Production guide (7)

작은 기획을 실제 플레이로 연결하는 순서.

Design guide

How to write a game design document: rules and acceptance criteria

How to write a game design document, drawing on the Diablo proposal, Grim Fandango's puzzle documentation and published studio design materials. Covers design principles, state transitions, hit-window boundaries, content tables and playtesting.

Updated 2026.10.17 · 22 min read
Production guide

Making a small game: from first input to a complete round

How to build a small game, drawing on the Experimental Gameplay Project, Arkadium's prototype process and Godot's official tutorial. Covers design questions, technical risks, state transitions, restarting, production scope and completion criteria.

Updated 2026.10.17 · 17 min read
Music guide

Choosing tempo and loop length for game music

Define the input task and music's role, then calculate BPM and loop length. Includes comparison audio using the same drum arrangement at 100, 120 and 140 BPM, with a checklist.

Updated 2026.10.17 · 6 min read
Design guide

Designing a core loop: cues, actions and results

How to design a core loop, using Nintendo's rhythm games, Valve's work on visual clarity and pacing, and the original MDA paper. Covers cues, choices, input feedback, learning, tension and a 16-target comparison exercise.

Updated 2026.10.17 · 18 min read
Production guide

How to write a playtest report: observations and impressions

How to write a playtest report, drawing on Valve's published methods and the Portal postmortem. Covers research questions, facilitator scripts, observation records, units of analysis and revision decisions, with five fictional sessions and a report template.

Updated 2026.10.17 · 19 min read
Music guide

Building a beat with kick, snare and hi-hat

Compare drum placement and input targets at 120 BPM, hear half-time and tempo changes separately, and distinguish a mixed WAV, individual stems and scheduled event times.

Updated 2026.10.17 · 5 min read