Making a Game

Game Design Documents Explained

What a game design document is, what it usually contains, why teams keep it flexible, and how it differs from a pitch, a script or a technical spec.

On this page
  1. What the document is for
  2. What a design document usually contains
  3. What it is not
  4. A living document
  5. Who reads it
  6. Writing a useful one

What the document is for

A game design document, often shortened to GDD, is a written record of what a game is meant to be and how it is meant to work. It collects the vision, the rules and the planned content in one place so that designers, programmers, artists and managers are working from the same description.

The document answers a simple problem. A game involves many people making thousands of small decisions. Without a shared reference, each person fills gaps with their own assumptions, and the pieces stop fitting together. A design document is a way to make assumptions visible so they can be discussed early.

There is no standard format. Some teams keep a single long file, others use a set of linked pages in a wiki, and others rely on short documents for each feature. A solo developer may keep a few pages of notes and call it enough. What matters is that it is readable and kept up to date.

What a design document usually contains

Contents vary, but most documents cover some version of the following.

The vision. A short description of the experience the game aims to create: what the player does, how it should feel, and what makes it different from similar games. Many teams state this in a paragraph or two, so that any proposed feature can be checked against it.

The core loop. The repeated cycle of actions at the heart of play, such as exploring, gathering and upgrading. Understanding the loop helps a team judge whether features strengthen the game or distract from it.

Rules and mechanics. How the player moves, acts and is affected by the world: controls, health, resources, scoring, win and loss conditions. This is where the connections between game systems get written down so that combat, inventory and rewards do not contradict one another.

Content outline. The planned structure: levels or regions, characters, enemies, items, and the order in which a player meets them. The craft of level design usually has its own, more detailed documents that grow out of this outline.

Story and tone. For games with narrative, a summary of setting, characters and the main beats, plus guidance on tone.

Art and audio direction. References and descriptions of the intended look and sound, so that the artists and sound team can aim at the same target.

Interface and controls. How menus and on-screen information are organised, and how inputs map to actions.

Platforms and audience. Where the game will be played and who it is meant for, since this affects controls, performance targets and complexity.

Scope and schedule. What is planned for the first release and what is considered optional. Clear scope notes help teams cut features safely if time runs short.

What it is not

A design document is easy to confuse with related papers.

  • A pitch is a short, persuasive summary meant to win support. A design document is a working reference and is allowed to be dull.
  • A technical design document describes how the code and tools will be built. It depends on the design document but is usually written by programmers.
  • A script contains dialogue and story text. The design document may summarise it but does not usually hold every line.
  • A project plan tracks tasks, people and dates. The design document explains what is being made, not who does what by when.

A living document

An older image of the design document is a thick bible written once and then handed down. Teams generally found that approach brittle, since games change as they are built. Features that looked good on paper often turn out to be tedious in play, which is why rough tests, the purpose of a game prototype, matter so much.

Many teams therefore treat the document as living. When a decision changes, someone updates the page, and old versions are kept in history. Others deliberately keep it short, writing details only for features that are settled. A common warning is that an out-of-date document is worse than none, because people trust it and build the wrong thing.

Ownership matters too. Someone is usually responsible for keeping it accurate, and the team needs an easy way to suggest changes. Larger projects may split it among lead designers for different areas.

Who reads it

Different people use it differently. Programmers look for exact rules and edge cases. Artists look for descriptions of characters and places. Testers use it as a baseline for what the game is supposed to do, which is part of quality assurance, since a bug is hard to define without a written expectation. Producers use it to understand scope and risk. Outside partners, such as a publisher, may read a summary version.

Writing a useful one

A few habits tend to make design documents more useful.

  • Lead with the point, then add detail. Readers should grasp the purpose of a section from its first lines.
  • Prefer examples to abstractions. A short description of a typical moment of play is clearer than a paragraph of general principles.
  • Record reasons as well as decisions. A note explaining why a rule exists helps people judge later whether it can change.
  • Mark what is uncertain. Placeholders and open questions are honest and prompt discussion.
  • Use diagrams, tables and sketches where words are clumsy.

For a small team or a single developer, a design document can be very light. The real value is not the file but the thinking it forces: if a rule is hard to write down clearly, it may also be hard to build or to understand in play.

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