Game-development experiment
The Forge Before the Kingdom
Can a tiny fantasy production chain reveal whether there is a strategy game worth building?
- Started
- 31 July 2026
- Updated
- 3 August 2026
- Sessions
- 9
- Tools
- Unity, BMAD, Codex
A game-development quest
So I have been playing games since I was just a kid, and the dream of building one always sticked in my mind. And because my current work is adopting AI in its process, I figured why not try to build a small proof of concept towards gaming? Since I lack inspiration to build something else.
A highly respected colleague came one day, enthusiastically telling about the BMAD method. So I thought “Why not trying this out, got nothing else to do during my holiday anyway (unless clear skies are happening during the nights 😄).”
I’ll share the entire journey, from the earliest brainstorm sessions to hopefully an actual playthrough of the Proof of Concept (PoC).
The cast
Meet the team
One stakeholder with a childhood dream and six AI personas with remarkably specific opinions. This is the BMAD team attempting to guide the experiment from idea to playable reality.
Stakeholder & aspiring game makerHuman
Tim
Brings the childhood dream, the final say, and just enough Unity knowledge to make every estimate exciting.
Known for: Asking “what if?” at strategically inconvenient moments
Business Analyst
Mary
Turns foggy ambitions into evidence-backed questions, then politely discovers the requirement hiding behind the requirement.
Known for: Making vague ideas fill in their paperwork
Product Manager
John
Keeps the grand strategy-game vision pointed at a small, testable increment that might actually ship this century.
Known for: Negotiating peace treaties with the scope
UX Designer
Sally
Makes the interface understand the player, including the player who clicks the one thing nobody expected them to click.
Known for: Having already considered that edge case
System Architect
Winston
Builds an architecture the prototype can grow into, preferably with boring technology and interesting trade-offs.
Known for: Asking whether this really needs another system
Senior Software Engineer
Amelia
Turns approved stories into tested code and regards an acceptance criterion as both a promise and a checklist.
Known for: Speaking fluent file path and acceptance criterion
Technical Writer
Paige
Turns complicated decisions into documentation that Future Tim can understand without scheduling a meeting with Past Tim.
Known for: Knowing when one diagram beats five paragraphs
The BMAD team members are AI personas: their roles and portraits make the collaboration easier to follow, while decisions and responsibility remain with Tim.
31 July 2026 · Brainstorming
Experimenting the brainstorm
- BMAD
Before I could start with the brainstorming session I had to pick so called techniques. I was quite overwhelmed with all the possibilities.. I had no idea what to pick. So I went for the Role Playing and the What if scenario’s techniques, since I thought if would make sense within this experimental PoC.
I used to love playing those old school strategy games like, Warcraft I, II and III, Command & Conquer series, Knights And Merchants and SpellForce I and II. Where nowadays the complexity of Factorio and the crafting system in the sadly abandon game Ashes of Creation really gives that sense of accomplishment.
So I started the brainstorming session with Mary. I told her a small statement that I wanted to see a PoC with the influence and inspiration of the above games. To my surprise it became a conversation with the her, where she started asking questions on how my plans would be executed and what was expected to happen within the PoC boundaries. I must say, it became quite an interesting conversation with a much deeper sense of the core game pillars to be shown within the PoC.
In the end Mary even wrapped up the two sessions I had, with an interactive HTML page (amongst others) to visually show what the sessions outcome was. This HTML is added as an artifact to this development session.
01 August 2026 · Product brief
Producing the product brief
- BMAD
Participants
So the next thing to do was to create a product brief that turns the brainstorm session into a document with a focused aim of pursuing the goal the brainstorm set. I wasn’t really sure what to expect, but it turned out, this was just an automated task that didn’t need any human interaction as Mary did all this. She produced a functional design like document that fully scoped out the PoC, explaining who the stakeholders are and what the core player experience should become.
I would imaging such document would be quite huge when an actual game would be build.
The product brief has been added as artifact to this session.
01 August 2026 · Product Requirements Document
Creating the Product Requirements Document
- BMAD
Getting answers from me was a bit different, John first made assumptions where he could. And if he couldn’t he left a bunch of open questions for me to answer. Those questions were quite in the detail already, like “What rewards should the quests give?” or “How long should the morale bonus be active?”. It makes sense to know those details before production, but the amount of such questions was quite impressive.
After the initial draft was completed, John cross-referenced the original input to see if ideas or constraints were dropped. And he found a couple.
When all this was done, we ended up with 19 FR’s and 6 NFR’s. Thats quite decent for a small PoC i would say 😊
The final product requirements document is added as an artifact for this session.
02 August 2026 · UI/UX Design
Creating the UI/UX
- BMAD
Participants
Generating the mockups for the UI was not quite an interactive session, mainly because I don’t think the visuals has a high priority for a PoC when the main goal of the initial PoC is fully technical. So Sally did exactly what was expected. She made a clean UI that’s good enough for now.
But this step would take so much more time when this would be a real game since there would be so many different user experiences she has to deal with and mockups to create 😆
The mockups are added to this session.
Session screenshots
02 August 2026 · GDD Design
Creating the Game Design Document
- BMAD
To generate the Game Design Document (GDD) John pulled the previous build Product Requirements Document (PRD) and made the GDD out of it. What I initially thought those two are similar.
I guess I was wrong.. wouldn’t be the first time 😇
The PRD defines what the PoC must deliver and how we know it satisfies its purpose; the GDD defines what playing it is actually like.
For this Poc it means:
-
The PRD says things like “crafting takes 30 seconds”, “inventory has 10 slots”, “the player can equip a sword”, and “Tim must be able to explain its combat effect.” Those are functional requirements, constraints, and acceptance signals.
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The GDD connects those requirements into a coherent player experience: the fantasy, pillars, moment-to-moment loop, unit control, combat rules, recipes, progression, encounter layout, visual/audio feedback.
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Architecture later defines how Unity systems implement that design.
So the chain is roughly: PRD = required outcomes and boundaries → GDD = gameplay design → architecture = implementation structure.
John also made a first setup of the epics layout for production.
The final GDD and the development epids are added to this session.
02 August 2026 · Architecture
Creating the architect structure
- BMAD
Wow.. a lot of stuff just happened during this session. Winston was on a roll. The final architecture file was quite big for such a small PoC. It contains the major core systems explained, coding conventions, implementation patterns, testing/project structure. Besides that he make 96 rules that applies to the architecture.
At times its quite mind blowing what the output is these agents generate 🤯
When i see this, im quite excited on the actual implementation of this PoC.
The architecture and the project context documents are added as artifacts for this session.
02 August 2026 · Review
Fixing the issues
- BMAD
Participants
After Winston was done, a verification job was run that validated all the files and its content, and it found a staggering 31 issues across the whole line. Guess I need to talk to some agents to get this fixed.
John fixed all the development epics. There were some missing functional requirements that didn’t turned into or wasn’t covered in the epics.
He also made the stories underneath the epics.
Sally fixed from misalignments within the UI/UX designs. It turns out there is a whole validation process for the UI/UX, guess I should have run that after Sally made the UI/UX after the first session 😅
And Winston fixed the missing architecture links. The review was expecting the architecture document on a different place.
03 August 2026 · Implementation
First implementation session?
- BMAD
Participants
After the spint planning was completed it was finally time to start with the implementation.. or so I though.. I find it strange that the first task that needs to be done in the implementation progress is to create a user story 🤨
Think it would make more sense that this action was setup during the planning phase. But yeah.. who am I?
But then reality hits.. I hit my rate limits. So guess this project is on a hold for a couple of days.
How one of the stories looks like is added to this session, this is also edited by the developer and reviewer with their notes and findings.
03 September 2026 · Implementation
Mid epic 1 implementation
- BMAD
- Unity
After some nice weather where I was doing more with astrophotography, it was time to work on the PoC again. I already made dev stories for the first epic, and Amelia started developing the first stories. When she reached the third story she needed my help for some reason. What she did here was to make failing unit tests first before implementing the feature, where she needed me to actually run the test runner and report back the results of those tests.
The limitation here is the out of the box Unity, since the test runner would start another editor process. So I’ve been told.
I do trust my developer.. 😇
I must say, that I do like this kind of interaction. It does give you some sense of doing something then to let AI do all development. But I know its not that efficient like this..
Session videos
