A small game design document, with a filled example
A useful game design document helps you make the next decision. Start with the promise, the loop and the boundaries. Expand a section when it resolves an actual implementation question. The fictional example below shows the level of detail to aim for.
1. Player promise and boundaries
Template: For [player], this game delivers [feeling] through [repeated action]. Define three pillars and three non-goals so that attractive ideas can still be rejected.
- Audience and intended session length
- Target platform and input method
- Three design pillars
- Three explicit non-goals
2. Core loop and rules
Template: The player [acts], receives [feedback or reward], then chooses [next action]. Describe what success and failure look like. Write rules precisely enough for someone to implement a first version.
- Starting state, goal and ending state
- Actions and feedback
- Progression and persistence
- Failure, retry and accessibility decisions
3. Content, risks and proof
Template: List the smallest set of content needed to demonstrate the loop. For every uncertain rule, name a test and a decision date or milestone. Keep the design linked to tasks so changes do not remain only in a document.
- One representative level or encounter
- Content definitions and dependencies
- Three highest-risk assumptions
- One milestone with observable completion criteria
4. Keep a small decision log
Record why a decision changed and which tasks it affects. A short current document is more useful than a long document that describes an older game.
- Decision and date
- Evidence or constraint
- Affected content and tasks
- Next validation step
Turn the plan into a roadmap
Use the free roadmap template to connect phases, milestones and tasks. You can keep the spreadsheet or create a new GameInDev project with its 42 starter tasks.
Get the roadmap template →