Game GDD Writing
When to use
- Converting a game idea or user requirement into a design document before implementation.
- Designing within a template/template-family architecture.
When NOT to use
- One-off throwaway prototypes with no template architecture.
- Tweaking an existing game — edit values directly instead of re-designing.
Design philosophy
- Config-driven: every numeric value lives in the game configuration — never hardcoded in logic.
- Capability-based: compose existing behaviors/systems; do not design custom engines.
- Hook-oriented: customize by overriding documented hooks, not by rewriting base machinery.
- Template-first: copy established templates and modify configuration — never write from scratch.
The 6-section contract
The GDD is a technical specification. Each section feeds exactly one downstream step:
| Section |
Content |
Feeds |
| 0. Technical architecture |
Archetype, base classes, scene flow diagram, ordered level list, every scene key used in transitions |
Scene registration and level ordering |
| 1. Visual style & asset registry |
One-sentence style anchor + strict asset table (category, key, vivid description, parameters) |
Asset generation |
| 2. Game configuration |
Complete config content with exact numbers |
Configuration merge |
| 3. Entity/scene architecture |
Which base classes to extend, which behaviors to attach with exact parameters, which hooks to override |
Code implementation |
| 4. Level/content design |
Predefined map templates (verbatim) or content data (dialogue, decks, questions) |
Map/content generation |
| 5. Implementation roadmap |
Numbered file-level operations in order |
The task list |
Hard rules
- Exact values only. Never write "appropriate amount" or "some damage". Every number is specified.
- No from-scratch work. Instead of "implement jump physics", write "use the movement behavior with jump power X". Instead of "design map", write "use predefined template B with these modifications".
- No code snippets. Describe behavior and configuration; code belongs to implementation.
- Roadmap is mandatory and file-level. If the roadmap lists fewer operations than the design implies, the design is incomplete.
- Infrastructure config stays untouched. Screen size, debug, and render settings belong to the template; the GDD only specifies game-specific values.
Balance baselines (starting points, adjust to the game)
Entity heights: player 64–128 px, small enemy 48–80 px, boss 128–192 px, collectible 32–48 px.
Action-game health/damage: player ~100 HP dealing 20–40; enemies 20–80 HP dealing 10–30; bosses 150–400 HP dealing 25–60.
Style anchor
Section 1 opens with one vivid sentence of art direction ("16-bit pixel art, vibrant colors, retro arcade style"). Everything visual inherits from it.
1---2name: game-gdd-writing3description: Write an executable game design document where every section is a contract for a downstream build step. Use when turning a game idea into a buildable plan.4metadata:5 source: https://skillmd.com/skills/yhyu13/game-gdd-writing6---78# Game GDD Writing910## When to use1112- Converting a game idea or user requirement into a design document before implementation.13- Designing within a template/template-family architecture.1415## When NOT to use1617- One-off throwaway prototypes with no template architecture.18- Tweaking an existing game — edit values directly instead of re-designing.1920## Design philosophy21221. **Config-driven**: every numeric value lives in the game configuration — never hardcoded in logic.232. **Capability-based**: compose existing behaviors/systems; do not design custom engines.243. **Hook-oriented**: customize by overriding documented hooks, not by rewriting base machinery.254. **Template-first**: copy established templates and modify configuration — never write from scratch.2627## The 6-section contract2829The GDD is a technical specification. Each section feeds exactly one downstream step:3031| Section | Content | Feeds |32|---|---|---|33| 0. Technical architecture | Archetype, base classes, scene flow diagram, ordered level list, every scene key used in transitions | Scene registration and level ordering |34| 1. Visual style & asset registry | One-sentence style anchor + strict asset table (category, key, vivid description, parameters) | Asset generation |35| 2. Game configuration | Complete config content with exact numbers | Configuration merge |36| 3. Entity/scene architecture | Which base classes to extend, which behaviors to attach with exact parameters, which hooks to override | Code implementation |37| 4. Level/content design | Predefined map templates (verbatim) or content data (dialogue, decks, questions) | Map/content generation |38| 5. Implementation roadmap | Numbered file-level operations in order | The task list |3940## Hard rules4142- **Exact values only.** Never write "appropriate amount" or "some damage". Every number is specified.43- **No from-scratch work.** Instead of "implement jump physics", write "use the movement behavior with jump power X". Instead of "design map", write "use predefined template B with these modifications".44- **No code snippets.** Describe behavior and configuration; code belongs to implementation.45- **Roadmap is mandatory and file-level.** If the roadmap lists fewer operations than the design implies, the design is incomplete.46- **Infrastructure config stays untouched.** Screen size, debug, and render settings belong to the template; the GDD only specifies game-specific values.4748## Balance baselines (starting points, adjust to the game)4950Entity heights: player 64–128 px, small enemy 48–80 px, boss 128–192 px, collectible 32–48 px.5152Action-game health/damage: player ~100 HP dealing 20–40; enemies 20–80 HP dealing 10–30; bosses 150–400 HP dealing 25–60.5354## Style anchor5556Section 1 opens with one vivid sentence of art direction ("16-bit pixel art, vibrant colors, retro arcade style"). Everything visual inherits from it.