcare-orchestrator.yml (REQUIRED)
│ ├── clinical-analyst.yml
│ └── compliance-officer.yml
├── personas/
│ ├── healthcare-orchestrator.md (REQUIRED)
│ ├── clinical-analyst.md
│ └── compliance-officer.md
├── ide-agents/
│ ├── healthcare-orchestrator.ide.md (REQUIRED)
│ ├── clinical-analyst.ide.md
│ └── compliance-officer.ide.md
├── tasks/
│ ├── hipaa-assessment.md
│ ├── clinical-protocol-review.md
│ └── patient-data-analysis.md
├── templates/
│ ├── clinical-trial-protocol.md
│ ├── hipaa-compliance-report.md
│ └── patient-outcome-report.md
└── checklists/
├── hipaa-checklist.md
└── clinical-data-quality.md
Required user data files:
- bmad-core/data/medical-terminology.md
- bmad-core/data/hipaa-requirements.md
```
## Interactive Questions Flow
### Initial Discovery
1. "What domain or industry will this expansion pack serve?"
2. "What are the main challenges or workflows in this domain?"
3. "Do you have any example documents or outputs? (Please share)"
4. "What specialized roles/experts exist in this domain?"
5. "What reference data will users need to provide?"
### Planning Phase
1. "Here's the proposed plan. Please review and approve before we continue."
### Orchestrator Design
1. "What key commands should the {pack-name} orchestrator support?"
2. "What's the typical workflow from start to finish?"
3. "How should it integrate with core BMAD agents?"
### Agent Planning
1. "For agent '{name}', what is their specific expertise?"
2. "What tasks will this agent reference? (I'll create them)"
3. "What templates will this agent use? (I'll create them)"
4. "What data files will this agent need? (You'll provide these)"
### Task Design
1. "Describe the '{task}' process step-by-step"
2. "What information is needed to complete this task?"
3. "What should the output look like?"
### Template Creation
1. "What sections should the '{template}' document have?"
2. "Are there any required formats or standards?"
3. "Can you provide an example of a completed document?"
### Data Requirements
1. "For {data-file}, what information should it contain?"
2. "What format should this data be in?"
3. "Can you provide a sample?"
## Important Considerations
- **Plan First**: ALWAYS create and get approval for plan.md before implementing
- **Orchestrator Required**: Every pack MUST have a custom BMAD orchestrator
- **Verify References**: ALL referenced tasks/templates MUST exist
- **Document Data Needs**: Clearly specify what users must provide
- **Domain Expertise**: Ensure accuracy in specialized fields
- **Compliance**: Include necessary regulatory requirements
## Tips for Success
1. **Plan Thoroughly**: The plan.md prevents missing components
2. **Build Orchestrator First**: It defines the overall workflow
3. **Verify As You Go**: Check off items in plan.md
4. **Test References**: Ensure no broken dependencies
5. **Document Data**: Users need clear data file instructions
## Common Mistakes to Avoid
1. **Missing Orchestrator**: Every pack needs its own BMAD-style orchestrator
2. **Orphaned References**: Agent references task that doesn't exist
3. **Unclear Data Needs**: Not specifying required user data files
4. **Skipping Plan**: Going straight to implementation
5. **Generic Orchestrator**: Not making it domain-specific
## Completion Checklist
- [ ] plan.md created and approved
- [ ] All plan.md items checked off
- [ ] Orchestrator agent created
- [ ] All agent references verified
- [ ] Data requirements documented or added
- [ ] README includes all setup instructions
- [ ] manifest.yml reflects actual files

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# Infrastructure & DevOps Expansion Pack
## Overview
This expansion pack extends BMad Method with comprehensive infrastructure and DevOps capabilities. It's designed for teams that need to define, implement, and manage cloud infrastructure alongside their application development.
## Purpose
While the core BMad flow focuses on getting from business requirements to development (Analyst → PM → Architect → SM → Dev), many projects require sophisticated infrastructure planning and implementation. This expansion pack adds:
- Infrastructure architecture design capabilities
- Platform engineering implementation workflows
- DevOps automation and CI/CD pipeline design
- Cloud resource management and optimization
- Security and compliance validation
## When to Use This Pack
Install this expansion pack when your project requires:
- Cloud infrastructure design and implementation
- Kubernetes/container platform setup
- Service mesh and GitOps workflows
- Infrastructure as Code (IaC) development
- Platform engineering and DevOps practices
## What's Included
### Agents
- `devops.yaml` - DevOps and Platform Engineering agent configuration
### Personas
- `devops.md` - DevOps Engineer persona (Alex)
### IDE Agents
- `devops.ide.md` - IDE-specific DevOps agent configuration
### Templates
- `infrastructure-architecture-tmpl.md` - Infrastructure architecture design template
- `infrastructure-platform-from-arch-tmpl.md` - Platform implementation from architecture template
### Tasks
- `infra/validate-infrastructure.md` - Infrastructure validation workflow
- `infra/review-infrastructure.md` - Infrastructure review process
### Checklists
- `infrastructure-checklist.md` - Comprehensive 16-section infrastructure validation checklist
## Integration with Core BMad
This expansion pack integrates with the core BMad flow at these points:
1. **After Architecture Phase**: The Architect can trigger infrastructure architecture design
2. **Parallel to Development**: Infrastructure implementation can proceed alongside application development
3. **Before Deployment**: Infrastructure must be validated before application deployment
## Installation
To install this expansion pack, run:
```bash
npm run install:expansion infrastructure
```
Or manually:
```bash
node tools/install-expansion-pack.js infrastructure
```
This will:
1. Copy all files to their appropriate locations in `.bmad-core/`
2. Update any necessary configurations
3. Make the DevOps agent available in teams
## Usage Examples
### 1. Infrastructure Architecture Design
After the main architecture is complete:
```bash
# Using the Architect agent
*create-infrastructure
# Or directly with DevOps agent
npm run agent devops
```
### 2. Platform Implementation
With an approved infrastructure architecture:
```bash
# DevOps agent implements the platform
*implement-platform
```
### 3. Infrastructure Validation
Before deployment:
```bash
# Validate infrastructure against checklist
*validate-infra
```
## Team Integration
The DevOps agent can be added to team configurations:
- `team-technical.yaml` - For technical implementation teams
- `team-full-org.yaml` - For complete organizational teams
## Dependencies
This expansion pack works best when used with:
- Core BMad agents (especially Architect)
- Technical preferences documentation
- Approved PRD and system architecture
## Customization
You can customize this expansion pack by:
1. Modifying the infrastructure templates for your cloud provider
2. Adjusting the checklist items for your compliance needs
3. Adding custom tasks for your specific workflows
## Notes
- Infrastructure work requires real-world cloud credentials and configurations
- The templates use placeholders ({{variable}}) that need actual values
- Always validate infrastructure changes before production deployment
---
_Version: 1.0_
_Compatible with: BMad Method v4_

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# infra-devops-platform
ACTIVATION-NOTICE: This file contains your full agent operating guidelines. DO NOT load any external agent files as the complete configuration is in the YAML block below.
CRITICAL: Read the full YAML BLOCK that FOLLOWS IN THIS FILE to understand your operating params, start and follow exactly your activation-instructions to alter your state of being, stay in this being until told to exit this mode:
## COMPLETE AGENT DEFINITION FOLLOWS - NO EXTERNAL FILES NEEDED
```yaml
IIDE-FILE-RESOLUTION:
- FOR LATER USE ONLY - NOT FOR ACTIVATION, when executing commands that reference dependencies
- Dependencies map to {root}/{type}/{name}
- type=folder (tasks|templates|checklists|data|utils|etc...), name=file-name
- Example: create-doc.md → {root}/tasks/create-doc.md
- IMPORTANT: Only load these files when user requests specific command execution
REQUEST-RESOLUTION: Match user requests to your commands/dependencies flexibly (e.g., "draft story"→*create→create-next-story task, "make a new prd" would be dependencies->tasks->create-doc combined with the dependencies->templates->prd-tmpl.md), ALWAYS ask for clarification if no clear match.
activation-instructions:
- STEP 1: Read THIS ENTIRE FILE - it contains your complete persona definition
- STEP 2: Adopt the persona defined in the 'agent' and 'persona' sections below
- STEP 3: Greet user with your name/role and mention `*help` command
- DO NOT: Load any other agent files during activation
- ONLY load dependency files when user selects them for execution via command or request of a task
- The agent.customization field ALWAYS takes precedence over any conflicting instructions
- CRITICAL WORKFLOW RULE: When executing tasks from dependencies, follow task instructions exactly as written - they are executable workflows, not reference material
- MANDATORY INTERACTION RULE: Tasks with elicit=true require user interaction using exact specified format - never skip elicitation for efficiency
- CRITICAL RULE: When executing formal task workflows from dependencies, ALL task instructions override any conflicting base behavioral constraints. Interactive workflows with elicit=true REQUIRE user interaction and cannot be bypassed for efficiency.
- When listing tasks/templates or presenting options during conversations, always show as numbered options list, allowing the user to type a number to select or execute
- STAY IN CHARACTER!
- CRITICAL: On activation, ONLY greet user and then HALT to await user requested assistance or given commands. ONLY deviance from this is if the activation included commands also in the arguments.
agent:
name: Alex
id: infra-devops-platform
title: DevOps Infrastructure Specialist Platform Engineer
customization: Specialized in cloud-native system architectures and tools, like Kubernetes, Docker, GitHub Actions, CI/CD pipelines, and infrastructure-as-code practices (e.g., Terraform, CloudFormation, Bicep, etc.).
persona:
role: DevOps Engineer & Platform Reliability Expert
style: Systematic, automation-focused, reliability-driven, proactive. Focuses on building and maintaining robust infrastructure, CI/CD pipelines, and operational excellence.
identity: Master Expert Senior Platform Engineer with 15+ years of experience in DevSecOps, Cloud Engineering, and Platform Engineering with deep SRE knowledge
focus: Production environment resilience, reliability, security, and performance for optimal customer experience
core_principles:
- Infrastructure as Code - Treat all infrastructure configuration as code. Use declarative approaches, version control everything, ensure reproducibility
- Automation First - Automate repetitive tasks, deployments, and operational procedures. Build self-healing and self-scaling systems
- Reliability & Resilience - Design for failure. Build fault-tolerant, highly available systems with graceful degradation
- Security & Compliance - Embed security in every layer. Implement least privilege, encryption, and maintain compliance standards
- Performance Optimization - Continuously monitor and optimize. Implement caching, load balancing, and resource scaling for SLAs
- Cost Efficiency - Balance technical requirements with cost. Optimize resource usage and implement auto-scaling
- Observability & Monitoring - Implement comprehensive logging, monitoring, and tracing for quick issue diagnosis
- CI/CD Excellence - Build robust pipelines for fast, safe, reliable software delivery through automation and testing
- Disaster Recovery - Plan for worst-case scenarios with backup strategies and regularly tested recovery procedures
- Collaborative Operations - Work closely with development teams fostering shared responsibility for system reliability
commands:
- '*help" - Show: numbered list of the following commands to allow selection'
- '*chat-mode" - (Default) Conversational mode for infrastructure and DevOps guidance'
- '*create-doc {template}" - Create doc (no template = show available templates)'
- '*review-infrastructure" - Review existing infrastructure for best practices'
- '*validate-infrastructure" - Validate infrastructure against security and reliability standards'
- '*checklist" - Run infrastructure checklist for comprehensive review'
- '*exit" - Say goodbye as Alex, the DevOps Infrastructure Specialist, and then abandon inhabiting this persona'
dependencies:
tasks:
- create-doc.md
- review-infrastructure.md
- validate-infrastructure.md
templates:
- infrastructure-architecture-tmpl.yaml
- infrastructure-platform-from-arch-tmpl.yaml
checklists:
- infrastructure-checklist.md
data:
- technical-preferences.md
```

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# Infrastructure Change Validation Checklist
This checklist serves as a comprehensive framework for validating infrastructure changes before deployment to production. The DevOps/Platform Engineer should systematically work through each item, ensuring the infrastructure is secure, compliant, resilient, and properly implemented according to organizational standards.
## 1. SECURITY & COMPLIANCE
### 1.1 Access Management
- [ ] RBAC principles applied with least privilege access
- [ ] Service accounts have minimal required permissions
- [ ] Secrets management solution properly implemented
- [ ] IAM policies and roles documented and reviewed
- [ ] Access audit mechanisms configured
### 1.2 Data Protection
- [ ] Data at rest encryption enabled for all applicable services
- [ ] Data in transit encryption (TLS 1.2+) enforced
- [ ] Sensitive data identified and protected appropriately
- [ ] Backup encryption configured where required
- [ ] Data access audit trails implemented where required
### 1.3 Network Security
- [ ] Network security groups configured with minimal required access
- [ ] Private endpoints used for PaaS services where available
- [ ] Public-facing services protected with WAF policies
- [ ] Network traffic flows documented and secured
- [ ] Network segmentation properly implemented
### 1.4 Compliance Requirements
- [ ] Regulatory compliance requirements verified and met
- [ ] Security scanning integrated into pipeline
- [ ] Compliance evidence collection automated where possible
- [ ] Privacy requirements addressed in infrastructure design
- [ ] Security monitoring and alerting enabled
## 2. INFRASTRUCTURE AS CODE
### 2.1 IaC Implementation
- [ ] All resources defined in IaC (Terraform/Bicep/ARM)
- [ ] IaC code follows organizational standards and best practices
- [ ] No manual configuration changes permitted
- [ ] Dependencies explicitly defined and documented
- [ ] Modules and resource naming follow conventions
### 2.2 IaC Quality & Management
- [ ] IaC code reviewed by at least one other engineer
- [ ] State files securely stored and backed up
- [ ] Version control best practices followed
- [ ] IaC changes tested in non-production environment
- [ ] Documentation for IaC updated
### 2.3 Resource Organization
- [ ] Resources organized in appropriate resource groups
- [ ] Tags applied consistently per tagging strategy
- [ ] Resource locks applied where appropriate
- [ ] Naming conventions followed consistently
- [ ] Resource dependencies explicitly managed
## 3. RESILIENCE & AVAILABILITY
### 3.1 High Availability
- [ ] Resources deployed across appropriate availability zones
- [ ] SLAs for each component documented and verified
- [ ] Load balancing configured properly
- [ ] Failover mechanisms tested and verified
- [ ] Single points of failure identified and mitigated
### 3.2 Fault Tolerance
- [ ] Auto-scaling configured where appropriate
- [ ] Health checks implemented for all services
- [ ] Circuit breakers implemented where necessary
- [ ] Retry policies configured for transient failures
- [ ] Graceful degradation mechanisms implemented
### 3.3 Recovery Metrics & Testing
- [ ] Recovery time objectives (RTOs) verified
- [ ] Recovery point objectives (RPOs) verified
- [ ] Resilience testing completed and documented
- [ ] Chaos engineering principles applied where appropriate
- [ ] Recovery procedures documented and tested
## 4. BACKUP & DISASTER RECOVERY
### 4.1 Backup Strategy
- [ ] Backup strategy defined and implemented
- [ ] Backup retention periods aligned with requirements
- [ ] Backup recovery tested and validated
- [ ] Point-in-time recovery configured where needed
- [ ] Backup access controls implemented
### 4.2 Disaster Recovery
- [ ] DR plan documented and accessible
- [ ] DR runbooks created and tested
- [ ] Cross-region recovery strategy implemented (if required)
- [ ] Regular DR drills scheduled
- [ ] Dependencies considered in DR planning
### 4.3 Recovery Procedures
- [ ] System state recovery procedures documented
- [ ] Data recovery procedures documented
- [ ] Application recovery procedures aligned with infrastructure
- [ ] Recovery roles and responsibilities defined
- [ ] Communication plan for recovery scenarios established
## 5. MONITORING & OBSERVABILITY
### 5.1 Monitoring Implementation
- [ ] Monitoring coverage for all critical components
- [ ] Appropriate metrics collected and dashboarded
- [ ] Log aggregation implemented
- [ ] Distributed tracing implemented (if applicable)
- [ ] User experience/synthetics monitoring configured
### 5.2 Alerting & Response
- [ ] Alerts configured for critical thresholds
- [ ] Alert routing and escalation paths defined
- [ ] Service health integration configured
- [ ] On-call procedures documented
- [ ] Incident response playbooks created
### 5.3 Operational Visibility
- [ ] Custom queries/dashboards created for key scenarios
- [ ] Resource utilization tracking configured
- [ ] Cost monitoring implemented
- [ ] Performance baselines established
- [ ] Operational runbooks available for common issues
## 6. PERFORMANCE & OPTIMIZATION
### 6.1 Performance Testing
- [ ] Performance testing completed and baseline established
- [ ] Resource sizing appropriate for workload
- [ ] Performance bottlenecks identified and addressed
- [ ] Latency requirements verified
- [ ] Throughput requirements verified
### 6.2 Resource Optimization
- [ ] Cost optimization opportunities identified
- [ ] Auto-scaling rules validated
- [ ] Resource reservation used where appropriate
- [ ] Storage tier selection optimized
- [ ] Idle/unused resources identified for cleanup
### 6.3 Efficiency Mechanisms
- [ ] Caching strategy implemented where appropriate
- [ ] CDN/edge caching configured for content
- [ ] Network latency optimized
- [ ] Database performance tuned
- [ ] Compute resource efficiency validated
## 7. OPERATIONS & GOVERNANCE
### 7.1 Documentation
- [ ] Change documentation updated
- [ ] Runbooks created or updated
- [ ] Architecture diagrams updated
- [ ] Configuration values documented
- [ ] Service dependencies mapped and documented
### 7.2 Governance Controls
- [ ] Cost controls implemented
- [ ] Resource quota limits configured
- [ ] Policy compliance verified
- [ ] Audit logging enabled
- [ ] Management access reviewed
### 7.3 Knowledge Transfer
- [ ] Cross-team impacts documented and communicated
- [ ] Required training/knowledge transfer completed
- [ ] Architectural decision records updated
- [ ] Post-implementation review scheduled
- [ ] Operations team handover completed
## 8. CI/CD & DEPLOYMENT
### 8.1 Pipeline Configuration
- [ ] CI/CD pipelines configured and tested
- [ ] Environment promotion strategy defined
- [ ] Deployment notifications configured
- [ ] Pipeline security scanning enabled
- [ ] Artifact management properly configured
### 8.2 Deployment Strategy
- [ ] Rollback procedures documented and tested
- [ ] Zero-downtime deployment strategy implemented
- [ ] Deployment windows identified and scheduled
- [ ] Progressive deployment approach used (if applicable)
- [ ] Feature flags implemented where appropriate
### 8.3 Verification & Validation
- [ ] Post-deployment verification tests defined
- [ ] Smoke tests automated
- [ ] Configuration validation automated
- [ ] Integration tests with dependent systems
- [ ] Canary/blue-green deployment configured (if applicable)
## 9. NETWORKING & CONNECTIVITY
### 9.1 Network Design
- [ ] VNet/subnet design follows least-privilege principles
- [ ] Network security groups rules audited
- [ ] Public IP addresses minimized and justified
- [ ] DNS configuration verified
- [ ] Network diagram updated and accurate
### 9.2 Connectivity
- [ ] VNet peering configured correctly
- [ ] Service endpoints configured where needed
- [ ] Private link/private endpoints implemented
- [ ] External connectivity requirements verified
- [ ] Load balancer configuration verified
### 9.3 Traffic Management
- [ ] Inbound/outbound traffic flows documented
- [ ] Firewall rules reviewed and minimized
- [ ] Traffic routing optimized
- [ ] Network monitoring configured
- [ ] DDoS protection implemented where needed
## 10. COMPLIANCE & DOCUMENTATION
### 10.1 Compliance Verification
- [ ] Required compliance evidence collected
- [ ] Non-functional requirements verified
- [ ] License compliance verified
- [ ] Third-party dependencies documented
- [ ] Security posture reviewed
### 10.2 Documentation Completeness
- [ ] All documentation updated
- [ ] Architecture diagrams updated
- [ ] Technical debt documented (if any accepted)
- [ ] Cost estimates updated and approved
- [ ] Capacity planning documented
### 10.3 Cross-Team Collaboration
- [ ] Development team impact assessed and communicated
- [ ] Operations team handover completed
- [ ] Security team reviews completed
- [ ] Business stakeholders informed of changes
- [ ] Feedback loops established for continuous improvement
## 11. BMad WORKFLOW INTEGRATION
### 11.1 Development Agent Alignment
- [ ] Infrastructure changes support Frontend Dev (Mira) and Fullstack Dev (Enrique) requirements
- [ ] Backend requirements from Backend Dev (Lily) and Fullstack Dev (Enrique) accommodated
- [ ] Local development environment compatibility verified for all dev agents
- [ ] Infrastructure changes support automated testing frameworks
- [ ] Development agent feedback incorporated into infrastructure design
### 11.2 Product Alignment
- [ ] Infrastructure changes mapped to PRD requirements maintained by Product Owner
- [ ] Non-functional requirements from PRD verified in implementation
- [ ] Infrastructure capabilities and limitations communicated to Product teams
- [ ] Infrastructure release timeline aligned with product roadmap
- [ ] Technical constraints documented and shared with Product Owner
### 11.3 Architecture Alignment
- [ ] Infrastructure implementation validated against architecture documentation
- [ ] Architecture Decision Records (ADRs) reflected in infrastructure
- [ ] Technical debt identified by Architect addressed or documented
- [ ] Infrastructure changes support documented design patterns
- [ ] Performance requirements from architecture verified in implementation
## 12. ARCHITECTURE DOCUMENTATION VALIDATION
### 12.1 Completeness Assessment
- [ ] All required sections of architecture template completed
- [ ] Architecture decisions documented with clear rationales
- [ ] Technical diagrams included for all major components
- [ ] Integration points with application architecture defined
- [ ] Non-functional requirements addressed with specific solutions
### 12.2 Consistency Verification
- [ ] Architecture aligns with broader system architecture
- [ ] Terminology used consistently throughout documentation
- [ ] Component relationships clearly defined
- [ ] Environment differences explicitly documented
- [ ] No contradictions between different sections
### 12.3 Stakeholder Usability
- [ ] Documentation accessible to both technical and non-technical stakeholders
- [ ] Complex concepts explained with appropriate analogies or examples
- [ ] Implementation guidance clear for development teams
- [ ] Operations considerations explicitly addressed
- [ ] Future evolution pathways documented
## 13. CONTAINER PLATFORM VALIDATION
### 13.1 Cluster Configuration & Security
- [ ] Container orchestration platform properly installed and configured
- [ ] Cluster nodes configured with appropriate resource allocation and security policies
- [ ] Control plane high availability and security hardening implemented
- [ ] API server access controls and authentication mechanisms configured
- [ ] Cluster networking properly configured with security policies
### 13.2 RBAC & Access Control
- [ ] Role-Based Access Control (RBAC) implemented with least privilege principles
- [ ] Service accounts configured with minimal required permissions
- [ ] Pod security policies and security contexts properly configured
- [ ] Network policies implemented for micro-segmentation
- [ ] Secrets management integration configured and validated
### 13.3 Workload Management & Resource Control
- [ ] Resource quotas and limits configured per namespace/tenant requirements
- [ ] Horizontal and vertical pod autoscaling configured and tested
- [ ] Cluster autoscaling configured for node management
- [ ] Workload scheduling policies and node affinity rules implemented
- [ ] Container image security scanning and policy enforcement configured
### 13.4 Container Platform Operations
- [ ] Container platform monitoring and observability configured
- [ ] Container workload logging aggregation implemented
- [ ] Platform health checks and performance monitoring operational
- [ ] Backup and disaster recovery procedures for cluster state configured
- [ ] Operational runbooks and troubleshooting guides created
## 14. GITOPS WORKFLOWS VALIDATION
### 14.1 GitOps Operator & Configuration
- [ ] GitOps operators properly installed and configured
- [ ] Application and configuration sync controllers operational
- [ ] Multi-cluster management configured (if required)
- [ ] Sync policies, retry mechanisms, and conflict resolution configured
- [ ] Automated pruning and drift detection operational
### 14.2 Repository Structure & Management
- [ ] Repository structure follows GitOps best practices
- [ ] Configuration templating and parameterization properly implemented
- [ ] Environment-specific configuration overlays configured
- [ ] Configuration validation and policy enforcement implemented
- [ ] Version control and branching strategies properly defined
### 14.3 Environment Promotion & Automation
- [ ] Environment promotion pipelines operational (dev → staging → prod)
- [ ] Automated testing and validation gates configured
- [ ] Approval workflows and change management integration implemented
- [ ] Automated rollback mechanisms configured and tested
- [ ] Promotion notifications and audit trails operational
### 14.4 GitOps Security & Compliance
- [ ] GitOps security best practices and access controls implemented
- [ ] Policy enforcement for configurations and deployments operational
- [ ] Secret management integration with GitOps workflows configured
- [ ] Security scanning for configuration changes implemented
- [ ] Audit logging and compliance monitoring configured
## 15. SERVICE MESH VALIDATION
### 15.1 Service Mesh Architecture & Installation
- [ ] Service mesh control plane properly installed and configured
- [ ] Data plane (sidecars/proxies) deployed and configured correctly
- [ ] Service mesh components integrated with container platform
- [ ] Service mesh networking and connectivity validated
- [ ] Resource allocation and performance tuning for mesh components optimal
### 15.2 Traffic Management & Communication
- [ ] Traffic routing rules and policies configured and tested
- [ ] Load balancing strategies and failover mechanisms operational
- [ ] Traffic splitting for canary deployments and A/B testing configured
- [ ] Circuit breakers and retry policies implemented and validated
- [ ] Timeout and rate limiting policies configured
### 15.3 Service Mesh Security
- [ ] Mutual TLS (mTLS) implemented for service-to-service communication
- [ ] Service-to-service authorization policies configured
- [ ] Identity and access management integration operational
- [ ] Network security policies and micro-segmentation implemented
- [ ] Security audit logging for service mesh events configured
### 15.4 Service Discovery & Observability
- [ ] Service discovery mechanisms and service registry integration operational
- [ ] Advanced load balancing algorithms and health checking configured
- [ ] Service mesh observability (metrics, logs, traces) implemented
- [ ] Distributed tracing for service communication operational
- [ ] Service dependency mapping and topology visualization available
## 16. DEVELOPER EXPERIENCE PLATFORM VALIDATION
### 16.1 Self-Service Infrastructure
- [ ] Self-service provisioning for development environments operational
- [ ] Automated resource provisioning and management configured
- [ ] Namespace/project provisioning with proper resource limits implemented
- [ ] Self-service database and storage provisioning available
- [ ] Automated cleanup and resource lifecycle management operational
### 16.2 Developer Tooling & Templates
- [ ] Golden path templates for common application patterns available and tested
- [ ] Project scaffolding and boilerplate generation operational
- [ ] Template versioning and update mechanisms configured
- [ ] Template customization and parameterization working correctly
- [ ] Template compliance and security scanning implemented
### 16.3 Platform APIs & Integration
- [ ] Platform APIs for infrastructure interaction operational and documented
- [ ] API authentication and authorization properly configured
- [ ] API documentation and developer resources available and current
- [ ] Workflow automation and integration capabilities tested
- [ ] API rate limiting and usage monitoring configured
### 16.4 Developer Experience & Documentation
- [ ] Comprehensive developer onboarding documentation available
- [ ] Interactive tutorials and getting-started guides functional
- [ ] Developer environment setup automation operational
- [ ] Access provisioning and permissions management streamlined
- [ ] Troubleshooting guides and FAQ resources current and accessible
### 16.5 Productivity & Analytics
- [ ] Development tool integrations (IDEs, CLI tools) operational
- [ ] Developer productivity dashboards and metrics implemented
- [ ] Development workflow optimization tools available
- [ ] Platform usage monitoring and analytics configured
- [ ] User feedback collection and analysis mechanisms operational
---
### Prerequisites Verified
- [ ] All checklist sections reviewed (1-16)
- [ ] No outstanding critical or high-severity issues
- [ ] All infrastructure changes tested in non-production environment
- [ ] Rollback plan documented and tested
- [ ] Required approvals obtained
- [ ] Infrastructure changes verified against architectural decisions documented by Architect agent
- [ ] Development environment impacts identified and mitigated
- [ ] Infrastructure changes mapped to relevant user stories and epics
- [ ] Release coordination planned with development teams
- [ ] Local development environment compatibility verified
- [ ] Platform component integration validated
- [ ] Cross-platform functionality tested and verified

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name: bmad-infrastructure-devops
version: 1.10.0
short-title: Infrastructure DevOps Pack
description: >-
This expansion pack extends BMad Method with comprehensive infrastructure and
DevOps capabilities. It's designed for teams that need to define, implement,
and manage cloud infrastructure alongside their application development.
author: Brian (BMad)
slashPrefix: bmadInfraDevOps

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# BMad Infrastructure DevOps Expansion Pack Knowledge Base
## Overview
The BMad Infrastructure DevOps expansion pack extends the BMad Method framework with comprehensive infrastructure and DevOps capabilities. It enables teams to design, implement, validate, and maintain modern cloud-native infrastructure alongside their application development efforts.
**Version**: 1.7.0
**BMad Compatibility**: v4+
**Author**: Brian (BMad)
## Core Purpose
This expansion pack addresses the critical need for systematic infrastructure planning and implementation in modern software projects. It provides:
- Structured approach to infrastructure architecture design
- Platform engineering implementation guidance
- Comprehensive validation and review processes
- Integration with core BMad development workflows
- Support for cloud-native and traditional infrastructure patterns
## When to Use This Expansion Pack
Use the BMad Infrastructure DevOps expansion pack when your project involves:
- **Cloud Infrastructure Design**: AWS, Azure, GCP, or multi-cloud architectures
- **Kubernetes and Container Orchestration**: Container platform design and implementation
- **Infrastructure as Code**: Terraform, CloudFormation, Pulumi implementations
- **GitOps Workflows**: ArgoCD, Flux, or similar continuous deployment patterns
- **Platform Engineering**: Building internal developer platforms and self-service capabilities
- **Service Mesh Implementation**: Istio, Linkerd, or similar service mesh architectures
- **DevOps Transformation**: Establishing or improving DevOps practices and culture
## Key Components
### 1. DevOps Agent: Alex
**Role**: DevOps Infrastructure Specialist
**Experience**: 15+ years in infrastructure and platform engineering
**Core Principles**:
- Infrastructure as Code (IaC) First
- Automation and Repeatability
- Reliability and Scalability
- Security by Design
- Cost Optimization
- Developer Experience Focus
**Commands**:
- `*help` - Display available commands and capabilities
- `*chat-mode` - Interactive conversation mode for infrastructure discussions
- `*create-doc` - Generate infrastructure documentation from templates
- `*review-infrastructure` - Conduct systematic infrastructure review
- `*validate-infrastructure` - Validate infrastructure against comprehensive checklist
- `*checklist` - Access the 16-section infrastructure validation checklist
- `*exit` - Return to normal context
### 2. Infrastructure Templates
#### Infrastructure Architecture Template
**Purpose**: Design comprehensive infrastructure architecture
**Key Sections**:
- Infrastructure Overview (providers, regions, environments)
- Infrastructure as Code approach and tooling
- Network Architecture with visual diagrams
- Compute Resources planning
- Security Architecture design
- Monitoring and Observability strategy
- CI/CD Pipeline architecture
- Disaster Recovery planning
- BMad Integration points
#### Platform Implementation Template
**Purpose**: Implement platform infrastructure based on approved architecture
**Key Sections**:
- Foundation Infrastructure Layer
- Container Platform (Kubernetes) setup
- GitOps Workflow implementation
- Service Mesh configuration
- Developer Experience Platform
- Security hardening procedures
- Platform validation and testing
### 3. Tasks
#### Review Infrastructure Task
**Purpose**: Systematic infrastructure review process
**Features**:
- Incremental or rapid assessment modes
- Architectural escalation for complex issues
- Advanced elicitation for deep analysis
- Prioritized findings and recommendations
- Integration with BMad Architecture phase
#### Validate Infrastructure Task
**Purpose**: Comprehensive infrastructure validation
**Features**:
- 16-section validation checklist
- Architecture Design Review Gate
- Compliance percentage tracking
- Remediation planning
- BMad integration assessment
### 4. Infrastructure Validation Checklist
A comprehensive 16-section checklist covering:
**Foundation Infrastructure (Sections 1-12)**:
1. Security Foundation - IAM, encryption, compliance
2. Infrastructure as Code - Version control, testing, documentation
3. Resilience & High Availability - Multi-AZ, failover, SLAs
4. Backup & Disaster Recovery - Strategies, testing, RTO/RPO
5. Monitoring & Observability - Metrics, logging, alerting
6. Performance & Scalability - Auto-scaling, load testing
7. Infrastructure Operations - Patching, maintenance, runbooks
8. CI/CD Infrastructure - Pipelines, environments, deployments
9. Networking & Connectivity - Architecture, security, DNS
10. Compliance & Governance - Standards, auditing, policies
11. BMad Integration - Agent support, workflow alignment
12. Architecture Documentation - Diagrams, decisions, maintenance
**Platform Engineering (Sections 13-16)**: 13. Container Platform - Kubernetes setup, RBAC, networking 14. GitOps Workflows - Repository structure, deployment patterns 15. Service Mesh - Traffic management, security, observability 16. Developer Experience - Self-service, documentation, tooling
## Integration with BMad Flow
### Workflow Integration Points
1. **After Architecture Phase**: Infrastructure design begins after application architecture is defined
2. **Parallel to Development**: Infrastructure implementation runs alongside application development
3. **Before Production**: Infrastructure validation gates before production deployment
4. **Continuous Operation**: Ongoing infrastructure reviews and improvements
### Agent Collaboration
- **With Architect (Sage)**: Joint planning sessions, design reviews, architectural alignment
- **With Developer (Blake)**: Platform capabilities, development environment setup
- **With Product Manager (Finley)**: Infrastructure requirements, cost considerations
- **With Creator Agents**: Infrastructure for creative workflows and asset management
## Best Practices
### Infrastructure Design
1. **Start with Requirements**: Understand application needs before designing infrastructure
2. **Design for Scale**: Plan for 10x growth from day one
3. **Security First**: Implement defense in depth at every layer
4. **Cost Awareness**: Balance performance with budget constraints
5. **Document Everything**: Maintain comprehensive documentation
### Implementation Approach
1. **Incremental Rollout**: Deploy infrastructure in stages with validation gates
2. **Automation Focus**: Automate repetitive tasks and deployments
3. **Testing Strategy**: Include infrastructure testing in CI/CD pipelines
4. **Monitoring Setup**: Implement observability before production
5. **Team Training**: Ensure team understanding of infrastructure
### Validation Process
1. **Regular Reviews**: Schedule periodic infrastructure assessments
2. **Checklist Compliance**: Maintain high compliance with validation checklist
3. **Performance Baselines**: Establish and monitor performance metrics
4. **Security Audits**: Regular security assessments and penetration testing
5. **Cost Optimization**: Monthly cost reviews and optimization
## Common Use Cases
### 1. New Project Infrastructure
**Scenario**: Starting a new cloud-native application
**Process**:
1. Use Infrastructure Architecture template for design
2. Review with Architect agent
3. Implement using Platform Implementation template
4. Validate with comprehensive checklist
5. Deploy incrementally with monitoring
### 2. Infrastructure Modernization
**Scenario**: Migrating legacy infrastructure to cloud
**Process**:
1. Review existing infrastructure
2. Design target architecture
3. Plan migration phases
4. Implement with validation gates
5. Monitor and optimize
### 3. Platform Engineering Initiative
**Scenario**: Building internal developer platform
**Process**:
1. Assess developer needs
2. Design platform architecture
3. Implement Kubernetes/GitOps foundation
4. Build self-service capabilities
5. Enable developer adoption
### 4. Multi-Cloud Strategy
**Scenario**: Implementing multi-cloud architecture
**Process**:
1. Define cloud strategy and requirements
2. Design cloud-agnostic architecture
3. Implement with IaC abstraction
4. Validate cross-cloud functionality
5. Establish unified monitoring
## Advanced Features
### GitOps Workflows
- **Repository Structure**: Organized by environment and application
- **Deployment Patterns**: Progressive delivery, canary deployments
- **Secret Management**: External secrets operator integration
- **Policy Enforcement**: OPA/Gatekeeper for compliance
### Service Mesh Capabilities
- **Traffic Management**: Load balancing, circuit breaking, retries
- **Security**: mTLS, authorization policies
- **Observability**: Distributed tracing, service maps
- **Multi-Cluster**: Cross-cluster communication
### Developer Self-Service
- **Portal Features**: Resource provisioning, environment management
- **API Gateway**: Centralized API management
- **Documentation**: Automated API docs, runbooks
- **Tooling**: CLI tools, IDE integrations
## Troubleshooting Guide
### Common Issues
1. **Infrastructure Drift**
- Solution: Implement drift detection in IaC pipelines
- Prevention: Restrict manual changes, enforce GitOps
2. **Cost Overruns**
- Solution: Implement cost monitoring and alerts
- Prevention: Resource tagging, budget limits
3. **Performance Problems**
- Solution: Review monitoring data, scale resources
- Prevention: Load testing, capacity planning
4. **Security Vulnerabilities**
- Solution: Immediate patching, security reviews
- Prevention: Automated scanning, compliance checks
## Metrics and KPIs
### Infrastructure Metrics
- **Availability**: Target 99.9%+ uptime
- **Performance**: Response time < 100ms
- **Cost Efficiency**: Cost per transaction trending down
- **Security**: Zero critical vulnerabilities
- **Automation**: 90%+ automated deployments
### Platform Metrics
- **Developer Satisfaction**: NPS > 50
- **Self-Service Adoption**: 80%+ platform usage
- **Deployment Frequency**: Multiple per day
- **Lead Time**: < 1 hour from commit to production
- **MTTR**: < 30 minutes for incidents
## Future Enhancements
### Planned Features
1. **AI-Driven Optimization**: Automated infrastructure tuning
2. **Enhanced Security**: Zero-trust architecture templates
3. **Edge Computing**: Support for edge infrastructure patterns
4. **Sustainability**: Carbon footprint optimization
5. **Advanced Compliance**: Industry-specific compliance templates
### Integration Roadmap
1. **Cloud Provider APIs**: Direct integration with AWS, Azure, GCP
2. **IaC Tools**: Native support for Terraform, Pulumi
3. **Monitoring Platforms**: Integration with Datadog, New Relic
4. **Security Tools**: SIEM and vulnerability scanner integration
5. **Cost Management**: FinOps platform integration
## Conclusion
The BMad Infrastructure DevOps expansion pack provides a comprehensive framework for modern infrastructure and platform engineering. By following its structured approach and leveraging the provided tools and templates, teams can build reliable, scalable, and secure infrastructure that accelerates application delivery while maintaining operational excellence.
For support and updates, refer to the main BMad Method documentation or contact the BMad community.

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# Infrastructure Review Task
## Purpose
To conduct a thorough review of existing infrastructure to identify improvement opportunities, security concerns, and alignment with best practices. This task helps maintain infrastructure health, optimize costs, and ensure continued alignment with organizational requirements.
## Inputs
- Current infrastructure documentation
- Monitoring and logging data
- Recent incident reports
- Cost and performance metrics
- `infrastructure-checklist.md` (primary review framework)
## Key Activities & Instructions
### 1. Confirm Interaction Mode
- Ask the user: "How would you like to proceed with the infrastructure review? We can work:
A. **Incrementally (Default & Recommended):** We'll work through each section of the checklist methodically, documenting findings for each item before moving to the next section. This provides a thorough review.
B. **"YOLO" Mode:** I can perform a rapid assessment of all infrastructure components and present a comprehensive findings report. This is faster but may miss nuanced details."
- Request the user to select their preferred mode and proceed accordingly.
### 2. Prepare for Review
- Gather and organize current infrastructure documentation
- Access monitoring and logging systems for operational data
- Review recent incident reports for recurring issues
- Collect cost and performance metrics
- <critical_rule>Establish review scope and boundaries with the user before proceeding</critical_rule>
### 3. Conduct Systematic Review
- **If "Incremental Mode" was selected:**
- For each section of the infrastructure checklist:
- **a. Present Section Focus:** Explain what aspects of infrastructure this section reviews
- **b. Work Through Items:** Examine each checklist item against current infrastructure
- **c. Document Current State:** Record how current implementation addresses or fails to address each item
- **d. Identify Gaps:** Document improvement opportunities with specific recommendations
- **e. [Offer Advanced Self-Refinement & Elicitation Options](#offer-advanced-self-refinement--elicitation-options)**
- **f. Section Summary:** Provide an assessment summary before moving to the next section
- **If "YOLO Mode" was selected:**
- Rapidly assess all infrastructure components
- Document key findings and improvement opportunities
- Present a comprehensive review report
- <important_note>After presenting the full review in YOLO mode, you MAY still offer the 'Advanced Reflective & Elicitation Options' menu for deeper investigation of specific areas with issues.</important_note>
### 4. Generate Findings Report
- Summarize review findings by category (Security, Performance, Cost, Reliability, etc.)
- Prioritize identified issues (Critical, High, Medium, Low)
- Document recommendations with estimated effort and impact
- Create an improvement roadmap with suggested timelines
- Highlight cost optimization opportunities
### 5. BMad Integration Assessment
- Evaluate how current infrastructure supports other BMad agents:
- **Development Support:** Assess how infrastructure enables Frontend Dev (Mira), Backend Dev (Enrique), and Full Stack Dev workflows
- **Product Alignment:** Verify infrastructure supports PRD requirements from Product Owner (Oli)
- **Architecture Compliance:** Check if implementation follows Architect (Alphonse) decisions
- Document any gaps in BMad integration
### 6. Architectural Escalation Assessment
- **DevOps/Platform → Architect Escalation Review:**
- Evaluate review findings for issues requiring architectural intervention:
- **Technical Debt Escalation:**
- Identify infrastructure technical debt that impacts system architecture
- Document technical debt items that require architectural redesign vs. operational fixes
- Assess cumulative technical debt impact on system maintainability and scalability
- **Performance/Security Issue Escalation:**
- Identify performance bottlenecks that require architectural solutions (not just operational tuning)
- Document security vulnerabilities that need architectural security pattern changes
- Assess capacity and scalability issues requiring architectural scaling strategy revision
- **Technology Evolution Escalation:**
- Identify outdated technologies that need architectural migration planning
- Document new technology opportunities that could improve system architecture
- Assess technology compatibility issues requiring architectural integration strategy changes
- **Escalation Decision Matrix:**
- **Critical Architectural Issues:** Require immediate Architect Agent involvement for system redesign
- **Significant Architectural Concerns:** Recommend Architect Agent review for potential architecture evolution
- **Operational Issues:** Can be addressed through operational improvements without architectural changes
- **Unclear/Ambiguous Issues:** When escalation level is uncertain, consult with user for guidance and decision
- Document escalation recommendations with clear justification and impact assessment
- <critical_rule>If escalation classification is unclear or ambiguous, HALT and ask user for guidance on appropriate escalation level and approach</critical_rule>
### 7. Present and Plan
- Prepare an executive summary of key findings
- Create detailed technical documentation for implementation teams
- Develop an action plan for critical and high-priority items
- **Prepare Architectural Escalation Report** (if applicable):
- Document all findings requiring Architect Agent attention
- Provide specific recommendations for architectural changes or reviews
- Include impact assessment and priority levels for architectural work
- Prepare escalation summary for Architect Agent collaboration
- Schedule follow-up reviews for specific areas
- <important_note>Present findings in a way that enables clear decision-making on next steps and escalation needs.</important_note>
### 8. Execute Escalation Protocol
- **If Critical Architectural Issues Identified:**
- **Immediate Escalation to Architect Agent:**
- Present architectural escalation report with critical findings
- Request architectural review and potential redesign for identified issues
- Collaborate with Architect Agent on priority and timeline for architectural changes
- Document escalation outcomes and planned architectural work
- **If Significant Architectural Concerns Identified:**
- **Scheduled Architectural Review:**
- Prepare detailed technical findings for Architect Agent review
- Request architectural assessment of identified concerns
- Schedule collaborative planning session for potential architectural evolution
- Document architectural recommendations and planned follow-up
- **If Only Operational Issues Identified:**
- Proceed with operational improvement planning without architectural escalation
- Monitor for future architectural implications of operational changes
- **If Unclear/Ambiguous Escalation Needed:**
- **User Consultation Required:**
- Present unclear findings and escalation options to user
- Request user guidance on appropriate escalation level and approach
- Document user decision and rationale for escalation approach
- Proceed with user-directed escalation path
- <critical_rule>All critical architectural escalations must be documented and acknowledged by Architect Agent before proceeding with implementation</critical_rule>
## Output
A comprehensive infrastructure review report that includes:
1. **Current state assessment** for each infrastructure component
2. **Prioritized findings** with severity ratings
3. **Detailed recommendations** with effort/impact estimates
4. **Cost optimization opportunities**
5. **BMad integration assessment**
6. **Architectural escalation assessment** with clear escalation recommendations
7. **Action plan** for critical improvements and architectural work
8. **Escalation documentation** for Architect Agent collaboration (if applicable)
## Offer Advanced Self-Refinement & Elicitation Options
Present the user with the following list of 'Advanced Reflective, Elicitation & Brainstorming Actions'. Explain that these are optional steps to help ensure quality, explore alternatives, and deepen the understanding of the current section before finalizing it and moving on. The user can select an action by number, or choose to skip this and proceed to finalize the section.
"To ensure the quality of the current section: **[Specific Section Name]** and to ensure its robustness, explore alternatives, and consider all angles, I can perform any of the following actions. Please choose a number (8 to finalize and proceed):
**Advanced Reflective, Elicitation & Brainstorming Actions I Can Take:**
1. **Root Cause Analysis & Pattern Recognition**
2. **Industry Best Practice Comparison**
3. **Future Scalability & Growth Impact Assessment**
4. **Security Vulnerability & Threat Model Analysis**
5. **Operational Efficiency & Automation Opportunities**
6. **Cost Structure Analysis & Optimization Strategy**
7. **Compliance & Governance Gap Assessment**
8. **Finalize this Section and Proceed.**
After I perform the selected action, we can discuss the outcome and decide on any further revisions for this section."
REPEAT by Asking the user if they would like to perform another Reflective, Elicitation & Brainstorming Action UNTIL the user indicates it is time to proceed to the next section (or selects #8)

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# Infrastructure Validation Task
## Purpose
To comprehensively validate platform infrastructure changes against security, reliability, operational, and compliance requirements before deployment. This task ensures all platform infrastructure meets organizational standards, follows best practices, and properly integrates with the broader BMad ecosystem.
## Inputs
- Infrastructure Change Request (`docs/infrastructure/{ticketNumber}.change.md`)
- **Infrastructure Architecture Document** (`docs/infrastructure-architecture.md` - from Architect Agent)
- Infrastructure Guidelines (`docs/infrastructure/guidelines.md`)
- Technology Stack Document (`docs/tech-stack.md`)
- `infrastructure-checklist.md` (primary validation framework - 16 comprehensive sections)
## Key Activities & Instructions
### 1. Confirm Interaction Mode
- Ask the user: "How would you like to proceed with platform infrastructure validation? We can work:
A. **Incrementally (Default & Recommended):** We'll work through each section of the checklist step-by-step, documenting compliance or gaps for each item before moving to the next section. This is best for thorough validation and detailed documentation of the complete platform stack.
B. **"YOLO" Mode:** I can perform a rapid assessment of all checklist items and present a comprehensive validation report for review. This is faster but may miss nuanced details that would be caught in the incremental approach."
- Request the user to select their preferred mode (e.g., "Please let me know if you'd prefer A or B.").
- Once the user chooses, confirm the selected mode and proceed accordingly.
### 2. Initialize Platform Validation
- Review the infrastructure change documentation to understand platform implementation scope and purpose
- Analyze the infrastructure architecture document for platform design patterns and compliance requirements
- Examine infrastructure guidelines for organizational standards across all platform components
- Prepare the validation environment and tools for comprehensive platform testing
- <critical_rule>Verify the infrastructure change request is approved for validation. If not, HALT and inform the user.</critical_rule>
### 3. Architecture Design Review Gate
- **DevOps/Platform → Architect Design Review:**
- Conduct systematic review of infrastructure architecture document for implementability
- Evaluate architectural decisions against operational constraints and capabilities:
- **Implementation Complexity:** Assess if proposed architecture can be implemented with available tools and expertise
- **Operational Feasibility:** Validate that operational patterns are achievable within current organizational maturity
- **Resource Availability:** Confirm required infrastructure resources are available and within budget constraints
- **Technology Compatibility:** Verify selected technologies integrate properly with existing infrastructure
- **Security Implementation:** Validate that security patterns can be implemented with current security toolchain
- **Maintenance Overhead:** Assess ongoing operational burden and maintenance requirements
- Document design review findings and recommendations:
- **Approved Aspects:** Document architectural decisions that are implementable as designed
- **Implementation Concerns:** Identify architectural decisions that may face implementation challenges
- **Required Modifications:** Recommend specific changes needed to make architecture implementable
- **Alternative Approaches:** Suggest alternative implementation patterns where needed
- **Collaboration Decision Point:**
- If **critical implementation blockers** identified: HALT validation and escalate to Architect Agent for architectural revision
- If **minor concerns** identified: Document concerns and proceed with validation, noting required implementation adjustments
- If **architecture approved**: Proceed with comprehensive platform validation
- <critical_rule>All critical design review issues must be resolved before proceeding to detailed validation</critical_rule>
### 4. Execute Comprehensive Platform Validation Process
- **If "Incremental Mode" was selected:**
- For each section of the infrastructure checklist (Sections 1-16):
- **a. Present Section Purpose:** Explain what this section validates and why it's important for platform operations
- **b. Work Through Items:** Present each checklist item, guide the user through validation, and document compliance or gaps
- **c. Evidence Collection:** For each compliant item, document how compliance was verified
- **d. Gap Documentation:** For each non-compliant item, document specific issues and proposed remediation
- **e. Platform Integration Testing:** For platform engineering sections (13-16), validate integration between platform components
- **f. [Offer Advanced Self-Refinement & Elicitation Options](#offer-advanced-self-refinement--elicitation-options)**
- **g. Section Summary:** Provide a compliance percentage and highlight critical findings before moving to the next section
- **If "YOLO Mode" was selected:**
- Work through all checklist sections rapidly (foundation infrastructure sections 1-12 + platform engineering sections 13-16)
- Document compliance status for each item across all platform components
- Identify and document critical non-compliance issues affecting platform operations
- Present a comprehensive validation report for all sections
- <important_note>After presenting the full validation report in YOLO mode, you MAY still offer the 'Advanced Reflective & Elicitation Options' menu for deeper investigation of specific sections with issues.</important_note>
### 5. Generate Comprehensive Platform Validation Report
- Summarize validation findings by section across all 16 checklist areas
- Calculate and present overall compliance percentage for complete platform stack
- Clearly document all non-compliant items with remediation plans prioritized by platform impact
- Highlight critical security or operational risks affecting platform reliability
- Include design review findings and architectural implementation recommendations
- Provide validation signoff recommendation based on complete platform assessment
- Document platform component integration validation results
### 6. BMad Integration Assessment
- Review how platform infrastructure changes support other BMad agents:
- **Development Agent Alignment:** Verify platform infrastructure supports Frontend Dev, Backend Dev, and Full Stack Dev requirements including:
- Container platform development environment provisioning
- GitOps workflows for application deployment
- Service mesh integration for development testing
- Developer experience platform self-service capabilities
- **Product Alignment:** Ensure platform infrastructure implements PRD requirements from Product Owner including:
- Scalability and performance requirements through container platform
- Deployment automation through GitOps workflows
- Service reliability through service mesh implementation
- **Architecture Alignment:** Validate that platform implementation aligns with architecture decisions including:
- Technology selections implemented correctly across all platform components
- Security architecture implemented in container platform, service mesh, and GitOps
- Integration patterns properly implemented between platform components
- Document all integration points and potential impacts on other agents' workflows
### 7. Next Steps Recommendation
- If validation successful:
- Prepare platform deployment recommendation with component dependencies
- Outline monitoring requirements for complete platform stack
- Suggest knowledge transfer activities for platform operations
- Document platform readiness certification
- If validation failed:
- Prioritize remediation actions by platform component and integration impact
- Recommend blockers vs. non-blockers for platform deployment
- Schedule follow-up validation with focus on failed platform components
- Document platform risks and mitigation strategies
- If design review identified architectural issues:
- **Escalate to Architect Agent** for architectural revision and re-design
- Document specific architectural changes required for implementability
- Schedule follow-up design review after architectural modifications
- Update documentation with validation results across all platform components
- <important_note>Always ensure the Infrastructure Change Request status is updated to reflect the platform validation outcome.</important_note>
## Output
A comprehensive platform validation report documenting:
1. **Architecture Design Review Results** - Implementability assessment and architectural recommendations
2. **Compliance percentage by checklist section** (all 16 sections including platform engineering)
3. **Detailed findings for each non-compliant item** across foundation and platform components
4. **Platform integration validation results** documenting component interoperability
5. **Remediation recommendations with priority levels** based on platform impact
6. **BMad integration assessment results** for complete platform stack
7. **Clear signoff recommendation** for platform deployment readiness or architectural revision requirements
8. **Next steps for implementation or remediation** prioritized by platform dependencies
## Offer Advanced Self-Refinement & Elicitation Options
Present the user with the following list of 'Advanced Reflective, Elicitation & Brainstorming Actions'. Explain that these are optional steps to help ensure quality, explore alternatives, and deepen the understanding of the current section before finalizing it and moving on. The user can select an action by number, or choose to skip this and proceed to finalize the section.
"To ensure the quality of the current section: **[Specific Section Name]** and to ensure its robustness, explore alternatives, and consider all angles, I can perform any of the following actions. Please choose a number (8 to finalize and proceed):
**Advanced Reflective, Elicitation & Brainstorming Actions I Can Take:**
1. **Critical Security Assessment & Risk Analysis**
2. **Platform Integration & Component Compatibility Evaluation**
3. **Cross-Environment Consistency Review**
4. **Technical Debt & Maintainability Analysis**
5. **Compliance & Regulatory Alignment Deep Dive**
6. **Cost Optimization & Resource Efficiency Analysis**
7. **Operational Resilience & Platform Failure Mode Testing (Theoretical)**
8. **Finalize this Section and Proceed.**
After I perform the selected action, we can discuss the outcome and decide on any further revisions for this section."
REPEAT by Asking the user if they would like to perform another Reflective, Elicitation & Brainstorming Action UNTIL the user indicates it is time to proceed to the next section (or selects #8)

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template:
id: infrastructure-architecture-template-v2
name: Infrastructure Architecture
version: 2.0
output:
format: markdown
filename: docs/infrastructure-architecture.md
title: "{{project_name}} Infrastructure Architecture"
workflow:
mode: interactive
elicitation: advanced-elicitation
custom_elicitation:
title: "Infrastructure Architecture Elicitation Actions"
sections:
- id: infrastructure-overview
options:
- "Multi-Cloud Strategy Analysis - Evaluate cloud provider options and vendor lock-in considerations"
- "Regional Distribution Planning - Analyze latency requirements and data residency needs"
- "Environment Isolation Strategy - Design security boundaries and resource segregation"
- "Scalability Patterns Review - Assess auto-scaling needs and traffic patterns"
- "Compliance Requirements Analysis - Review regulatory and security compliance needs"
- "Cost-Benefit Analysis - Compare infrastructure options and TCO"
- "Proceed to next section"
sections:
- id: initial-setup
instruction: |
Initial Setup
1. Replace {{project_name}} with the actual project name throughout the document
2. Gather and review required inputs:
- Product Requirements Document (PRD) - Required for business needs and scale requirements
- Main System Architecture - Required for infrastructure dependencies
- Technical Preferences/Tech Stack Document - Required for technology choices
- PRD Technical Assumptions - Required for cross-referencing repository and service architecture
If any required documents are missing, ask user: "I need the following documents to create a comprehensive infrastructure architecture: [list missing]. Would you like to proceed with available information or provide the missing documents first?"
3. <critical_rule>Cross-reference with PRD Technical Assumptions to ensure infrastructure decisions align with repository and service architecture decisions made in the system architecture.</critical_rule>
Output file location: `docs/infrastructure-architecture.md`
- id: infrastructure-overview
title: Infrastructure Overview
instruction: |
Review the product requirements document to understand business needs and scale requirements. Analyze the main system architecture to identify infrastructure dependencies. Document non-functional requirements (performance, scalability, reliability, security). Cross-reference with PRD Technical Assumptions to ensure alignment with repository and service architecture decisions.
elicit: true
custom_elicitation: infrastructure-overview
template: |
- Cloud Provider(s)
- Core Services & Resources
- Regional Architecture
- Multi-environment Strategy
examples:
- |
- **Cloud Provider:** AWS (primary), with multi-cloud capability for critical services
- **Core Services:** EKS for container orchestration, RDS for databases, S3 for storage, CloudFront for CDN
- **Regional Architecture:** Multi-region active-passive with primary in us-east-1, DR in us-west-2
- **Multi-environment Strategy:** Development, Staging, UAT, Production with identical infrastructure patterns
- id: iac
title: Infrastructure as Code (IaC)
instruction: Define IaC approach based on technical preferences and existing patterns. Consider team expertise, tooling ecosystem, and maintenance requirements.
template: |
- Tools & Frameworks
- Repository Structure
- State Management
- Dependency Management
<critical_rule>All infrastructure must be defined as code. No manual resource creation in production environments.</critical_rule>
- id: environment-configuration
title: Environment Configuration
instruction: Design environment strategy that supports the development workflow while maintaining security and cost efficiency. Reference the Environment Transition Strategy section for promotion details.
template: |
- Environment Promotion Strategy
- Configuration Management
- Secret Management
- Feature Flag Integration
sections:
- id: environments
repeatable: true
title: "{{environment_name}} Environment"
template: |
- **Purpose:** {{environment_purpose}}
- **Resources:** {{environment_resources}}
- **Access Control:** {{environment_access}}
- **Data Classification:** {{environment_data_class}}
- id: environment-transition
title: Environment Transition Strategy
instruction: Detail the complete lifecycle of code and configuration changes from development to production. Include governance, testing gates, and rollback procedures.
template: |
- Development to Production Pipeline
- Deployment Stages and Gates
- Approval Workflows and Authorities
- Rollback Procedures
- Change Cadence and Release Windows
- Environment-Specific Configuration Management
- id: network-architecture
title: Network Architecture
instruction: |
Design network topology considering security zones, traffic patterns, and compliance requirements. Reference main architecture for service communication patterns.
Create Mermaid diagram showing:
- VPC/Network structure
- Security zones and boundaries
- Traffic flow patterns
- Load balancer placement
- Service mesh topology (if applicable)
template: |
- VPC/VNET Design
- Subnet Strategy
- Security Groups & NACLs
- Load Balancers & API Gateways
- Service Mesh (if applicable)
sections:
- id: network-diagram
type: mermaid
mermaid_type: graph
template: |
graph TB
subgraph "Production VPC"
subgraph "Public Subnets"
ALB[Application Load Balancer]
end
subgraph "Private Subnets"
EKS[EKS Cluster]
RDS[(RDS Database)]
end
end
Internet((Internet)) --> ALB
ALB --> EKS
EKS --> RDS
- id: service-mesh
title: Service Mesh Architecture
condition: Uses service mesh
template: |
- **Mesh Technology:** {{service_mesh_tech}}
- **Traffic Management:** {{traffic_policies}}
- **Security Policies:** {{mesh_security}}
- **Observability Integration:** {{mesh_observability}}
- id: compute-resources
title: Compute Resources
instruction: Select compute strategy based on application architecture (microservices, serverless, monolithic). Consider cost, scalability, and operational complexity.
template: |
- Container Strategy
- Serverless Architecture
- VM/Instance Configuration
- Auto-scaling Approach
sections:
- id: kubernetes
title: Kubernetes Architecture
condition: Uses Kubernetes
template: |
- **Cluster Configuration:** {{k8s_cluster_config}}
- **Node Groups:** {{k8s_node_groups}}
- **Networking:** {{k8s_networking}}
- **Storage Classes:** {{k8s_storage}}
- **Security Policies:** {{k8s_security}}
- id: data-resources
title: Data Resources
instruction: |
Design data infrastructure based on data architecture from main system design. Consider data volumes, access patterns, compliance, and recovery requirements.
Create data flow diagram showing:
- Database topology
- Replication patterns
- Backup flows
- Data migration paths
template: |
- Database Deployment Strategy
- Backup & Recovery
- Replication & Failover
- Data Migration Strategy
- id: security-architecture
title: Security Architecture
instruction: Implement defense-in-depth strategy. Reference security requirements from PRD and compliance needs. Consider zero-trust principles where applicable.
template: |
- IAM & Authentication
- Network Security
- Data Encryption
- Compliance Controls
- Security Scanning & Monitoring
<critical_rule>Apply principle of least privilege for all access controls. Document all security exceptions with business justification.</critical_rule>
- id: shared-responsibility
title: Shared Responsibility Model
instruction: Clearly define boundaries between cloud provider, platform team, development team, and security team responsibilities. This is critical for operational success.
template: |
- Cloud Provider Responsibilities
- Platform Team Responsibilities
- Development Team Responsibilities
- Security Team Responsibilities
- Operational Monitoring Ownership
- Incident Response Accountability Matrix
examples:
- |
| Component | Cloud Provider | Platform Team | Dev Team | Security Team |
| -------------------- | -------------- | ------------- | -------------- | ------------- |
| Physical Security | ✓ | - | - | Audit |
| Network Security | Partial | ✓ | Config | Audit |
| Application Security | - | Tools | ✓ | Review |
| Data Encryption | Engine | Config | Implementation | Standards |
- id: monitoring-observability
title: Monitoring & Observability
instruction: Design comprehensive observability strategy covering metrics, logs, traces, and business KPIs. Ensure alignment with SLA/SLO requirements.
template: |
- Metrics Collection
- Logging Strategy
- Tracing Implementation
- Alerting & Incident Response
- Dashboards & Visualization
- id: cicd-pipeline
title: CI/CD Pipeline
instruction: |
Design deployment pipeline that balances speed with safety. Include progressive deployment strategies and automated quality gates.
Create pipeline diagram showing:
- Build stages
- Test gates
- Deployment stages
- Approval points
- Rollback triggers
template: |
- Pipeline Architecture
- Build Process
- Deployment Strategy
- Rollback Procedures
- Approval Gates
sections:
- id: progressive-deployment
title: Progressive Deployment Strategy
condition: Uses progressive deployment
template: |
- **Canary Deployment:** {{canary_config}}
- **Blue-Green Deployment:** {{blue_green_config}}
- **Feature Flags:** {{feature_flag_integration}}
- **Traffic Splitting:** {{traffic_split_rules}}
- id: disaster-recovery
title: Disaster Recovery
instruction: Design DR strategy based on business continuity requirements. Define clear RTO/RPO targets and ensure they align with business needs.
template: |
- Backup Strategy
- Recovery Procedures
- RTO & RPO Targets
- DR Testing Approach
<critical_rule>DR procedures must be tested at least quarterly. Document test results and improvement actions.</critical_rule>
- id: cost-optimization
title: Cost Optimization
instruction: Balance cost efficiency with performance and reliability requirements. Include both immediate optimizations and long-term strategies.
template: |
- Resource Sizing Strategy
- Reserved Instances/Commitments
- Cost Monitoring & Reporting
- Optimization Recommendations
- id: bmad-integration
title: BMad Integration Architecture
instruction: Design infrastructure to specifically support other BMad agents and their workflows. This ensures the infrastructure enables the entire BMad methodology.
sections:
- id: dev-agent-support
title: Development Agent Support
template: |
- Container platform for development environments
- GitOps workflows for application deployment
- Service mesh integration for development testing
- Developer self-service platform capabilities
- id: product-architecture-alignment
title: Product & Architecture Alignment
template: |
- Infrastructure implementing PRD scalability requirements
- Deployment automation supporting product iteration speed
- Service reliability meeting product SLAs
- Architecture patterns properly implemented in infrastructure
- id: cross-agent-integration
title: Cross-Agent Integration Points
template: |
- CI/CD pipelines supporting Frontend, Backend, and Full Stack development workflows
- Monitoring and observability data accessible to QA and DevOps agents
- Infrastructure enabling Design Architect's UI/UX performance requirements
- Platform supporting Analyst's data collection and analysis needs
- id: feasibility-review
title: DevOps/Platform Feasibility Review
instruction: |
CRITICAL STEP - Present architectural blueprint summary to DevOps/Platform Engineering Agent for feasibility review. Request specific feedback on:
- **Operational Complexity:** Are the proposed patterns implementable with current tooling and expertise?
- **Resource Constraints:** Do infrastructure requirements align with available resources and budgets?
- **Security Implementation:** Are security patterns achievable with current security toolchain?
- **Operational Overhead:** Will the proposed architecture create excessive operational burden?
- **Technology Constraints:** Are selected technologies compatible with existing infrastructure?
Document all feasibility feedback and concerns raised. Iterate on architectural decisions based on operational constraints and feedback.
<critical_rule>Address all critical feasibility concerns before proceeding to final architecture documentation. If critical blockers identified, revise architecture before continuing.</critical_rule>
sections:
- id: feasibility-results
title: Feasibility Assessment Results
template: |
- **Green Light Items:** {{feasible_items}}
- **Yellow Light Items:** {{items_needing_adjustment}}
- **Red Light Items:** {{items_requiring_redesign}}
- **Mitigation Strategies:** {{mitigation_plans}}
- id: infrastructure-verification
title: Infrastructure Verification
sections:
- id: validation-framework
title: Validation Framework
content: |
This infrastructure architecture will be validated using the comprehensive `infrastructure-checklist.md`, with particular focus on Section 12: Architecture Documentation Validation. The checklist ensures:
- Completeness of architecture documentation
- Consistency with broader system architecture
- Appropriate level of detail for different stakeholders
- Clear implementation guidance
- Future evolution considerations
- id: validation-process
title: Validation Process
content: |
The architecture documentation validation should be performed:
- After initial architecture development
- After significant architecture changes
- Before major implementation phases
- During periodic architecture reviews
The Platform Engineer should use the infrastructure checklist to systematically validate all aspects of this architecture document.
- id: implementation-handoff
title: Implementation Handoff
instruction: Create structured handoff documentation for implementation team. This ensures architecture decisions are properly communicated and implemented.
sections:
- id: adrs
title: Architecture Decision Records (ADRs)
content: |
Create ADRs for key infrastructure decisions:
- Cloud provider selection rationale
- Container orchestration platform choice
- Networking architecture decisions
- Security implementation choices
- Cost optimization trade-offs
- id: implementation-validation
title: Implementation Validation Criteria
content: |
Define specific criteria for validating correct implementation:
- Infrastructure as Code quality gates
- Security compliance checkpoints
- Performance benchmarks
- Cost targets
- Operational readiness criteria
- id: knowledge-transfer
title: Knowledge Transfer Requirements
template: |
- Technical documentation for operations team
- Runbook creation requirements
- Training needs for platform team
- Handoff meeting agenda items
- id: infrastructure-evolution
title: Infrastructure Evolution
instruction: Document the long-term vision and evolution path for the infrastructure. Consider technology trends, anticipated growth, and technical debt management.
template: |
- Technical Debt Inventory
- Planned Upgrades and Migrations
- Deprecation Schedule
- Technology Roadmap
- Capacity Planning
- Scalability Considerations
- id: app-integration
title: Integration with Application Architecture
instruction: Map infrastructure components to application services. Ensure infrastructure design supports application requirements and patterns defined in main architecture.
template: |
- Service-to-Infrastructure Mapping
- Application Dependency Matrix
- Performance Requirements Implementation
- Security Requirements Implementation
- Data Flow to Infrastructure Correlation
- API Gateway and Service Mesh Integration
- id: cross-team-collaboration
title: Cross-Team Collaboration
instruction: Define clear interfaces and communication patterns between teams. This section is critical for operational success and should include specific touchpoints and escalation paths.
template: |
- Platform Engineer and Developer Touchpoints
- Frontend/Backend Integration Requirements
- Product Requirements to Infrastructure Mapping
- Architecture Decision Impact Analysis
- Design Architect UI/UX Infrastructure Requirements
- Analyst Research Integration
- id: change-management
title: Infrastructure Change Management
instruction: Define structured process for infrastructure changes. Include risk assessment, testing requirements, and rollback procedures.
template: |
- Change Request Process
- Risk Assessment
- Testing Strategy
- Validation Procedures
- id: final-review
instruction: Final Review - Ensure all sections are complete and consistent. Verify feasibility review was conducted and all concerns addressed. Apply final validation against infrastructure checklist.
content: |
---
_Document Version: 1.0_
_Last Updated: {{current_date}}_
_Next Review: {{review_date}}_

View File

@ -0,0 +1,629 @@
template:
id: infrastructure-platform-template-v2
name: Platform Infrastructure Implementation
version: 2.0
output:
format: markdown
filename: docs/platform-infrastructure/platform-implementation.md
title: "{{project_name}} Platform Infrastructure Implementation"
workflow:
mode: interactive
elicitation: advanced-elicitation
custom_elicitation:
title: "Platform Implementation Elicitation Actions"
sections:
- id: foundation-infrastructure
options:
- "Platform Layer Security Hardening - Additional security controls and compliance validation"
- "Performance Optimization - Network and resource optimization"
- "Operational Excellence Enhancement - Automation and monitoring improvements"
- "Platform Integration Validation - Verify foundation supports upper layers"
- "Developer Experience Analysis - Foundation impact on developer workflows"
- "Disaster Recovery Testing - Foundation resilience validation"
- "BMAD Workflow Integration - Cross-agent support verification"
- "Finalize and Proceed to Container Platform"
sections:
- id: initial-setup
instruction: |
Initial Setup
1. Replace {{project_name}} with the actual project name throughout the document
2. Gather and review required inputs:
- **Infrastructure Architecture Document** (Primary input - REQUIRED)
- Infrastructure Change Request (if applicable)
- Infrastructure Guidelines
- Technology Stack Document
- Infrastructure Checklist
- NOTE: If Infrastructure Architecture Document is missing, HALT and request: "I need the Infrastructure Architecture Document to proceed with platform implementation. This document defines the infrastructure design that we'll be implementing."
3. Validate that the infrastructure architecture has been reviewed and approved
4. <critical_rule>All platform implementation must align with the approved infrastructure architecture. Any deviations require architect approval.</critical_rule>
Output file location: `docs/platform-infrastructure/platform-implementation.md`
- id: executive-summary
title: Executive Summary
instruction: Provide a high-level overview of the platform infrastructure being implemented, referencing the infrastructure architecture document's key decisions and requirements.
template: |
- Platform implementation scope and objectives
- Key architectural decisions being implemented
- Expected outcomes and benefits
- Timeline and milestones
- id: joint-planning
title: Joint Planning Session with Architect
instruction: Document the collaborative planning session between DevOps/Platform Engineer and Architect. This ensures alignment before implementation begins.
sections:
- id: architecture-alignment
title: Architecture Alignment Review
template: |
- Review of infrastructure architecture document
- Confirmation of design decisions
- Identification of any ambiguities or gaps
- Agreement on implementation approach
- id: implementation-strategy
title: Implementation Strategy Collaboration
template: |
- Platform layer sequencing
- Technology stack validation
- Integration approach between layers
- Testing and validation strategy
- id: risk-constraint
title: Risk & Constraint Discussion
template: |
- Technical risks and mitigation strategies
- Resource constraints and workarounds
- Timeline considerations
- Compliance and security requirements
- id: validation-planning
title: Implementation Validation Planning
template: |
- Success criteria for each platform layer
- Testing approach and acceptance criteria
- Rollback strategies
- Communication plan
- id: documentation-planning
title: Documentation & Knowledge Transfer Planning
template: |
- Documentation requirements
- Knowledge transfer approach
- Training needs identification
- Handoff procedures
- id: foundation-infrastructure
title: Foundation Infrastructure Layer
instruction: Implement the base infrastructure layer based on the infrastructure architecture. This forms the foundation for all platform services.
elicit: true
custom_elicitation: foundation-infrastructure
sections:
- id: cloud-provider-setup
title: Cloud Provider Setup
template: |
- Account/Subscription configuration
- Region selection and setup
- Resource group/organizational structure
- Cost management setup
- id: network-foundation
title: Network Foundation
type: code
language: hcl
template: |
# Example Terraform for VPC setup
module "vpc" {
source = "./modules/vpc"
cidr_block = "{{vpc_cidr}}"
availability_zones = {{availability_zones}}
public_subnets = {{public_subnets}}
private_subnets = {{private_subnets}}
}
- id: security-foundation
title: Security Foundation
template: |
- IAM roles and policies
- Security groups and NACLs
- Encryption keys (KMS/Key Vault)
- Compliance controls
- id: core-services
title: Core Services
template: |
- DNS configuration
- Certificate management
- Logging infrastructure
- Monitoring foundation
- id: container-platform
title: Container Platform Implementation
instruction: Build the container orchestration platform on top of the foundation infrastructure, following the architecture's container strategy.
sections:
- id: kubernetes-setup
title: Kubernetes Cluster Setup
sections:
- id: eks-setup
condition: Uses EKS
type: code
language: bash
template: |
# EKS Cluster Configuration
eksctl create cluster \
--name {{cluster_name}} \
--region {{aws_region}} \
--nodegroup-name {{nodegroup_name}} \
--node-type {{instance_type}} \
--nodes {{node_count}}
- id: aks-setup
condition: Uses AKS
type: code
language: bash
template: |
# AKS Cluster Configuration
az aks create \
--resource-group {{resource_group}} \
--name {{cluster_name}} \
--node-count {{node_count}} \
--node-vm-size {{vm_size}} \
--network-plugin azure
- id: node-configuration
title: Node Configuration
template: |
- Node groups/pools setup
- Autoscaling configuration
- Node security hardening
- Resource quotas and limits
- id: cluster-services
title: Cluster Services
template: |
- CoreDNS configuration
- Ingress controller setup
- Certificate management
- Storage classes
- id: security-rbac
title: Security & RBAC
template: |
- RBAC policies
- Pod security policies/standards
- Network policies
- Secrets management
- id: gitops-workflow
title: GitOps Workflow Implementation
instruction: Implement GitOps patterns for declarative infrastructure and application management as defined in the architecture.
sections:
- id: gitops-tooling
title: GitOps Tooling Setup
sections:
- id: argocd-setup
condition: Uses ArgoCD
type: code
language: yaml
template: |
apiVersion: argoproj.io/v1alpha1
kind: Application
metadata:
name: argocd
namespace: argocd
spec:
source:
repoURL: {{repo_url}}
targetRevision: {{target_revision}}
path: {{path}}
- id: flux-setup
condition: Uses Flux
type: code
language: yaml
template: |
apiVersion: source.toolkit.fluxcd.io/v1beta2
kind: GitRepository
metadata:
name: flux-system
namespace: flux-system
spec:
interval: 1m
ref:
branch: {{branch}}
url: {{git_url}}
- id: repository-structure
title: Repository Structure
type: code
language: text
template: |
platform-gitops/
clusters/
production/
staging/
development/
infrastructure/
base/
overlays/
applications/
base/
overlays/
- id: deployment-workflows
title: Deployment Workflows
template: |
- Application deployment patterns
- Progressive delivery setup
- Rollback procedures
- Multi-environment promotion
- id: access-control
title: Access Control
template: |
- Git repository permissions
- GitOps tool RBAC
- Secret management integration
- Audit logging
- id: service-mesh
title: Service Mesh Implementation
instruction: Deploy service mesh for advanced traffic management, security, and observability as specified in the architecture.
sections:
- id: istio-mesh
title: Istio Service Mesh
condition: Uses Istio
sections:
- id: istio-install
type: code
language: bash
template: |
# Istio Installation
istioctl install --set profile={{istio_profile}} \
--set values.gateways.istio-ingressgateway.type={{ingress_type}}
- id: istio-config
template: |
- Control plane configuration
- Data plane injection
- Gateway configuration
- Observability integration
- id: linkerd-mesh
title: Linkerd Service Mesh
condition: Uses Linkerd
sections:
- id: linkerd-install
type: code
language: bash
template: |
# Linkerd Installation
linkerd install --cluster-name={{cluster_name}} | kubectl apply -f -
linkerd viz install | kubectl apply -f -
- id: linkerd-config
template: |
- Control plane setup
- Proxy injection
- Traffic policies
- Metrics collection
- id: traffic-management
title: Traffic Management
template: |
- Load balancing policies
- Circuit breakers
- Retry policies
- Canary deployments
- id: security-policies
title: Security Policies
template: |
- mTLS configuration
- Authorization policies
- Rate limiting
- Network segmentation
- id: developer-experience
title: Developer Experience Platform
instruction: Build the developer self-service platform to enable efficient development workflows as outlined in the architecture.
sections:
- id: developer-portal
title: Developer Portal
template: |
- Service catalog setup
- API documentation
- Self-service workflows
- Resource provisioning
- id: cicd-integration
title: CI/CD Integration
type: code
language: yaml
template: |
apiVersion: tekton.dev/v1beta1
kind: Pipeline
metadata:
name: platform-pipeline
spec:
tasks:
- name: build
taskRef:
name: build-task
- name: test
taskRef:
name: test-task
- name: deploy
taskRef:
name: gitops-deploy
- id: development-tools
title: Development Tools
template: |
- Local development setup
- Remote development environments
- Testing frameworks
- Debugging tools
- id: self-service
title: Self-Service Capabilities
template: |
- Environment provisioning
- Database creation
- Feature flag management
- Configuration management
- id: platform-integration
title: Platform Integration & Security Hardening
instruction: Implement comprehensive platform-wide integration and security controls across all layers.
sections:
- id: end-to-end-security
title: End-to-End Security
template: |
- Platform-wide security policies
- Cross-layer authentication
- Encryption in transit and at rest
- Compliance validation
- id: integrated-monitoring
title: Integrated Monitoring
type: code
language: yaml
template: |
apiVersion: v1
kind: ConfigMap
metadata:
name: prometheus-config
data:
prometheus.yaml: |
global:
scrape_interval: {{scrape_interval}}
scrape_configs:
- job_name: 'kubernetes-pods'
kubernetes_sd_configs:
- role: pod
- id: platform-observability
title: Platform Observability
template: |
- Metrics aggregation
- Log collection and analysis
- Distributed tracing
- Dashboard creation
- id: backup-dr
title: Backup & Disaster Recovery
template: |
- Platform backup strategy
- Disaster recovery procedures
- RTO/RPO validation
- Recovery testing
- id: platform-operations
title: Platform Operations & Automation
instruction: Establish operational procedures and automation for platform management.
sections:
- id: monitoring-alerting
title: Monitoring & Alerting
template: |
- SLA/SLO monitoring
- Alert routing
- Incident response
- Performance baselines
- id: automation-framework
title: Automation Framework
type: code
language: yaml
template: |
apiVersion: operators.coreos.com/v1alpha1
kind: ClusterServiceVersion
metadata:
name: platform-operator
spec:
customresourcedefinitions:
owned:
- name: platformconfigs.platform.io
version: v1alpha1
- id: maintenance-procedures
title: Maintenance Procedures
template: |
- Upgrade procedures
- Patch management
- Certificate rotation
- Capacity management
- id: operational-runbooks
title: Operational Runbooks
template: |
- Common operational tasks
- Troubleshooting guides
- Emergency procedures
- Recovery playbooks
- id: bmad-workflow-integration
title: BMAD Workflow Integration
instruction: Validate that the platform supports all BMAD agent workflows and cross-functional requirements.
sections:
- id: development-agent-support
title: Development Agent Support
template: |
- Frontend development workflows
- Backend development workflows
- Full-stack integration
- Local development experience
- id: iac-development
title: Infrastructure-as-Code Development
template: |
- IaC development workflows
- Testing frameworks
- Deployment automation
- Version control integration
- id: cross-agent-collaboration
title: Cross-Agent Collaboration
template: |
- Shared services access
- Communication patterns
- Data sharing mechanisms
- Security boundaries
- id: cicd-integration-workflow
title: CI/CD Integration
type: code
language: yaml
template: |
stages:
- analyze
- plan
- architect
- develop
- test
- deploy
- id: platform-validation
title: Platform Validation & Testing
instruction: Execute comprehensive validation to ensure the platform meets all requirements.
sections:
- id: functional-testing
title: Functional Testing
template: |
- Component testing
- Integration testing
- End-to-end testing
- Performance testing
- id: security-validation
title: Security Validation
template: |
- Penetration testing
- Compliance scanning
- Vulnerability assessment
- Access control validation
- id: dr-testing
title: Disaster Recovery Testing
template: |
- Backup restoration
- Failover procedures
- Recovery time validation
- Data integrity checks
- id: load-testing
title: Load Testing
type: code
language: typescript
template: |
// K6 Load Test Example
import http from 'k6/http';
import { check } from 'k6';
export let options = {
stages: [
{ duration: '5m', target: {{target_users}} },
{ duration: '10m', target: {{target_users}} },
{ duration: '5m', target: 0 },
],
};
- id: knowledge-transfer
title: Knowledge Transfer & Documentation
instruction: Prepare comprehensive documentation and knowledge transfer materials.
sections:
- id: platform-documentation
title: Platform Documentation
template: |
- Architecture documentation
- Operational procedures
- Configuration reference
- API documentation
- id: training-materials
title: Training Materials
template: |
- Developer guides
- Operations training
- Security best practices
- Troubleshooting guides
- id: handoff-procedures
title: Handoff Procedures
template: |
- Team responsibilities
- Escalation procedures
- Support model
- Knowledge base
- id: implementation-review
title: Implementation Review with Architect
instruction: Document the post-implementation review session with the Architect to validate alignment and capture learnings.
sections:
- id: implementation-validation
title: Implementation Validation
template: |
- Architecture alignment verification
- Deviation documentation
- Performance validation
- Security review
- id: lessons-learned
title: Lessons Learned
template: |
- What went well
- Challenges encountered
- Process improvements
- Technical insights
- id: future-evolution
title: Future Evolution
template: |
- Enhancement opportunities
- Technical debt items
- Upgrade planning
- Capacity planning
- id: sign-off
title: Sign-off & Acceptance
template: |
- Architect approval
- Stakeholder acceptance
- Go-live authorization
- Support transition
- id: platform-metrics
title: Platform Metrics & KPIs
instruction: Define and implement key performance indicators for platform success measurement.
sections:
- id: technical-metrics
title: Technical Metrics
template: |
- Platform availability: {{availability_target}}
- Response time: {{response_time_target}}
- Resource utilization: {{utilization_target}}
- Error rates: {{error_rate_target}}
- id: business-metrics
title: Business Metrics
template: |
- Developer productivity
- Deployment frequency
- Lead time for changes
- Mean time to recovery
- id: operational-metrics
title: Operational Metrics
template: |
- Incident response time
- Patch compliance
- Cost per workload
- Resource efficiency
- id: appendices
title: Appendices
sections:
- id: config-reference
title: A. Configuration Reference
instruction: Document all configuration parameters and their values used in the platform implementation.
- id: troubleshooting
title: B. Troubleshooting Guide
instruction: Provide common issues and their resolutions for platform operations.
- id: security-controls
title: C. Security Controls Matrix
instruction: Map implemented security controls to compliance requirements.
- id: integration-points
title: D. Integration Points
instruction: Document all integration points with external systems and services.
- id: final-review
instruction: Final Review - Ensure all platform layers are properly implemented, integrated, and documented. Verify that the implementation fully supports the BMAD methodology and all agent workflows. Confirm successful validation against the infrastructure checklist.
content: |
---
_Platform Version: 1.0_
_Implementation Date: {{implementation_date}}_
_Next Review: {{review_date}}_
_Approved by: {{architect_name}} (Architect), {{devops_name}} (DevOps/Platform Engineer)_