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
Create prototype
Playtest with real players
Gather feedback
Implement changes
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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