# Game Product Development - Processes Backlog

This document contains identified processes, workflows, and methodologies specific to Game Product Development that can be implemented as Babysitter SDK orchestration processes.

## Implementation Guidelines

Each process should be implemented following the Babysitter SDK patterns:
- **Process file**: `processes/[process-name].js` or `processes/[process-name]/index.js`
- **JSDoc required**: `@process`, `@description`, `@inputs`, `@outputs`
- **Export pattern**: `export async function process(inputs, ctx) { ... }`
- **Task definitions**: Use `defineTask` from `@a5c-ai/babysitter-sdk`
- **Breakpoints**: Use `ctx.breakpoint()` for human approval gates
- **Parallel execution**: Use `ctx.parallel.all()` for independent tasks

---

## Process Categories

### Game Design and Prototyping

#### 1. Game Concept Development
**Description**: Define and validate core game concept from initial idea to pitch-ready documentation

**Key Activities**:
- Define high concept and elevator pitch
- Identify target platform and audience
- Research market and competitor analysis
- Define core gameplay loop and unique mechanics
- Create mood boards and visual references
- Draft initial Game Design Document (GDD)
- Present concept for stakeholder approval

**References**:
- README.md "Pre-Production" (lines 70-78)
- references.md "The Art of Game Design: A Book of Lenses" (lines 50-51)
- references.md "Game Design Theory and Practice" (lines 48-81)

**Estimated Complexity**: Medium

---

#### 2. Core Mechanics Prototyping
**Description**: Build and iterate on playable prototypes to validate core gameplay mechanics

**Key Activities**:
- Identify core mechanics to prototype
- Select prototyping tool (Unity, Unreal, paper prototype)
- Implement basic playable prototype
- Conduct internal playtesting sessions
- Gather feedback and iterate on mechanics
- Assess "fun factor" and player engagement
- Make pivot or proceed decision
- Document validated mechanics

**References**:
- README.md "Prototype Phase (Proof of Concept)" (lines 81-87)
- references.md "How to Prototype a Game in Under 7 Days" (line 295)
- references.md "Juice it or Lose it" (line 294)

**Estimated Complexity**: High

---

#### 3. Game Balance and Economy Design
**Description**: Design and tune game economy, progression systems, and balance

**Key Activities**:
- Define progression mechanics and player advancement
- Design resource economy (currency, items, crafting)
- Create balance spreadsheets and formulas
- Implement initial balance in prototype
- Conduct balance testing with metrics
- Use data analytics to identify imbalances
- Iterate based on player feedback
- Document final balance parameters

**References**:
- README.md "Systems design" (line 20)
- references.md "Game Balance" by Ian Schreiber (line 78)
- references.md "Machinations" (line 79)

**Estimated Complexity**: High

---

#### 4. Level Design Process
**Description**: Design, build, and iterate on game levels with proper pacing and player flow

**Key Activities**:
- Analyze level requirements and objectives
- Create level layout sketches and flowcharts
- Block out level geometry (greybox)
- Place gameplay elements, enemies, and collectibles
- Implement environmental storytelling
- Playtest level flow and pacing
- Iterate based on player feedback
- Add polish and final art assets
- Optimize level performance

**References**:
- README.md "Level design" (line 23)
- references.md "An Architectural Approach to Level Design" (line 66)
- references.md "10 Principles for Good Level Design" (line 298)

**Estimated Complexity**: High

---

#### 5. Narrative Design and Integration
**Description**: Create compelling narrative that integrates seamlessly with gameplay

**Key Activities**:
- Define narrative structure and story beats
- Design branching narrative paths (if applicable)
- Create character profiles and dialogue
- Integrate story into gameplay mechanics
- Design cutscenes and cinematics
- Write and implement in-game text
- Conduct narrative playtesting
- Refine pacing and player agency

**References**:
- README.md "Narrative design" (line 24)
- references.md "The Hero with a Thousand Faces" (line 72)
- references.md "Procedural Storytelling in Game Design" (line 75)

**Estimated Complexity**: Medium

---

### Game Production and Project Management

#### 6. Game Production Planning
**Description**: Create comprehensive production plan with milestones, schedules, and resource allocation

**Key Activities**:
- Define project scope and feature list
- Identify team roles and resource requirements
- Create milestone schedule (vertical slice, alpha, beta, gold)
- Map dependencies between disciplines
- Estimate task durations and effort
- Allocate team members to tasks
- Set up project tracking tools (Jira, HacknPlan)
- Establish communication protocols

**References**:
- README.md "Production (Full Development)" (lines 89-98)
- references.md "Agile Game Development with Scrum" (line 216)
- references.md "The Game Production Handbook" (line 241)

**Estimated Complexity**: High

---

#### 7. Vertical Slice Development
**Description**: Create a complete, polished slice of the game demonstrating all core systems

**Key Activities**:
- Define vertical slice scope (single level/section)
- Implement all core gameplay mechanics
- Create final-quality art and audio for slice
- Build complete player experience flow
- Achieve target polish and quality bar
- Conduct extensive playtesting
- Use as reference for full production
- Present to stakeholders for approval

**References**:
- README.md "Vertical slice" (line 92)
- README.md "Milestone-driven" (line 136)

**Estimated Complexity**: Very High

---

#### 8. Sprint Planning for Game Teams
**Description**: Adapt Agile/Scrum methodology for game development team structure

**Key Activities**:
- Backlog grooming with design, art, and engineering
- Define sprint goals aligned with milestone
- Break down features into tasks
- Estimate story points for game tasks
- Assign tasks across disciplines
- Plan dependencies and blockers
- Conduct daily standups
- Sprint review with playable build
- Retrospective and process improvements

**References**:
- README.md "Scrum/Agile for games" (line 49)
- references.md "Agile Game Development with Scrum" (line 216)

**Estimated Complexity**: Medium

---

#### 9. Milestone Delivery Process
**Description**: Prepare and deliver game builds for major milestones (alpha, beta, gold)

**Key Activities**:
- Review milestone requirements and acceptance criteria
- Conduct pre-milestone bug triage
- Create stable release branch
- Build and test milestone candidate
- Perform acceptance testing
- Fix critical issues
- Prepare milestone documentation and notes
- Submit for stakeholder approval
- Conduct milestone retrospective

**References**:
- README.md "Alpha milestone" (line 96)
- README.md "Beta milestone" (line 97)
- README.md "Gold master" (line 105)

**Estimated Complexity**: Medium

---

### Technical Development

#### 10. Game Engine Selection and Setup
**Description**: Evaluate and configure appropriate game engine for project requirements

**Key Activities**:
- Analyze project requirements (platform, graphics, team skills)
- Evaluate engine options (Unity, Unreal, Godot)
- Compare licensing costs and terms
- Prototype technical requirements in candidates
- Make final engine selection
- Set up project structure and version control
- Configure build pipeline
- Establish coding standards and patterns

**References**:
- README.md "Game Engines and Technology" (lines 138-288)
- README.md "Engine Selection Criteria" (lines 263-287)
- references.md "Unity Engine" (lines 5-12)
- references.md "Unreal Engine" (lines 14-24)

**Estimated Complexity**: High

---

#### 11. Gameplay Systems Implementation
**Description**: Implement core gameplay systems (movement, combat, inventory, etc.)

**Key Activities**:
- Design system architecture and interfaces
- Implement player controller and input system
- Build game state management
- Create AI behavior systems
- Implement progression and inventory systems
- Add save/load functionality
- Create debugging and cheat tools
- Write unit tests for game logic
- Document system APIs

**References**:
- README.md "Gameplay programming" (line 27)
- references.md "Game Programming Patterns" (lines 63, 85)
- references.md "Game Engine Architecture" (line 86)

**Estimated Complexity**: Very High

---

#### 12. Multiplayer Networking Implementation
**Description**: Build networked multiplayer systems with client-server architecture

**Key Activities**:
- Design network architecture (client-server, P2P)
- Implement player connection and matchmaking
- Build network state synchronization
- Add client-side prediction and lag compensation
- Implement server-authoritative game logic
- Handle network edge cases (disconnects, timeouts)
- Test with simulated latency and packet loss
- Optimize bandwidth usage
- Document networking architecture

**References**:
- README.md "Network programming" (line 29)
- references.md "Multiplayer Game Programming" (line 115)
- references.md "Gaffer on Games" (line 117)
- references.md "Overwatch Gameplay Architecture and Netcode" (line 303)

**Estimated Complexity**: Very High

---

#### 13. Performance Optimization Workflow
**Description**: Profile and optimize game performance for target platforms

**Key Activities**:
- Define performance targets (frame rate, memory, load times)
- Set up profiling tools (Unity Profiler, Unreal Insights)
- Identify performance bottlenecks (CPU, GPU, memory)
- Optimize rendering (draw calls, batching, occlusion)
- Implement object pooling and memory management
- Optimize game logic and algorithms
- Create LOD systems for assets
- Test on target hardware
- Document optimization techniques

**References**:
- README.md "Performance optimization" (line 30)
- README.md "Performance Optimization" (lines 593-600)
- references.md "Unity Profiler Best Practices" (line 126)
- references.md "Game Optimization: Expert Solutions" (line 123)

**Estimated Complexity**: High

---

#### 14. Platform SDK Integration
**Description**: Integrate platform-specific features (achievements, cloud saves, social)

**Key Activities**:
- Review platform requirements (Steam, PlayStation, Xbox, Switch)
- Set up platform SDK and development environment
- Implement achievements and trophies system
- Add cloud save synchronization
- Integrate social features (friends, leaderboards)
- Implement platform-specific input (controllers)
- Test platform features
- Pass platform certification requirements
- Document integration process

**References**:
- README.md "Platform integration" (line 31, 95)
- references.md "Console Development" (lines 404-408)
- references.md "Steam Partner Documentation" (line 230)

**Estimated Complexity**: High

---

#### 15. Build Pipeline and Automation
**Description**: Set up automated build pipeline for all target platforms

**Key Activities**:
- Configure build server (Jenkins, GitHub Actions)
- Create build scripts for each platform
- Automate asset processing and optimization
- Set up automated testing (unit, integration)
- Implement continuous integration
- Configure artifact storage and versioning
- Add build notifications
- Create release build process
- Document build procedures

**References**:
- README.md "Tools development" (line 28)
- references.md "Continuous Integration" (line 53)

**Estimated Complexity**: Medium

---

### Art and Audio Production

#### 16. Art Asset Pipeline Setup
**Description**: Establish efficient pipeline for creating and integrating art assets

**Key Activities**:
- Define art style guide and technical specs
- Set up asset naming conventions
- Configure export settings from 3D software
- Create asset import pipeline in engine
- Implement texture atlasing and compression
- Set up LOD generation workflow
- Create art review and approval process
- Establish version control for art (Git LFS, Perforce)
- Document pipeline for artists

**References**:
- README.md "Art Pipeline" (lines 646-656)
- references.md "Polycount Wiki" (line 142)
- references.md "Technical Art" (lines 156-162)

**Estimated Complexity**: Medium

---

#### 17. Character Art and Animation Production
**Description**: Create and implement game-ready character models with animations

**Key Activities**:
- Create concept art and reference boards
- Model base mesh and high-res sculpt (ZBrush)
- Create game-ready low-poly model
- UV unwrap and texture (Substance Painter)
- Rig character for animation
- Create animation set (idle, walk, run, actions)
- Implement animation state machine
- Optimize for performance (poly count, texture size)
- Test in-game and iterate

**References**:
- README.md "3D modeling" (line 35), "Animation" (line 36)
- references.md "ZBrush Documentation" (line 134)
- references.md "Substance 3D Painter" (line 136)
- references.md "The Animator's Survival Kit" (line 150)

**Estimated Complexity**: High

---

#### 18. VFX and Shader Development
**Description**: Create visual effects and custom shaders for game

**Key Activities**:
- Design VFX concepts and reference gathering
- Create particle systems (Niagara, Unity VFX Graph)
- Develop custom shaders (HLSL, ShaderLab)
- Implement post-processing effects
- Add dynamic lighting and shadows
- Optimize VFX performance (particle budgets)
- Test VFX on target platforms
- Create VFX style guide and templates
- Document shader parameters

**References**:
- README.md "VFX (Visual Effects)" (line 38)
- README.md "Technical art" (line 39)
- references.md "Shader toy" (line 109)
- references.md "The Book of Shaders" (line 110)

**Estimated Complexity**: High

---

#### 19. Audio Implementation Workflow
**Description**: Implement adaptive audio system with sound effects and music

**Key Activities**:
- Create audio design document and style guide
- Set up audio middleware (FMOD, Wwise)
- Implement sound effect system and triggers
- Create adaptive music system
- Record and integrate voice acting
- Implement spatial audio and mixing
- Optimize audio performance and memory
- Test audio across platforms
- Document audio implementation

**References**:
- README.md "Audio and Music" (lines 41-46)
- README.md "Audio Design" (lines 657-664)
- references.md "FMOD Documentation" (line 181)
- references.md "Wwise Documentation" (line 182)

**Estimated Complexity**: Medium

---

#### 20. UI/UX Design for Games
**Description**: Design and implement intuitive game user interface

**Key Activities**:
- Analyze UI requirements (menus, HUD, tutorials)
- Create UI wireframes and mockups
- Design UI art assets and iconography
- Implement UI in game engine
- Add UI animations and transitions
- Implement controller and keyboard navigation
- Conduct usability testing with players
- Optimize UI performance
- Ensure accessibility compliance

**References**:
- README.md "User experience (UX)" (line 24)
- README.md "UI/UX art" (line 38)
- references.md "The Gamer's Brain" (line 268)

**Estimated Complexity**: Medium

---

### Quality Assurance and Testing

#### 21. QA Testing Strategy
**Description**: Establish comprehensive QA testing process for game quality

**Key Activities**:
- Define QA testing phases (alpha, beta, pre-launch)
- Create test plan and test cases
- Set up bug tracking system (Jira, TestRail)
- Define bug severity and priority levels
- Assign testing resources across features
- Conduct regression testing
- Perform compatibility testing across platforms
- Track bug metrics and quality trends
- Create QA reports and handoff documentation

**References**:
- README.md "Quality assurance" (line 52)
- README.md "Testing and Quality" (lines 611-617)
- references.md "The Game QA Handbook" (line 482)

**Estimated Complexity**: Medium

---

#### 22. Playtesting and User Research
**Description**: Conduct structured playtesting sessions and gather player feedback

**Key Activities**:
- Define playtesting goals and hypotheses
- Recruit appropriate playtesters
- Prepare playtest builds and scenarios
- Conduct moderated playtesting sessions
- Use think-aloud protocol
- Collect quantitative metrics (completion rates, time)
- Gather qualitative feedback (surveys, interviews)
- Analyze results and synthesize findings
- Create actionable recommendations
- Iterate based on feedback

**References**:
- README.md "Playtesting and iteration" (line 93)
- README.md "Playtesting schedule" (line 613)
- references.md "Playtesting Best Practices" (line 275)

**Estimated Complexity**: Medium

---

#### 23. Platform Certification and Submission
**Description**: Prepare and submit game for platform certification (console, mobile)

**Key Activities**:
- Review platform Technical Certification Requirements (TCR)
- Conduct compliance testing checklist
- Fix certification blockers
- Prepare submission materials (metadata, screenshots)
- Submit build for certification
- Address certification failures
- Resubmit until approved
- Coordinate launch timing
- Document certification process

**References**:
- README.md "Certification/submission" (line 100)
- README.md "Platform compliance" (line 615)
- references.md "Console Certification Requirements" (line 407)

**Estimated Complexity**: High

---

### Analytics and LiveOps

#### 24. Game Analytics Implementation
**Description**: Implement analytics tracking for player behavior and engagement metrics

**Key Activities**:
- Define key metrics (DAU, MAU, retention, session length)
- Select analytics platform (Unity Analytics, GameAnalytics)
- Implement event tracking in game code
- Track player progression funnels
- Set up custom event tracking
- Create analytics dashboards
- Implement A/B testing framework
- Ensure privacy compliance (GDPR, COPPA)
- Document analytics events

**References**:
- README.md "Player analytics" (line 55)
- README.md "Analytics and Data" (lines 684-690)
- references.md "Unity Analytics" (line 257)
- references.md "GameAnalytics" (line 258)

**Estimated Complexity**: Medium

---

#### 25. Live Operations (LiveOps) System
**Description**: Build system for delivering live content, events, and updates post-launch

**Key Activities**:
- Design LiveOps content pipeline
- Implement server-driven configuration
- Create event and season system
- Build content delivery system (CDN)
- Implement A/B testing for features
- Set up player segmentation
- Create dashboard for LiveOps management
- Plan content calendar
- Monitor player response and metrics

**References**:
- README.md "Live Operations (Post-Launch)" (lines 116-125)
- README.md "Engagement and Retention" (lines 676-683)
- references.md "deltaDNA Resources" (line 252)

**Estimated Complexity**: Very High

---

#### 26. Player Retention and Engagement Strategy
**Description**: Design and implement systems to maximize player retention

**Key Activities**:
- Analyze retention data (D1, D7, D30)
- Identify churn points in player journey
- Design daily reward systems
- Create progression and achievement systems
- Implement social features (friends, clans)
- Design seasonal content and events
- A/B test retention mechanics
- Monitor engagement metrics
- Iterate based on data

**References**:
- README.md "Engagement and Retention" (lines 676-683)
- README.md "Retention rates" (line 743)
- references.md "Hooked: How to Build Habit-Forming Products" (line 250)

**Estimated Complexity**: High

---

#### 27. Monetization System Implementation
**Description**: Implement ethical and effective monetization systems

**Key Activities**:
- Design monetization model (premium, F2P, IAP)
- Implement in-app purchase system
- Create virtual currency and store
- Design offers and bundles
- Implement ad integration (if applicable)
- Ensure ethical monetization practices
- Test purchase flow end-to-end
- Track monetization metrics (ARPU, conversion)
- Optimize based on data

**References**:
- README.md "Ethical Monetization" (lines 666-674)
- README.md "Monetization Metrics" (lines 746-752)
- references.md "Free-to-Play: Making Money from Games" (line 248)

**Estimated Complexity**: High

---

### Launch and Post-Launch

#### 28. Game Launch Preparation
**Description**: Prepare all aspects for successful game launch

**Key Activities**:
- Create launch checklist
- Set up server infrastructure and monitoring
- Prepare customer support channels
- Create launch day communication plan
- Coordinate marketing materials release
- Test scalability and load capacity
- Prepare hotfix deployment process
- Schedule launch day team coverage
- Create rollback plan for issues

**References**:
- README.md "Launch (Release and Monitoring)" (lines 108-115)
- README.md "Launch readiness" (line 106)

**Estimated Complexity**: High

---

#### 29. Community Management Process
**Description**: Establish community engagement and management workflow

**Key Activities**:
- Set up community channels (Discord, Reddit, forums)
- Create community guidelines and moderation policy
- Hire or assign community managers
- Establish communication cadence
- Monitor player feedback and sentiment
- Engage with player-created content
- Manage crisis communication
- Share development updates and roadmap
- Measure community health metrics

**References**:
- README.md "Community management" (line 58)
- README.md "Community engagement" (line 121)

**Estimated Complexity**: Medium

---

#### 30. Post-Launch Content Roadmap
**Description**: Plan and execute post-launch content updates and DLC

**Key Activities**:
- Analyze player data to inform content priorities
- Create content roadmap (3-6 months)
- Plan DLC and expansion content
- Schedule seasonal events and updates
- Allocate team resources to roadmap
- Communicate roadmap to community
- Track progress against roadmap
- Adjust based on player feedback and metrics
- Evaluate content performance

**References**:
- README.md "Live Operations (Post-Launch)" (lines 116-125)
- README.md "Expansion/DLC planning" (line 124)
- references.md "How to Market a Video Game" (line 242)

**Estimated Complexity**: High

---

## Implementation Priority

### Phase 1: Foundation (High Priority - Core Game Development)
1. Game Concept Development
2. Core Mechanics Prototyping
3. Game Engine Selection and Setup
4. Game Production Planning
5. Gameplay Systems Implementation
6. Level Design Process
7. Vertical Slice Development
8. QA Testing Strategy

### Phase 2: Production (Medium Priority - Full Development)
9. Sprint Planning for Game Teams
10. Art Asset Pipeline Setup
11. Character Art and Animation Production
12. Audio Implementation Workflow
13. UI/UX Design for Games
14. Performance Optimization Workflow
15. Platform SDK Integration
16. Playtesting and User Research

### Phase 3: Advanced Features (Medium-High Priority)
17. Game Balance and Economy Design
18. Narrative Design and Integration
19. VFX and Shader Development
20. Multiplayer Networking Implementation
21. Build Pipeline and Automation
22. Milestone Delivery Process
23. Game Analytics Implementation

### Phase 4: Launch and LiveOps (High Priority for Launch)
24. Platform Certification and Submission
25. Game Launch Preparation
26. Community Management Process
27. Live Operations (LiveOps) System
28. Player Retention and Engagement Strategy
29. Monetization System Implementation
30. Post-Launch Content Roadmap

---

## Process Patterns

### Common Task Types for Game Development
- **Concept & Design**: Game design, mechanics design, narrative development
- **Prototyping**: Rapid iteration, proof-of-concept builds, playable demos
- **Implementation**: Programming, art creation, audio production
- **Integration**: Combining systems, assets, and features
- **Testing**: Playtesting, QA testing, performance testing
- **Iteration**: Refinement based on feedback and data
- **Documentation**: GDD, technical docs, style guides, tutorials
- **Review**: Design reviews, art critiques, code reviews, milestone reviews

### Common Breakpoints (Human Approval Gates)
- Concept approval before pre-production
- Prototype validation (pivot or proceed decision)
- Vertical slice approval before full production
- Milestone approvals (alpha, beta, gold)
- Art style and visual direction approval
- Design review for major features
- Platform certification submission approval
- Go-live decision for launch
- Content approval for LiveOps events

### Parallel Execution Opportunities
- Multi-platform builds (PC, console, mobile)
- Independent feature development
- Art and audio production concurrent with programming
- Multiple level designs in parallel
- Character modeling and animation simultaneously
- Testing on multiple platforms
- Localization for multiple languages
- Marketing materials while development continues

### Game Development Specific Considerations
- **Iteration is critical**: All processes must support rapid iteration based on playtesting
- **Cross-discipline dependencies**: Design, art, engineering, and audio are deeply interconnected
- **Player-centric validation**: Must validate decisions with actual players, not just theory
- **Performance constraints**: All decisions must consider target platform capabilities
- **Creative + technical balance**: Processes must support both creative vision and technical reality
- **Milestone-driven**: Game development is structured around specific milestone deliveries

---

## Success Metrics

### Process Implementation Success Criteria
- **Clear inputs and outputs**: Each process has well-defined requirements and deliverables
- **Repeatable workflow**: Process can be executed consistently across projects
- **Flexible for iteration**: Supports rapid changes based on feedback
- **Cross-discipline support**: Enables collaboration between roles
- **Measurable outcomes**: Defines success criteria and quality metrics
- **Tool-agnostic**: Works with Unity, Unreal, Godot, or other engines
- **Scalable**: Works for indie games and larger productions

### Key Performance Indicators
- Time from concept to playable prototype
- Iteration cycle time (design → implement → test → iterate)
- Bug count and resolution time per milestone
- Playtester satisfaction scores
- Performance metrics (FPS, load times, memory usage)
- Platform certification pass rate
- Player retention metrics (D1, D7, D30)
- Development velocity (features completed per sprint)

---

**Created**: 2026-01-23
**Version**: 1.0.0
**Specialization**: Game Product Development
**Specialization Slug**: `game-development`
**Status**: Phase 2 - Processes Identified
**Process Count**: 30 identified processes
**Next Step**: Phase 3 - Implement process JavaScript files
