Every design document game developers write, from a one-page jam plan to a full studio bible, answers the same question: what exactly are we building, and what are we not building? This guide covers what belongs in a game design document, how long it should be, a free template you can paste into Word or Google Docs, a worked example, and the mistakes that make most design docs useless by week three.
What is a game design document?
A game design document, usually shortened to GDD, is the written plan for a video game. It describes the game’s concept, gameplay, mechanics, story, art, audio, interface and scope in enough detail that the people building it can work from it without guessing. Wikipedia describes it as a living software design document that is revised throughout development rather than written once and filed away.
Two facts about GDDs matter more than any template:
- There is no industry standard format. Studios keep them as word processor files, online collaboration tools or wikis. Your GDD can be a Google Doc, a Notion page or a Markdown file in your repo.
- It changes constantly. A GDD often starts as a rough concept during pre-production, the planning phase before full production begins in the video game development cycle, and grows as decisions get made. On active teams it can be edited daily.
The GDD is a cousin of the software design description used in general software engineering. Both exist so that a team shares one understanding of the product. The difference is that a game also has to describe feel, pacing and fun, which are harder to pin down than a database schema. That is why good GDDs lean on examples, sketches and concrete numbers rather than adjectives.
If you are solo, the GDD’s main job is protecting you from yourself: from scope creep, from forgetting why you made a decision, and from restarting every time a shinier idea appears.
What goes in a GDD: the core sections
Most GDDs cover the same ground. Here are the sections in rough priority order. Write the top three before anything else, because they decide what the rest should say.
1. Concept
One or two sentences that describe the game, plus genre, platform and target audience. If you cannot write the concept in two sentences, you do not have one yet. Example: “A short 2D platformer where a moth carries a dying lantern through a cave. Light is your health and your map.”
2. Core loop
The core loop is the small cycle of actions the player repeats for most of the game: explore, find fuel, survive, unlock the next area. Write it as three to five verbs joined by arrows. Every feature you add later should feed this loop or be cut.
3. Mechanics and rules
The specific systems: movement, combat, resources, win and lose conditions. Use numbers wherever you can (jump height, damage, timer length). Numbers turn arguments about “feel” into something you can test and tweak.
4. Content
Lists of levels, enemies, items, characters and story beats. Keep each entry short: name, one-line purpose, and any special rule.
5. Art and audio direction
Style, resolution, palette, camera view and mood, ideally with reference images. For audio, note the music mood and the sound effects each mechanic needs. A list of required assets here saves a lot of time later.
6. UI and controls
The HUD (heads-up display: the health bar, score and other on-screen info), menus and a control map for each input device. Include accessibility notes such as remappable keys or colourblind-safe indicators.
7. Scope and timeline
What ships in version one, what is a stretch goal, and what is explicitly out. Add milestones: first playable, content complete, polish, release. If you need help estimating, our guide to how long it takes to make a video game breaks timelines down by game size.
Larger projects add monetization, marketing and technical sections (engine choice, target hardware, save system), often as separate supplemental documents linked from the main GDD.

The one-page design document game jam teams can use
For a game jam, a prototype or your first solo project, one page is enough. A one-page GDD forces you to make decisions instead of describing possibilities. Copy this template into Word, Google Docs or a text file. In Word, set each line ending in a colon as a Heading 2 style and the navigation pane gives you a clickable outline for free.
# [Game Title] - One-Page GDD (v0.1, [date])
## Concept
One or two sentences. Genre. Platform. Who it is for.
## Core loop
verb -> verb -> verb -> (repeat)
## Player goal
How you win. How you lose.
## Mechanics (with numbers)
- Movement:
- Main action:
- Resource / health:
- Fail state:
## Content for v1
- Levels:
- Enemies / obstacles:
- Items / pickups:
## Art and audio
- Style, resolution, camera:
- Asset list (sprites, tiles, music, SFX):
## Controls
Keyboard: ... Gamepad: ... Touch: ...
## Scope
- IN for v1:
- STRETCH:
- OUT (do not build):
## Milestones
1. First playable:
2. Content complete:
3. Polish and release:
## Open questions
- ...
Two sections in this template are easy to skip and should not be. The OUT list is where you park every good idea that is not for this version, so it stops nagging you. The open questions list makes uncertainty visible, so you can answer it with a quick prototype instead of a long debate.
Worked example: a one-page GDD for a small platformer
Here is the template filled in for a tiny game called Lantern Moth. It is the sort of plan a solo developer could finish in a few weekends.
- Concept: A short 2D side-view platformer for the browser. You are a moth carrying a lantern through a dark cave. The lantern’s light is your health, your map and your timer. For casual players who like short, atmospheric games.
- Core loop: explore → find oil → refill the lantern → reach the next exit before the light dies.
- Player goal: Reach the cave mouth at the end of level 5. You lose when the lantern hits zero.
- Mechanics: Run speed 200 pixels per second, jump velocity 380, gravity 900. Lantern starts at 100, drains 4 per second, each oil pickup refills 35. Light radius shrinks as the lantern drains.
- Content for v1: 5 levels, 2 obstacle types (dripping water that drains light, bats that knock you back), 1 pickup (oil).
- Art and audio: 32×32 pixel art, dark blue palette with warm orange light. Assets: moth with idle, run and jump animations, cave tileset, bat, oil flask. One ambient music loop; SFX for jump, pickup, hit and lantern flicker.
- Controls: Arrow keys or WASD to move, Space or Up to jump. Gamepad later.
- Scope: IN: 5 levels, title screen, restart. STRETCH: speedrun timer. OUT: story cutscenes, upgrade shop, level editor.
- Open questions: Does a shrinking light radius feel fair or frustrating? Prototype level 1 and test before building the rest.
Notice what the example does. Every mechanic has a number. The asset list is complete enough to hand to an artist or an AI tool. The OUT list kills three features before they eat a month. And the biggest risk (is the core idea fun?) is flagged as something to test first.





