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    <title>DEV Community: Ezequiel Piñero</title>
    <description>The latest articles on DEV Community by Ezequiel Piñero (@epinero).</description>
    <link>https://dev.to/epinero</link>
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      <title>DEV Community: Ezequiel Piñero</title>
      <link>https://dev.to/epinero</link>
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    <item>
      <title>Why Most Game Design Documents Fail (And It Has Nothing to Do With Writing)</title>
      <dc:creator>Ezequiel Piñero</dc:creator>
      <pubDate>Sun, 05 Jul 2026 13:55:35 +0000</pubDate>
      <link>https://dev.to/epinero/why-most-game-design-documents-fail-and-it-has-nothing-to-do-with-writing-26ip</link>
      <guid>https://dev.to/epinero/why-most-game-design-documents-fail-and-it-has-nothing-to-do-with-writing-26ip</guid>
      <description>&lt;p&gt;Most Game Design Documents don't fail because they're badly written.&lt;/p&gt;

&lt;p&gt;They fail because people stop using them.&lt;/p&gt;

&lt;p&gt;Every team starts with good intentions.&lt;/p&gt;

&lt;p&gt;Someone creates a document, organizes a few sections, adds mechanics, references, and feature descriptions. For a while, everything works.&lt;/p&gt;

&lt;p&gt;Then development speeds up.&lt;/p&gt;

&lt;p&gt;Features change.&lt;/p&gt;

&lt;p&gt;Questions start appearing in Slack or Discord.&lt;/p&gt;

&lt;p&gt;People stop checking the documentation because asking a teammate is faster.&lt;/p&gt;

&lt;p&gt;At that point, the GDD hasn't failed because of its content.&lt;/p&gt;

&lt;p&gt;It has failed because the team no longer trusts it.&lt;/p&gt;

&lt;h2&gt;
  
  
  Five Signs Your Documentation Is Breaking Down
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. People ask questions that are already documented
&lt;/h3&gt;

&lt;p&gt;If the answer exists but nobody looks for it, your documentation isn't serving the team anymore.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Nobody knows what's up to date
&lt;/h3&gt;

&lt;p&gt;Developers start every discussion with:&lt;/p&gt;

&lt;p&gt;&lt;em&gt;"Is this page still accurate?"&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;The moment that question appears regularly, trust is already gone.&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Information is scattered everywhere
&lt;/h3&gt;

&lt;p&gt;Some design decisions are in a document.&lt;/p&gt;

&lt;p&gt;Others are buried in Discord.&lt;/p&gt;

&lt;p&gt;Others only exist in someone's memory.&lt;/p&gt;

&lt;p&gt;Knowledge becomes fragmented, and finding the right answer takes longer than asking someone directly.&lt;/p&gt;

&lt;h3&gt;
  
  
  4. Updating documentation feels like extra work
&lt;/h3&gt;

&lt;p&gt;Documentation shouldn't be something you postpone until Friday.&lt;/p&gt;

&lt;p&gt;It should be part of the development process itself.&lt;/p&gt;

&lt;p&gt;If updating your GDD feels like writing a report after you've finished working, your workflow is working against you.&lt;/p&gt;

&lt;h3&gt;
  
  
  5. New team members need constant guidance
&lt;/h3&gt;

&lt;p&gt;Good documentation reduces onboarding.&lt;/p&gt;

&lt;p&gt;Bad documentation creates more meetings.&lt;/p&gt;

&lt;p&gt;If every new programmer, artist, or designer needs the same explanations, your documentation isn't doing its job.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Problem Isn't Writing
&lt;/h2&gt;

&lt;p&gt;Most articles about Game Design Documents focus on structure.&lt;/p&gt;

&lt;p&gt;What sections to include.&lt;/p&gt;

&lt;p&gt;How to format mechanics.&lt;/p&gt;

&lt;p&gt;How many pages to write.&lt;/p&gt;

&lt;p&gt;Those things matter.&lt;/p&gt;

&lt;p&gt;But they're not what determines whether your documentation survives a six-month project.&lt;/p&gt;

&lt;p&gt;Documentation succeeds when it's trusted.&lt;/p&gt;

&lt;p&gt;And teams only trust documentation that's easy to update, easy to search, and easy to keep connected as the project evolves.&lt;/p&gt;

&lt;h2&gt;
  
  
  That's the Problem We Wanted to Solve
&lt;/h2&gt;

&lt;p&gt;After working with different documentation workflows, we realized the challenge wasn't creating documentation.&lt;/p&gt;

&lt;p&gt;It was keeping it useful.&lt;/p&gt;

&lt;p&gt;That's why we built Strudo.&lt;/p&gt;

&lt;p&gt;Not to replace good documentation practices.&lt;/p&gt;

&lt;p&gt;To make them easier to maintain throughout development.&lt;/p&gt;

&lt;p&gt;Because documentation should help your team move faster—not become another task everyone avoids.&lt;/p&gt;

&lt;p&gt;If that sounds familiar, you can learn more about Strudo here:&lt;/p&gt;

&lt;p&gt;👉 &lt;strong&gt;&lt;a href="https://strudoapp.com/?utm_source=devto&amp;amp;utm_medium=referral&amp;amp;utm_campaign=why_gdds_fail" rel="noopener noreferrer"&gt;Explore Strudo&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>gamedesign</category>
      <category>indiedev</category>
      <category>gdd</category>
    </item>
    <item>
      <title>How to Write a Game Design Document Your Team Will Actually Use</title>
      <dc:creator>Ezequiel Piñero</dc:creator>
      <pubDate>Tue, 13 Jan 2026 14:55:16 +0000</pubDate>
      <link>https://dev.to/epinero/how-to-write-a-game-design-document-your-team-will-actually-use-h8p</link>
      <guid>https://dev.to/epinero/how-to-write-a-game-design-document-your-team-will-actually-use-h8p</guid>
      <description>&lt;p&gt;Most Game Design Documents fail for one simple reason: they're written to impress, not to help the team build the game.&lt;/p&gt;

&lt;p&gt;You've probably seen them:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;50 pages of lore nobody needs.&lt;/li&gt;
&lt;li&gt;Features that became outdated before development even started.&lt;/li&gt;
&lt;li&gt;A Google Doc everyone says they've read, but nobody actually opens.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;I've written those documents.&lt;/p&gt;

&lt;p&gt;I've also watched entire teams ignore them.&lt;/p&gt;

&lt;p&gt;The problem isn't documentation. It's treating a GDD like a design showcase instead of a production tool.&lt;/p&gt;

&lt;h2&gt;
  
  
  Stop Treating Your GDD Like a Novel
&lt;/h2&gt;

&lt;p&gt;A Game Design Document isn't a pitch deck.&lt;/p&gt;

&lt;p&gt;It isn't your personal design diary.&lt;/p&gt;

&lt;p&gt;And it definitely isn't the place to write your game's entire universe.&lt;/p&gt;

&lt;p&gt;A good GDD should do one thing exceptionally well:&lt;/p&gt;

&lt;p&gt;Help the team build the game.&lt;/p&gt;

&lt;p&gt;That means it should always be:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Practical&lt;/li&gt;
&lt;li&gt;Easy to navigate&lt;/li&gt;
&lt;li&gt;Updated regularly&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Three Rules That Actually Work
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. Write for the person reading it
&lt;/h3&gt;

&lt;p&gt;Different team members need different information.&lt;/p&gt;

&lt;p&gt;Your programmer doesn't need three paragraphs explaining why the main character fears the dark.&lt;/p&gt;

&lt;p&gt;They need things like:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Movement speed&lt;/li&gt;
&lt;li&gt;Jump height&lt;/li&gt;
&lt;li&gt;Attack cooldown&lt;/li&gt;
&lt;li&gt;Input behavior&lt;/li&gt;
&lt;li&gt;Edge cases&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Every section should answer a real production question.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Only document what matters now
&lt;/h3&gt;

&lt;p&gt;Design changes constantly.&lt;/p&gt;

&lt;p&gt;If a mechanic won't be developed for another three months, don't spend hours documenting every detail today.&lt;/p&gt;

&lt;p&gt;Document the features your team is actively building.&lt;/p&gt;

&lt;p&gt;Future ideas belong in your backlog, not your production documentation.&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Update it or delete it
&lt;/h3&gt;

&lt;p&gt;An outdated GDD is worse than no GDD.&lt;/p&gt;

&lt;p&gt;Once the document stops matching the game, people stop trusting it.&lt;/p&gt;

&lt;p&gt;When the combat system changes, update the combat page.&lt;/p&gt;

&lt;p&gt;When a feature is removed, remove it from the document.&lt;/p&gt;

&lt;p&gt;Keeping documentation accurate is part of development, not something you do "when there's time."&lt;/p&gt;

&lt;h2&gt;
  
  
  A Simple Test
&lt;/h2&gt;

&lt;p&gt;Ask yourself these three questions:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Could a programmer implement this feature without asking me questions?&lt;/li&gt;
&lt;li&gt;Could a new teammate understand this page in under five minutes?&lt;/li&gt;
&lt;li&gt;If I opened this page next week, would I trust the information?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If the answer is "no" to any of them, improve the page.&lt;/p&gt;

&lt;h2&gt;
  
  
  Real Experience
&lt;/h2&gt;

&lt;p&gt;The best GDD I've worked with was only 12 pages long.&lt;/p&gt;

&lt;p&gt;It was updated every Friday, everyone trusted it, and the whole team checked it before meetings.&lt;/p&gt;

&lt;p&gt;The worst one exceeded 80 pages.&lt;/p&gt;

&lt;p&gt;Nobody opened it after the third week.&lt;/p&gt;

&lt;p&gt;Not even me.&lt;/p&gt;

&lt;p&gt;Same team.&lt;/p&gt;

&lt;p&gt;Same stage of development.&lt;/p&gt;

&lt;p&gt;The difference wasn't the amount of documentation.&lt;/p&gt;

&lt;p&gt;It was whether the document stayed useful.&lt;/p&gt;

&lt;h2&gt;
  
  
  Your GDD Should Be Boring
&lt;/h2&gt;

&lt;p&gt;That's actually a compliment.&lt;/p&gt;

&lt;p&gt;Good documentation isn't memorable because it's beautiful.&lt;/p&gt;

&lt;p&gt;It's memorable because nobody has to ask questions after reading it.&lt;/p&gt;

&lt;p&gt;A good GDD helps the team answer one simple question:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;"What are we building, and how should we build it?"&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Everything else is secondary.&lt;/p&gt;

&lt;h2&gt;
  
  
  Want the Complete Guide?
&lt;/h2&gt;

&lt;p&gt;This post only scratches the surface.&lt;/p&gt;

&lt;p&gt;I put together a complete guide covering:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Professional GDD structure&lt;/li&gt;
&lt;li&gt;Real examples&lt;/li&gt;
&lt;li&gt;Practical templates&lt;/li&gt;
&lt;li&gt;Common mistakes&lt;/li&gt;
&lt;li&gt;Best practices used by game development teams&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you want real examples, practical templates, and a professional GDD structure:&lt;/p&gt;

&lt;p&gt;👉 &lt;strong&gt;&lt;a href="https://strudoapp.com/articles/how-to-make-a-professional-game-design-document-gdd" rel="noopener noreferrer"&gt;Read the complete Game Design Document guide&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>gamedesign</category>
      <category>indiedev</category>
      <category>gdd</category>
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