Game Design
Documentation and GDD
Why do great game ideas fail in execution? Often: the team wasn't aligned. Documentation isn't bureaucracy - it's shared understanding. GDD, pitch, wiki - tools for making sure everyone builds the same game.
- **Hades pitch** - 'roguelike + our narrative' - clear hook secured funding quickly
- **Riot's spec culture** - every feature documented, updated continuously. Scales to thousands of employees
- **Indie wiki approach** - Notion/wiki replaces old 500-page GDDs. Living documents > static tomes
GDD Structure
**Game Design Document (GDD)** - central reference for a game's design. Not a novel - a working document. Describes what the game IS, not how to build it. Lives and evolves with the project.
**GDD evolution.** Old school: 500-page bibles, read once, ignored. Modern: wiki/Notion, constantly updated, searchable. Living document > static tome. A GDD should be USED, not archived.
**GDD principles:** - Write for the reader, not yourself - Update constantly (outdated GDD = useless) - Include visuals (mockups, diagrams) - Version control (what changed when)
A team member asks 'How does combat work?' The GDD was written 6 months ago and never updated. The problem?
Pitch Document
**Pitch document** - a short, exciting sell of your game. Not a GDD - the pitch is marketing to stakeholders (publisher, investors, team). Goal: make them WANT to know more. Hook first, details later.
**Hades' pitch success.** Supergiant pitched: 'roguelike + our narrative strength.' Combined a proven genre with the studio's unique skill. Clear hook: 'our storytelling in a roguelike.' Funded quickly.
**Pitch tips:** - Lead with hook, not features - One page is often enough - Visuals are crucial (concept art > words) - Know your audience (publisher vs investor)
Pitching to a publisher. The first slide has 20 bullet points of features. The problem?
Team Communication
**Team communication** - how design reaches everyone who needs it. Documentation is only half: the other half is meetings, conversations, shared understanding. The best docs fail if the team doesn't read them.
**'5-minute rule.'** If an explanation takes >5 minutes, write it down. If a question is asked twice, document the answer. Team time is precious - don't repeat yourself, create a reference.
**Communication practices:** - Single source of truth (one place for each topic) - Announce changes actively (don't assume people check) - Visual > text when possible - Regular syncs (alignment meetings)
A programmer asks the same design question for the third time. Best response?
Living Documentation
**Living documentation** - docs that evolve with the project. Not written once, forgotten - continuously updated. Wiki-style, version-controlled, linked. If the doc doesn't match the game, the doc is wrong.
**Riot's 'spec' culture.** Every feature has a spec document. Updated as implementation happens. Spec ≠ reality = spec must change. Documentation is a conversation with future team members.
**Living doc tips:** - Small updates frequently > big updates rarely - Date everything (when was this true?) - Archive, don't delete (history matters) - Celebrate doc contributions (culture thing)
Good documentation means writing everything down in detail
Good documentation = the right amount in the right place, kept current. Too much = ignored. Too little = confusion. Key: write what's needed, update constantly, make it findable. Quality and maintenance > quantity
A 500-page GDD nobody reads < a 50-page wiki everyone uses. Documentation serves the team, not proves thoroughness. If it's not read and maintained, it doesn't exist
A new team member joins. The GDD is 200 pages, last updated 8 months ago. How should they learn the game?
Summary
- **GDD** = a working reference, not a novel. Update constantly or it becomes misinformation
- **Pitch** = hook first, details later. One exciting idea > twenty bullet points
- **Living documentation** - right amount, right place, always current. If the team doesn't use it, it doesn't exist
Related Topics
Documentation supports the full development process:
- Prototyping — Documents what prototypes teach
- Iteration — Documents design changes
Вопросы для размышления
- How would you pitch YOUR game idea in one sentence?
- What's worse: no documentation or outdated documentation?
- Do you prefer reading docs or asking people? Why?