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Ezequiel Piñero
Ezequiel Piñero

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How to Write a Game Design Document Your Team Will Actually Use

You know the type: 50 pages of lore nobody asked for, feature lists outdated before you finish writing them, that one Google Doc everyone pretends to have read but nobody actually opens.

I’ve been there. I’ve written those documents. And I’ve watched teams completely ignore them.

Here’s what I learned the hard way: the problem isn’t documentation itself—it’s how we approach it.


Stop Treating Your GDD Like a Novel

Your GDD isn’t a pitch deck. It’s not a design journal. And it’s definitely not a novel about your game’s world.

It’s a tool. Like any tool, it needs to be:

  • Practical
  • Accessible
  • Maintained

Three Rules That Actually Work

1. Write for the person reading it

Your programmer doesn’t care about the protagonist’s tragic backstory. They need:

  • Movement speed
  • Jump height
  • Attack cooldowns

Give them what they need, and nothing more.

2. Only document what matters right now

If a feature won’t be implemented in the next month or two, don’t document it yet. Things will change, and you’ll waste time updating stuff that never gets built.

3. Update it or delete it

An outdated GDD is worse than no GDD.

Changed the combat system? Update the doc immediately. Make it a habit, not a chore you do “when you have time.”


Real Examples

  • Best GDD I ever used: 12 pages. Updated every Friday. The whole team checked it before standups.
  • Worst GDD I ever made: 80+ pages. Nobody opened it after week 3. Not even me.

Same team. Same project phase. The difference? One was a living document. The other was a monument to wasted effort.


Your GDD Should Be Boring (In a Good Way)

No fancy formatting. No walls of text. Just clear, scannable information that answers:

“What are we building and why?”

That’s it.


Want the Full Breakdown?

I wrote a complete guide with templates, examples, and all the mistakes I made so you don’t have to.

👉 Read the full guide here

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