Game Design Document
When to Use
When starting a new game project, aligning team members on what to build, or documenting mechanics for implementation.
Core Jobs
1. Core Concept (1 page)
- Logline: one sentence that captures the essence. "A roguelite deck-builder where your deck evolves based on how you play, not what you pick."
- Genre(s): be specific (roguelite, not "action")
- Target player: who plays this? ("people who played Hades and want more narrative depth")
- Core emotion: what feeling does the player chase? (power fantasy, tension, exploration)
- Platform and estimated scope
2. Core Loop (the fun part)
The 3 layers:
- Micro loop (seconds): what does the player do moment-to-moment?
- Macro loop (minutes): what is the session goal?
- Meta loop (hours/days): what keeps them coming back?
Write it as actions, not features: "Player fights → defeats enemy → gains resources → upgrades → faces harder enemy → (repeat)" is good. "Combat system with progression mechanics" is bad.
3. Mechanics Documentation
Per mechanic:
- Name and description
- Player interaction (what does the player do?)
- Rules (exact behavior, edge cases)
- Feel goal (what should it feel like?)
- Implementation notes (for engineers)
4. Scope Management
MoSCoW for game design:
- Must have (launch): core loop, win/lose conditions, 1 environment, tutorial
- Should have (launch): 3 environments, variety, polish
- Could have (post-launch): extra modes, community features
- Won't have (this version): anything that doesn't serve the core loop
Key Outputs
- Game concept and logline
- Core loop diagram (3 layers)
- Mechanics documentation
- MoSCoW feature list
Anti-Patterns
- GDD with no core loop — features without a framework
- Designing features before validating the core loop is fun
- Scope that exceeds team capacity by 3x
- Not playtesting before full implementation