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&lt;p&gt;You know the type: 50 pages of lore nobody asked for, feature lists outdated before you finish writing them, that one Google Doc everyone pretends to have read but nobody actually opens.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

&lt;p&gt;I’ve been there. I’ve written those documents. And I’ve watched teams completely ignore them.  &lt;/p&gt;

&lt;p&gt;Here’s what I learned the hard way: &lt;strong&gt;the problem isn’t documentation itself—it’s how we approach it.&lt;/strong&gt;&lt;/p&gt;




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

&lt;p&gt;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.  &lt;/p&gt;

&lt;p&gt;It’s a tool. Like any tool, it needs to be:  &lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Practical
&lt;/li&gt;
&lt;li&gt;Accessible
&lt;/li&gt;
&lt;li&gt;Maintained
&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;Your programmer doesn’t care about the protagonist’s tragic backstory. They need:  &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 cooldowns
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Give them what they need, and &lt;strong&gt;nothing more&lt;/strong&gt;.&lt;/p&gt;

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

&lt;p&gt;If a feature won’t be implemented in the next month or two, &lt;strong&gt;don’t document it yet&lt;/strong&gt;. Things will change, and you’ll waste time updating stuff that never gets built.&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;Changed the combat system? Update the doc immediately. Make it a habit, not a chore you do “when you have time.”&lt;/p&gt;




&lt;h2&gt;
  
  
  Real Examples
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Best GDD I ever used:&lt;/strong&gt; 12 pages. Updated every Friday. The whole team checked it before standups.
&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Worst GDD I ever made:&lt;/strong&gt; 80+ pages. Nobody opened it after week 3. Not even me.
&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Same team. Same project phase. The difference? &lt;strong&gt;One was a living document. The other was a monument to wasted effort.&lt;/strong&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  Your GDD Should Be Boring (In a Good Way)
&lt;/h2&gt;

&lt;p&gt;No fancy formatting. No walls of text. Just &lt;strong&gt;clear, scannable information&lt;/strong&gt; that answers:  &lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;“What are we building and why?”  &lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;That’s it.&lt;/p&gt;




&lt;h2&gt;
  
  
  Want the Full Breakdown?
&lt;/h2&gt;

&lt;p&gt;I wrote a complete guide with templates, examples, and all the mistakes I made so you don’t have to.  &lt;/p&gt;

&lt;p&gt;👉 &lt;a href="https://epinero.com/articles/how-make-professional-game-design-document-gdd/" rel="noopener noreferrer"&gt;Read the full guide here&lt;/a&gt;&lt;/p&gt;

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      <category>gamedev</category>
      <category>gamedesign</category>
      <category>gdd</category>
      <category>gamedesigndocument</category>
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