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Workshop 2 — Structuring a Game Design Document

The morning gave you the core. This hour makes it communicable. The deliverable is a one-page GDD.

You cannot write an experience. You can only write the rules that produce one

Salen and Zimmerman call this the second-order design problem: a designer builds a system, and the play that emerges from it belongs to the player. Sylvester makes the same point from the production side — you author mechanics, the mechanics generate events, and only those events carry feeling.

Your document therefore has to be precise about rules and honest about the fact that the experience is a prediction.

Write without knowing your reader and you will write too much while still failing to answer their question.

Reader What they want What you owe them
Your team To know what to build tomorrow Rules precise enough to implement without guessing, and a clear line between what is decided and what is still open
You in three months To know what you were thinking The reason for a decision, not just the decision
Outsiders Why this game and not another About two minutes of attention — which is why the one-page version exists

Schell describes design documents as serving two purposes: jogging your own memory and communicating with others. The most forgotten reader is future you, and the most grateful one too.

Rogers calls this a tiered document set — each tier has a different reader and a different length.

Artefact Name in the literature When it is written What it holds
The one-pager The One-Sheet Written first, read first Eight boxes · target audience · rating · unique selling proposition
The ten-pager The Ten-Pager When you pitch, or when production planning starts Macro-level logic · the rule of threes · the beat chart
The full design document The GDD Grown section by section, only when a decision needs it Moment-to-moment gameplay · heavily illustrated · flowcharts and animatics

Three supporting habits that apply at every tier:

  • The rule of threes — humans process information best in threes. Group features, mechanics and sections in threes wherever you can.
  • Visual communication — draw it, don’t describe it.
  • The beat chart — a single-page spreadsheet running the entire span of the game (level · new enemy · new mechanic · mood · reward), so you can compare pacing and flow on one sheet and catch the flat stretch before you build it.

Fit these on one page and you understand your own game well enough to start building it.

# Box The bar
1 High concept One or two sentences, with no story summary
2 Genre, platform, audience Lets the reader compare it to something they know
3 Core loop Lift it straight from this morning’s canvas
4 Three pillars The box that says what you won’t do
5 Key features (3–5) Only what the game cannot exist without
6 Art and audio direction In words, not images. Real references encouraged.
7 The hook Why this one, when ten similar games exist?
8 Scope and schedule Length, team size, deadline

A worked example — the demo game’s one-pager

Section titled “A worked example — the demo game’s one-pager”

Note that no box runs longer than two lines, and one box openly says it is undecided.

Box Content
High concept A first-person escape game where the player uses hearing instead of sight to decide when to move
Genre · platform · audience Survival horror · PC on Steam · players 18–30 who watch streamers play Asian horror
Core loop Listen, choose a route, move quietly, the threat closes in — roughly 20–30 seconds per cycle
Pillars Silence is the weapon · you lose by hurrying · fear comes from what is never shown
Key features Directional audio · a lantern that burns down every turn · a threat that remembers your routes
The hook A horror game that delivers information through the ears, built on Isan folk belief
Art and audio direction Degraded videotape image, light limited to the lantern, field recordings from a real village
Scope and schedule 45 minutes to finish · team of 3 · prototype in 8 weeks · number of levels undecided

The formula: the player is X, must VERB, in order to Y, under constraint Z

Works Doesn’t work
Names what the player does before what the player sees Opens with the setting, the lore or the protagonist’s childhood
Contains the core verb from this morning, word for word Leans on adjectives — atmospheric, immersive, gripping
States a constraint, because constraint is where tension lives Describes the feeling you hope for instead of the system that causes it
Readable aloud in a single breath Would fit any other project in this room without alteration

Test: read your high concept to someone and ask them to describe what the player does. If they cannot, rewrite it.

The meat and the salt — why the high concept carries no story

Section titled “The meat and the salt — why the high concept carries no story”

The most re-argued question in any design classroom: which matters more, story or gameplay? Rogers settles it with one image.

Gameplay is the meat — the core sustenance, the interactive engine that keeps the player engaged. Story is the salt — it adds vital flavour, context and emotional resonance. Applied too heavily, it ruins the meal completely.

Structure the mechanics first and let the narrative season the experience. That is why the high concept box carries no story summary, and why world and backstory are capped at two lines on the one-pager.

The classical arc — hero has a desire, an event causes disarray, reversals escalate the risk, resolution delivers the object of desire — is the structure Hollywood uses. Games have a fundamentally different geometry.

The player’s actions are the story. Every time the game is played, an infinite number of narratives can be generated. The designer’s job is therefore not to write one good story but to look at the infinite permutations and ensure all of them are fun.

A systems example: Left 4 Dead runs an AI “Director” that calculates player stress from health, skill and location, and dynamically adjusts enemy spawns, ammo drops and pacing. Systems choreograph experiences, and experiences generate emotions — not a pre-written script.

In your document this means: describe how the system responds, not which cutscene will move the player.

Write a section at the moment it is needed to make a decision — not before.

Section When to write it The question it settles
1. Overview and pillars Day one What are we making, and what will we refuse?
2. Rules and systems Before that system is coded What exactly are the numbers, states and win conditions?
3. Economy and progression After the prototype survives a test What does the player gain and lose, and when?
4. World, story, characters Once the mechanics stop moving What context makes those mechanics mean something?
5. Levels and teaching Before real level building starts In what order does the player learn the rules?
6. Interface and UX Before final art What does the player see, and at what moment?
7. Art and audio When you start briefing or hiring What exactly must someone deliver?
8. Tech, scope, schedule Day one, revised monthly Can this team finish this in this time?
  • Date and version it — the top line shows when it last changed, so a reader knows whether they are looking at current thinking.
  • Mark what is untested — tag every claim as tested, untested or undecided. Belief and evidence must not read in the same voice.
  • Cut what you dropped — move cancelled features to a graveyard page with the reason. It stops new team members re-proposing them.
  • Keep one copy — one link everybody opens. No final_v3_actual_latest circulating in a chat thread.

Hands-on — write the one-pager for your game (14 minutes)

Section titled “Hands-on — write the one-pager for your game (14 minutes)”
  1. Start with the boxes you already have — the core loop and the three pillars.
  2. Write the high concept with the formula: player is X, must VERB, to Y, under constraint Z.
  3. Pick at most five key features, then cross out any the game could survive without.
  4. Write the hook by comparison to existing games, not by claiming novelty.
  5. Finish with scope and schedule — length, team size, deadline.

📄 One-Page GDD — blank template + worked example (PDF, 2 pages)

Page 1 is the eight boxes you fill in during this hour. Page 2 is the demo game’s one-pager. Keep your Loop Canvas from workshop 1 beside you while you write.

If you finish early — design the box first

Section titled “If you finish early — design the box first”

Rogers’ extra exercise, and a good check on whether your one-pager is sharp: draw your game box.

  • The slogan on the front — can you summarise the game’s objective as simply as a 1950s board game?
  • Three features on the back — limit yourself to three core mechanics. If it does not fit on the box, it might not belong in the game.
  • Rating and audience — who exactly is the player? Casual or hardcore?

Designer’s note: kids always want to play games designed for an audience slightly older than they are. Never talk down to your player.

The cheapest and most brutal test a document can face. Eight minutes, and it never flatters you.

  1. Read in silence, three minutes — swap documents with a partner. The reader asks nothing. The author explains nothing, however badly they want to.
  2. Play it back, two minutes — the reader says what they think the game is, what the player does, and what the hook is. The author listens and writes.
  3. Circle only the misses — if the reader got it wrong, the document is wrong, not the reader. Circle the line that misled them and fix that line alone.
  1. A document nobody reads does not exist; write for a named reader, and write visually.
  2. The one-pager is the hard version, because one page forces decisions.
  3. Gameplay is the meat, story is the salt — write the rules first, then season.
  4. Everything in it is a hypothesis until someone who is not you has played it.

Next: bring the boxes you marked undecided. They go on a table, and real people play them inside one hour → Workshop 3