Game design (4)

Design documents and the path to a small complete game

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
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