How to Structure a Game Design Document 𝟭. 𝗚𝗮𝗺𝗲 𝗢𝘃𝗲𝗿𝘃𝗶𝗲𝘄 🎮 • Title & Game Summary • Genre & Similar Games • Platform & Target Audience • Key Selling Points 𝟮. 𝗖𝗼𝗿𝗲 𝗚𝗮𝗺𝗲𝗽𝗹𝗮𝘆 𝗠𝗲𝗰𝗵𝗮𝗻𝗶𝗰𝘀 🧩 • Core Loop & Key Mechanics • Objectives & Goals • Player Actions & Control Scheme • Game Progression 𝟯. 𝗡𝗮𝗿𝗿𝗮𝘁𝗶𝘃𝗲 📖 • Story Summary & Key Events • World-Building & Characters • Plot Structure, Tone, and Themes • Optional Narrative elements 𝟰. 𝗠𝗲𝗰𝗵𝗮𝗻𝗶𝗰𝘀 𝗮𝗻𝗱 𝗦𝘆𝘀𝘁𝗲𝗺𝘀 ⚙️ • Combat & Progression Systems • Abilities & In-game Economy • Interaction Systems • AI & NPC Behavior 𝟱. 𝗩𝗶𝘀𝘂𝗮𝗹 𝗮𝗻𝗱 𝗔𝘂𝗱𝗶𝗼 𝗗𝗲𝘀𝗶𝗴𝗻 🎨 • Art Style & Color Palette • Audio Design and Soundtrack • UI/UX specifications • Character & Asset Design 𝟲. 𝗟𝗲𝘃𝗲𝗹 𝗗𝗲𝘀𝗶𝗴𝗻 🗺️ • Level Layout & Pacing • Environmental Storytelling • Environment Types • Key Challenges & Progression 𝟳. 𝗠𝗼𝗻𝗲𝘁𝗶𝘇𝗮𝘁𝗶𝗼𝗻 💲 • Business Model (e.g., F2P, Premium) • Premium Features • In-App Purchase (IAP) strategy • Advertisement Placements 𝟴. 𝗧𝗲𝗰𝗵𝗻𝗶𝗰𝗮𝗹 𝗥𝗲𝗾𝘂𝗶𝗿𝗲𝗺𝗲𝗻𝘁𝘀 🔧 • Game Engine & Performance Goals • Platform-Specific Features • Multiplayer Requirements 𝟵. 𝗣𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 𝗣𝗹𝗮𝗻 📝 • Key Milestones & Timeline • Team Roles and Responsibilities • Costs & Budget Breakdown • Risks and Mitigation Strategy 𝟭𝟬. 𝗔𝗽𝗽𝗲𝗻𝗱𝗶𝗰𝗲𝘀 📎 • References and Inspiration • Concept Art • Diagrams and Flowcharts --- 👉 Find mobile game references for your GDD in one click: https://loot.icu/
I'd argue the first and second are a GDD. The rest are there own bibles. Especially the system design one with the scale of modern games.
Solid framework. I’d also add one more layer — emotional design intent. Every section (especially core gameplay and monetization) should clarify what the player should feel at each stage. Mechanics only matter when they serve emotion
While GDDs are essential in development, I find them poor at showcasing relationships between different sections (for example, some systems cross over into both gameplay and monetisation, like reward ads). Have you got any methods or advice for dealing with this? I'd love to learn, as I'm in the process of drafting design documents myself at the moment.
There's no right or wrong as long as it's serve its purpose as roadmap but still good break down
My only issue here it seems that you are missing a few things. for exemple where are the game design pillars? :) cause u go in so much details in area that does not necessarly belong a GDD.... so with such level of details you miss a lot :)
Great content and reference for GDDs. From my personal experience with GDDs, it ends up as an internal team document purely about the game, without getting too much into costs, budget & timelines. At the end of the day, the GDD is not written in stone; it's something you build & update as needed so that all team can understand what they are working on. Thanks for sharing!
Too complicated. Just send a business card.
This is absolutely invaluable. One of the most informative GDD designs I've seen. Going to be using this from now on 👍
Maybe for some specific genres this would change, but this is a very good summary to follow or at least to check if you are going to start a game. Well done!
Product Manager | Project Manager | Creative Production Manager | Freelance Game and Level Designer
2wIt is a great breakdown. But personally I don't like that you've put Diagrams and flowcharts in the end. Also, production plan could be the different doc, References anf concept art definately should belong to #5. Audio design is a separate complex part. A lot of teams consider sound design and music as a secondary thing. *yes i know every team use it's own template. **nobody reads appendices.