BMGD Quick-Flow Guide
Fast-track workflows for rapid game prototyping and flexible development.
Game Solo Dev Agent
Section titled âGame Solo Dev AgentâFor dedicated quick-flow development, use the Game Solo Dev agent (Indie). This agent is optimized for solo developers and small teams who want to skip the full planning phases and ship fast.
Switch to Game Solo Dev: Type @game-solo-dev or select the agent from your IDE.
The Game Solo Dev agent includes:
quick-prototype- Rapid mechanic testingquick-dev- Flexible feature implementationquick-spec- Create implementation-ready specscode-review- Quality checkstest-framework- Automated testing setup
Overview
Section titled âOverviewâQuick-flow workflows skip the full BMGD planning phases when you need to move fast. Use them for:
- Testing a game mechanic idea
- Implementing a small feature
- Rapid prototyping before committing to design
- Bug fixes and tweaks
Full BMGD Flow:Brief â GDD â Architecture â Sprint Planning â Stories â Implementation
Quick-Flow:Idea â Quick-Prototype â Quick-Dev â DoneQuick-Prototype
Section titled âQuick-PrototypeâCommand: quick-prototype
Agent: Game Designer, Game Developer
Purpose: Rapidly test gameplay ideas with minimal setup
When to Use
Section titled âWhen to Useâ- You have a mechanic idea and want to test the âfeelâ
- Youâre not sure if something will be fun
- You want to experiment before committing to design
- You need a proof of concept
Workflow Steps
Section titled âWorkflow Stepsâ- Define Scope - What are you prototyping? (mechanic, feature, system)
- Set Success Criteria - How will you know if it works?
- Rapid Implementation - Build the minimum to test the idea
- Playtest and Evaluate - Does it feel right?
Prototype Principles
Section titled âPrototype Principlesâ- Minimum Viable Prototype - Only whatâs needed to test the idea
- Hardcode First - Magic numbers are fine, extract later
- Skip Edge Cases - Happy path only for now
- Placeholder Everything - Cubes, debug text, temp sounds
- Comment Intent - Mark whatâs temporary vs keeper code
Example Session
Section titled âExample SessionâYou: quick-prototype
Agent: What are you prototyping?
You: I want to test a grappling hook mechanic. Player should be able to aim at surfaces and pull themselves toward the hook point.
Agent: What makes this prototype successful?
You: 1. Aiming feels responsive and intuitive 2. The pull movement feels satisfying, not floaty 3. Player can chain hooks without awkward pauses
Agent: [Implements minimal grappling hook]
Agent: Prototype complete! Playtest results: - Aiming: Works, consider adding aim assist - Movement: Pull is smooth, might need speed curve - Chaining: Currently has 0.2s delay, feels sluggish
Next: [d] Develop further | [i] Iterate | [a] ArchiveAfter Prototyping
Section titled âAfter Prototypingâ- Develop (
d) - Usequick-devto build production code - Iterate (
i) - Adjust and re-test the prototype - Archive (
a) - Keep as reference, move on to other ideas
Quick-Dev
Section titled âQuick-DevâCommand: quick-dev
Agent: Game Developer
Purpose: Flexible development with game-specific considerations
When to Use
Section titled âWhen to Useâ- Implementing a feature from a tech-spec
- Building on a successful prototype
- Making changes that donât need full story workflow
- Quick fixes and improvements
Workflow Modes
Section titled âWorkflow ModesâMode A: Tech-Spec Driven
You: quick-dev tech-spec-combat.mdAgent: [Loads spec, extracts tasks, implements]Mode B: Direct Instructions
You: quick-dev implement double-jump for the playerAgent: [Evaluates complexity, offers planning options]Mode C: From Prototype
You: quick-dev from the grappling hook prototypeAgent: [Loads prototype, productionizes code]Game-Specific Checks
Section titled âGame-Specific ChecksâQuick-dev includes automatic consideration of:
- Performance - No allocations in hot paths, object pooling
- Feel - Input responsiveness, visual/audio feedback
- Integration - Save/load, multiplayer sync, platform testing
Example Session
Section titled âExample SessionâYou: quick-dev implement enemy patrol behavior
Agent: This looks like a focused feature. Options: [t] Plan first - Create tech-spec (recommended) [r] Prototype first - Test the idea [e] Execute directly
You: e
Agent: Any additional guidance? (patterns, files, constraints)
You: Use the existing AIController base class. Enemies should patrol between waypoints and return if player leaves range.
Agent: [Implements patrol behavior]
Agent: Implementation Complete! Files Modified: EnemyAI.cs, PatrolBehavior.cs Tests: Unit tests added for patrol state machine Performance: No per-frame allocations
Recommended: Playtest the changesComplexity Routing
Section titled âComplexity RoutingâQuick-dev automatically detects complex requests and offers alternatives:
| Signals | Recommendation |
|---|---|
| Single mechanic, bug fix, tweak | Execute directly |
| Multiple systems, performance-critical | Plan first (tech-spec) |
| Platform/system level work | Use full BMGD workflow |
Choosing Between Quick-Flows
Section titled âChoosing Between Quick-Flowsâ| Scenario | Use |
|---|---|
| âWill this be fun?â | quick-prototype |
| âHow should this feel?â | quick-prototype |
| âBuild this featureâ | quick-dev |
| âFix this bugâ | quick-dev |
| âTest then buildâ | quick-prototype â quick-dev |
Quick-Flow vs Full BMGD
Section titled âQuick-Flow vs Full BMGDâUse Quick-Flow When
Section titled âUse Quick-Flow Whenâ- The scope is small and well-understood
- Youâre experimenting or prototyping
- You have a clear tech-spec already
- The work doesnât affect core game systems significantly
Use Full BMGD When
Section titled âUse Full BMGD Whenâ- Building a major feature or system
- The scope is unclear or large
- Multiple team members need alignment
- The work affects game pillars or core loop
- You need documentation for future reference
Checklists
Section titled âChecklistsâQuick-Prototype Checklist
Section titled âQuick-Prototype ChecklistâBefore:
- Prototype scope defined
- Success criteria established (2-3 items)
During:
- Minimum viable code written
- Placeholder assets used
- Core functionality testable
After:
- Each criterion evaluated
- Decision made (develop/iterate/archive)
Quick-Dev Checklist
Section titled âQuick-Dev ChecklistâBefore:
- Context loaded (spec, prototype, or guidance)
- Files to modify identified
- Patterns understood
During:
- All tasks completed
- No allocations in hot paths
- Frame rate maintained
After:
- Game runs without errors
- Feature works as specified
- Manual playtest completed
Tips for Success
Section titled âTips for Successâ1. Timebox Prototypes
Section titled â1. Timebox PrototypesâSet a limit (e.g., 2 hours) for prototyping. If itâs not working by then, step back and reconsider.
2. Embrace Programmer Art
Section titled â2. Embrace Programmer ArtâPrototypes donât need to look good. Focus on feel, not visuals.
3. Test on Target Hardware
Section titled â3. Test on Target HardwareâWhat feels right on your dev machine might not feel right on target platform.
4. Document Learnings
Section titled â4. Document LearningsâEven failed prototypes teach something. Note what you learned.
5. Know When to Graduate
Section titled â5. Know When to GraduateâIf quick-dev keeps expanding scope, stop and create proper stories.
Next Steps
Section titled âNext Stepsâ- Workflows Guide - Full workflow reference
- Agents Guide - Agent capabilities
- Quick Start Guide - Getting started with BMGD