Game Design Document (GDD)

Game Design Basics: A Handout for New Designers

Game design is both an art and science—there are no perfect formulas, just principles to guide your creative process.

One-Sentence Pitch

In one sentence, describe you game. E.g.

  • "[Game title] is a [genre] where players [main action] in a [setting/world] to [goal]."

Core Game Design Principles

1. Start With a Core Loop

The core loop is the primary activity players will repeat throughout your game.

  • Define it clearly: What will players do most often?

  • Make it satisfying: The core should feel good even when repeated many times

  • Example: In Tetris, the core loop is rotating and placing falling blocks to create lines

2. Define Your Game's Pillars

Game pillars are 3-5 fundamental concepts that define your game's identity.

  • Gameplay: What makes the mechanics unique?

  • Theme/Setting: What world are players exploring?

  • Emotional Response: How should players feel?

  • Technical Innovation: Any new technology or approach?

3. Balance Challenge and Reward

  • Progressive difficulty: Start simple, increase complexity gradually

  • Meaningful rewards: Give players something valuable for overcoming challenges

  • Flow state: Aim for that sweet spot between boredom and frustration

Practical Game Design Process

Phase 1: Concept

  • Brainstorm ideas without judgment

  • Create a one-page concept document answering:

    • What is the game about?

    • What does the player do?

    • What makes it fun/unique?

    • Who is the audience?

Phase 2: Prototype

  • Create the simplest version of your core gameplay

  • Use paper prototypes or simple digital tools

  • Focus on feel and fun, not aesthetics

  • Test early and often with real players

Phase 3: Iterate

  • Collect feedback systematically

  • Make targeted changes based on feedback

  • Cut features that don't support your pillars

  • Be willing to pivot if needed\

GDD

  • Purpose: Communicate your vision to others

  • Contents:

    • Game overview

    • Mechanics

    • Systems

    • Controls

    • Progression

    • Art style

    • Sound design

    • Technical requirements

Playtesting Questions

  • Is the core loop enjoyable?

  • Do players understand what to do without instruction?

  • Are the challenges appropriate?

  • Do rewards feel meaningful?

  • Do players want to continue playing?

Iteration Cycle

  1. Create prototype

  2. Playtest with real players

  3. Gather feedback

  4. Implement changes

  5. Repeat

Remember

  • Start small: Complete simple projects before ambitious ones

  • Playtest early: Get feedback as soon as possible

  • Iterate often: No design survives first contact with players

  • Have fun: Your enthusiasm will show in your game

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