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Agent Skill · 待分类

bmad-gds(bmad GDS 测试)

bmad-gds 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

bmad-gds 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为只读;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 4,417。

总安装 749周安装 30GitHub Stars 11下载 242核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:bmad-gds(bmad GDS 测试)
来源仓库:https://github.com/akillness/skills-template
仓库路径:skills/bmad-gds
安装命令:
npx skills add https://github.com/akillness/skills-template --skill bmad-gds
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/akillness/skills-template --skill bmad-gds

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

用于游戏开发项目的协调与任务分发。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。可标准化开发包、定位关键阶段并路由专项工作。需结合具体游戏类型和当前风险点选择模式。建议阅读配套文档以确认适用范围。

bmad-gds 属于待分类类 Skill,可作为该场景下的辅助能力补充。安装前请核实仓库权限,避免触发未授权操作。

来源仓库内路径:skills/bmad-gds

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/akillness/skills-template --skill bmad-gds;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

bmad-gds 怎么安装?

在终端执行 npx skills add https://github.com/akillness/skills-template --skill bmad-gds。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

bmad-gds 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

bmad-gds 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

bmad-gds 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

bmad-gds 用的人多吗?

公开数据是累计安装 749 次,近一周安装 30 次,下载 242 次,GitHub 11 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

bmad-gds 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。
  • 只想先试试效果、不希望它改动本地文件的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
bmad-gds

bmad GDS 测试 · 本页

74911只读未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

BMAD Game Development Studio

Use this skill as the game producer / orchestration layer for the repository's game-development cluster.

The job is not to do every game task directly. The job is to:

  1. normalize a messy game-production packet,
  2. decide which phase or risk matters most now,
  3. produce the next coordination artifact,
  4. route specialist work to the right downstream skill.

Read references/operating-modes.md for the main entry modes and references/scope-boundaries.md before choosing between this skill and the narrower game skills.

When to use this skill

  • A game idea, prototype, or existing project needs to be turned into a milestone brief or production plan
  • A small team needs help converting a GDD or design brief into epics, stories, and review checkpoints
  • Playtest notes, bug lists, and milestone pressure need one cross-functional reprioritization pass
  • A public beat such as a demo, festival, playtest, or launch target is forcing design, QA, and production decisions to reconnect
  • The user needs one coordinating artifact first, then wants the skill to point toward the correct specialist follow-up

When not to use this skill

  • The main issue is a raw Unity or Unreal build/log failure with no broader planning decision → use game-build-log-triage
  • The main issue is performance capture and bottleneck diagnosis → use game-performance-profiler
  • The main issue is triaging player/demo feedback into weighted priorities → use game-demo-feedback-triage
  • The main issue is store-page, wishlist funnel, or launch-page operations → use steam-store-launch-ops
  • The user only needs a generic engineering sprint plan with no game-specific context → use task-planning
  • The user only needs early ideation / creative expansion before a production framing exists → use bmad-idea

Instructions

Step 1: Capture the production intake brief

Before proposing a workflow, normalize the packet into this brief:

project_brief:
  game_type: "genre, camera, platform, target audience"
  team_shape: solo | duo | small-team | unknown
  engine: Unity | Unreal | Godot | custom | unknown
  current_stage: concept | prototype | vertical-slice | demo | production | launch-prep | live-ops
  next_public_beat: none | internal-playtest | steam-playtest | next-fest | demo-drop | launch | patch
  source_packet:
    - idea-notes
    - gdd-or-design-doc
    - backlog-or-board
    - playtest-feedback
    - bug-or-build-issues
    - launch-or-store-constraints
  main_constraint: time | scope | quality | performance | unknown
  main_question: "what decision or artifact is needed next?"

If the packet is incomplete, still proceed with the best visible stage and state the assumptions.

Step 2: Choose one operating mode

Pick exactly one primary mode for the current run.

  1. Concept → milestone brief

- Use when the team has an idea, prototype, or vague direction - Goal: define pillars, scope guardrails, first milestone, and risks

  1. GDD → backlog slice

- Use when design intent exists but implementation slices are weak - Goal: convert the GDD into epics, stories, acceptance checks, and review gates

  1. Mixed signals → reprioritization

- Use when playtest notes, bug reports, and milestone pressure are colliding - Goal: decide what must happen before the next build or public beat

  1. Build trouble → routing decision

- Use when a build issue is present but the real question is whether it blocks a milestone - Goal: produce the milestone/risk framing, then hand detailed log work to game-build-log-triage

  1. Public beat → readiness plan

- Use when the team is targeting a demo, festival, playtest, or launch window - Goal: connect design, QA, build stability, and store/demo readiness into one plan

Step 3: Decide the next artifact, not the whole universe

Return one primary artifact from this list:

  • milestone-brief
  • gdd-to-backlog packet
  • reprioritization brief
  • specialist-routing brief
  • public-beat readiness plan

Do not flood the team with parallel plans. Choose the single artifact that most reduces ambiguity right now.

Step 4: Route specialist work explicitly

If the intake shows a narrower downstream problem, route out with a short reason:

  • game-demo-feedback-triage → clustered player/demo feedback and fix-first recommendations
  • game-build-log-triage → build, packaging, CI, signing, cook, compile, or editor-log failures
  • game-performance-profiler → frame-time, memory, hitches, GPU/CPU bottleneck, Steam Deck or console perf complaints
  • steam-store-launch-ops → store-page, wishlist funnel, launch sequencing, public-facing launch prep
  • task-planning → general engineering decomposition after the game-specific milestone decision is made

If you route out, still leave the team with a short milestone-aware handoff, not just a tool name.

Step 5: Produce the coordination artifact

Use this exact structure:

# Game Production Coordination Brief

## Scope
- Game / build stage: ...
- Engine / platform context: ...
- Team shape: ...
- Next public beat: ...
- Confidence: high | medium | low

## Primary mode
- concept-to-milestone | gdd-to-backlog | reprioritization | build-trouble-routing | public-beat-readiness

## What matters most now
- 2-4 bullets on the strongest production truths from the packet

## Recommended next artifact
- One of: milestone-brief | gdd-to-backlog packet | reprioritization brief | specialist-routing brief | public-beat readiness plan

## Priority decisions
| Decision | Why now | Owner | Risk if delayed |
|----------|---------|-------|-----------------|
| ... | ... | ... | ... |

## Immediate next steps
1. ...
2. ...
3. ...

## Specialist handoffs
- Skill: ...
- Why: ...
- What packet to pass: ...

## What not to do yet
- 1-3 bullets preventing scope drift or the wrong lane

Step 6: Keep the milestone thread visible

Every output must connect work back to the next meaningful beat:

  • internal playtest
  • Steam Playtest
  • Next Fest / public demo
  • launch target
  • major patch or content drop

If there is no explicit beat, infer the next milestone from the packet and say so.

Output format

Always return a short producer-style coordination brief.

Required qualities:

  • prefer concrete next artifacts over abstract game-design essays
  • surface the main constraint and tradeoff clearly
  • keep specialist routing explicit
  • preserve cross-functional visibility across design, engineering, QA, and launch timing
  • keep the result under roughly 450-700 words unless the user asks for a larger planning packet

Examples

Example 1: concept to Steam demo

Input

We are a 3-person Unity team building a co-op survival game. We have rough mechanic notes and a prototype, and we want a Steam demo in 8 weeks. Use bmad-gds.

Output sketch

  • Primary mode: concept-to-milestone
  • Recommended next artifact: milestone-brief
  • Priority decisions cover demo fantasy, scope cuts, one playable loop, and test cadence
  • Specialist handoff may point to task-planning only after the milestone brief is locked

Example 2: mixed playtest plus bugs

Input

We have Discord feedback, a bug sheet, and a Next Fest date. Players are confused early, and the latest build also has two packaging issues.

Output sketch

  • Primary mode: reprioritization
  • Recommended next artifact: reprioritization brief
  • game-demo-feedback-triage gets the feedback packet
  • game-build-log-triage gets the packaging failures
  • The coordination brief keeps both tied to the Next Fest milestone

Example 3: raw build problem only

Input

Our Unreal CI build is failing during packaging. Help.

Output sketch

  • Do not stay in bmad-gds as the main skill
  • Return a short specialist-routing brief
  • Route to game-build-log-triage with the exact log/build packet required

Best practices

  1. Act like a producer, not a fantasy studio simulator — convert ambiguity into one useful next artifact.
  2. Use one primary mode per run — mixing concepting, launch ops, playtest triage, and log debugging weakens output quality.
  3. Route aggressively to specialist skills when the packet is mostly feedback, logs, performance, or launch-page operations.
  4. Keep scope pressure explicit — small game teams fail more often from spread than from under-ideation.
  5. Preserve milestone context — build issues and design changes matter differently depending on whether the next beat is a demo, festival, or launch.
  6. Prefer re-entry workflows — playtests and build failures often push teams back into planning; treat that as normal.

References

平台分布

Codex

36.33%
按下载量换算88

Claude

31.45%
按下载量换算76

Cursor

16.78%
按下载量换算41

Gemini CLI

10.19%
按下载量换算25

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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