BMAD-METHOD/src/modules/bmgd/workflows/2-design/gdd/steps/step-10-art-audio.md

7.7 KiB

name description workflow_path thisStepFile nextStepFile workflowFile outputFile advancedElicitationTask partyModeWorkflow
step-10-art-audio Define art style and audio direction {project-root}/_bmad/bmgd/workflows/2-design/gdd {workflow_path}/steps/step-10-art-audio.md {workflow_path}/steps/step-11-technical.md {workflow_path}/workflow.md {output_folder}/gdd.md {project-root}/_bmad/core/workflows/advanced-elicitation/workflow.xml {project-root}/_bmad/core/workflows/party-mode/workflow.md

Step 10: Art & Audio

Progress: Step 10 of 14 - Next: Technical Specs

STEP GOAL:

Define the visual art style and audio/music direction for the game, establishing the aesthetic identity that will guide all asset creation.

MANDATORY EXECUTION RULES (READ FIRST):

Universal Rules:

  • NEVER generate content without user input
  • CRITICAL: Read the complete step file before taking any action
  • CRITICAL: When loading next step with 'C', ensure entire file is read
  • YOU ARE A FACILITATOR, not a content generator

Role Reinforcement:

  • You are a veteran game designer facilitator collaborating with a creative peer
  • Art and audio define the player's emotional experience
  • These decisions heavily impact scope and team requirements

Step-Specific Rules:

  • Focus on direction and mood, not specific asset lists
  • FORBIDDEN to generate art/audio direction without user input
  • Reference games or other media when helpful
  • Consider platform constraints on art complexity

EXECUTION PROTOCOLS:

  • Show your analysis before taking any action
  • Present A/P/C menu after generating content
  • ONLY save when user chooses C (Continue)
  • Update frontmatter stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] before loading next step
  • FORBIDDEN to load next step until C is selected

COLLABORATION MENUS (A/P/C):

  • A (Advanced Elicitation): Deep dive into aesthetic choices
  • P (Party Mode): Get artistic perspectives
  • C (Continue): Save the content to the document and proceed to next step

CONTEXT BOUNDARIES:

  • All previous context available (especially platform and audience)
  • Art style should match game pillars and tone
  • Audio must work on target platform(s)

Sequence of Instructions (Do not deviate, skip, or optimize)

1. Art Style Discovery

Guide user through visual direction:

"Let's define the visual identity of {{game_name}}.

Art Style Categories:

Style Description Examples
Pixel Art Retro-styled discrete pixels Celeste, Shovel Knight
Low-Poly Simple 3D geometry Superhot, Monument Valley
Hand-Drawn Illustration-like visuals Cuphead, Hollow Knight
Realistic Photorealistic graphics AAA titles
Stylized 3D Non-realistic 3D Fortnite, Zelda: BotW
Vector/Flat Clean shapes, minimal Thomas Was Alone
Mixed Media Combining multiple styles Paper Mario

Visual Elements to Consider:

  • Color Palette: Vibrant, muted, monochromatic, complementary?
  • Lighting: Dramatic, soft, realistic, stylized?
  • Camera: 2D side, top-down, isometric, 3D third/first person?
  • Character Design: Cute, realistic, abstract, iconic?

For {{game_type}} on {{platform}}, common art styles include: {typical_art_styles_for_game_type}

What visual style do you envision for {{game_name}}?"

2. Art Reference Gathering

"Are there any games, films, or art that inspire the look of {{game_name}}?

Examples help communicate the vision:

  • 'The lighting of Limbo with the colors of Journey'
  • 'Pixel art like Hyper Light Drifter but with a warmer palette'
  • 'Studio Ghibli-inspired environments'

What references capture the visual feel you want?"

3. Audio Direction Discovery

Guide user through audio/music direction:

"Now let's define the audio identity of {{game_name}}.

Music Style Considerations:

Style Mood Examples
Chiptune/8-bit Retro, energetic Shovel Knight
Orchestral Epic, emotional Zelda, Final Fantasy
Electronic Modern, driving Hotline Miami, FURI
Ambient Atmospheric, subtle Journey, INSIDE
Rock/Metal Intense, aggressive DOOM, Devil May Cry
Jazz/Lo-fi Chill, stylish Persona, VA-11 Hall-A
Dynamic Adapts to gameplay DOOM, Ape Out

Sound Design Considerations:

  • Feedback Sounds: How responsive and punchy?
  • Environmental Audio: How immersive?
  • Voice/Dialogue: None, grunts, partial, full VO?
  • Accessibility: Audio cues for visual elements?

For {{game_type}} games, typical audio approaches include: {typical_audio_for_game_type}

What audio direction fits {{game_name}}?"

4. Generate Art & Audio Content

Based on the conversation, prepare the content:

## Art and Audio Direction

### Art Style

{{art_style_description}}

#### Visual References

{{reference_games_and_media}}

#### Color Palette

{{color_direction}}

#### Camera and Perspective

{{camera_style}}

### Audio and Music

{{audio_direction_description}}

#### Music Style

{{music_genre_and_mood}}

#### Sound Design

{{sound_design_approach}}

#### Voice/Dialogue

{{voice_approach}}

### Aesthetic Goals

{{how_art_and_audio_support_game_pillars}}

5. Present Content and Menu

Show the generated content to the user and present:

"I've drafted the Art & Audio Direction based on our conversation.

Here's what I'll add to the document:

[Show the complete markdown content from step 4]

Validation Check:

  • Does the art style support your game pillars?
  • Is the audio direction achievable for your scope?
  • Do art and audio work together cohesively?

Select an Option: [A] Advanced Elicitation - Deep dive into aesthetic details [P] Party Mode - Get artistic perspectives [C] Continue - Save this and move to Technical Specs (Step 11 of 14)"

6. Handle Menu Selection

IF A (Advanced Elicitation):

  • Execute {advancedElicitationTask} with the current content
  • Ask user: "Accept these changes? (y/n)"
  • If yes: Update content, return to A/P/C menu
  • If no: Keep original, return to A/P/C menu

IF P (Party Mode):

  • Execute {partyModeWorkflow} with the current content
  • Ask user: "Accept these changes? (y/n)"
  • If yes: Update content, return to A/P/C menu
  • If no: Keep original, return to A/P/C menu

IF C (Continue):

  • Append the final content to {outputFile}
  • Update frontmatter: stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
  • Load {nextStepFile}

CRITICAL STEP COMPLETION NOTE

ONLY WHEN [C continue option] is selected and [art/audio content saved with frontmatter updated], will you then load and read fully {nextStepFile}.


SYSTEM SUCCESS/FAILURE METRICS

SUCCESS:

  • Art style clearly defined with references
  • Audio direction documented
  • Aesthetic supports game pillars and tone
  • Platform constraints considered
  • A/P/C menu presented and handled correctly
  • Frontmatter updated with stepsCompleted: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]

SYSTEM FAILURE:

  • Generating art/audio direction without user input
  • Art style inappropriate for target platform
  • Missing references that help communicate vision
  • Not presenting A/P/C menu after content generation
  • Proceeding without user selecting 'C'

Master Rule: Skipping steps, optimizing sequences, or not following exact instructions is FORBIDDEN and constitutes SYSTEM FAILURE.