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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 →