Jaconir
Game Dev LabStep 1 of 9

Game Design Document Generator

Create professional Game Design Documents entirely in your browser. No login. No AI required. No installation.

Game Design Document

Autosaved · Not saved yet

Progress

0%

Reading

1 min

Saved

Not saved yet

0
0
0
0

Live output

Generated Document

# Game Design Document

## Core Concept

## Gameplay

Your document will appear here.

Fill a section — the preview updates live.

Ready-made templates

Click a genre to fill the builder instantly.

Why use a GDD

Why experienced teams never skip one.

Prevent Scope Creep

Write the MVP once so “nice-to-have” features stay out of the critical path.

A solo team cut three systems after the GDD made the vertical slice explicit.

Keep Everyone Aligned

Art, design, and engineering share one source of truth instead of chat archaeology.

A four-person jam used the doc as standup checklist — zero “I thought we meant…” debates.

Improve Production Speed

Decisions made early mean fewer mid-sprint redesigns and blocked tickets.

Level designers blocked rooms from locked abilities listed in Progression.

Reduce Expensive Rework

Catch mismatched fantasy, tech, and monetization before assets are sunk cost.

A studio killed an online mode after Technical Requirements made the budget clear.

How to write a game design document

Six steps through 14 fields in 8 sections. The order is the point: each step makes the next one answerable.

  1. Write the elevator pitch before anything else

    One or two sentences that name the genre, the hook, and what the player actually does. If you cannot write it, the design is not ready to document — and everything downstream, from art direction to scope, is guesswork. Ashen Depths, the worked example on this page, is "explore a living cavern that rewrites itself as you reclaim lost abilities": genre, hook and verb in one line.

  2. Start from the template closest to your genre

    Ten templates — platformer, metroidvania, top-down RPG, visual novel, puzzle, survival, roguelike, idle, city builder and FPS — prefill the fields with the questions that genre actually has to answer. A roguelike document needs a run-length and meta-progression answer that a visual novel does not. Starting from the right one saves you from writing a generic document that avoids the hard questions.

  3. Fill the core loop before the story

    The core loop is the sentence that describes what the player repeats: explore, fight, unlock, backtrack, discover. Narrative, art and monetization all hang off it, and a document that describes a world in detail without naming the loop is a pitch, not a design document. The builder puts Core Concept and Gameplay first for that reason.

  4. Let the progress meter tell you what you are avoiding

    Each section shows how many of its fields are filled and roughly how long it takes to write. The sections people leave empty are usually the ones the design has not solved — monetization and release plan most often. An empty section is useful information: it marks the decision you still owe, rather than hiding it behind prose.

  5. Export the Markdown and put it in your repository

    Download gives you a .md file with a predictable heading structure, so it renders in GitHub, GitLab, Obsidian, Notion or anything else that reads Markdown. Committing it next to your project means the design document is diffable, reviewable in a pull request, and versioned with the build it describes — which is the difference between a document that stays current and one that is abandoned after week two.

  6. Paste it back in when the design changes

    The builder parses Markdown as well as producing it. Paste an exported document back into the import box and it repopulates the fields, so the tool is not a one-way export: you can keep editing in the structured view months later without retyping anything, and the file in your repository stays the single source of truth.

What belongs in each section

The 8 sections the builder walks you through, and the answer that actually earns its place in each.

Core ConceptTitle · Elevator pitch · Genre · Target audience
The part anyone reads first and the only part some people read at all. Target audience is the field most often filled with a non-answer: "everyone who likes indie games" tells you nothing, while "players who finished Hollow Knight and want something shorter" tells you the length, the difficulty and the storefront tags.
GameplayCore loop · Key mechanics
The loop is the repeated verb sequence; the mechanics are the systems that make it interesting the tenth time. Keep mechanics to the ones a player would notice — an inventory is a mechanic, a save system is a technical requirement.
Art DirectionVisual style · Sound & music
Written for whoever makes the assets, so name references and constraints rather than moods. "16×16 tiles, four-colour ramp per biome, no outlines" is directable. "Atmospheric and moody" is not, and will be interpreted differently by every person who reads it.
NarrativeStory synopsis · Main characters
A synopsis, not a script. What the player learns, in what order, and what changes because of it. If your game is mechanically driven this section can be short — a two-line premise is a legitimate answer, and better than three pages of lore nobody will implement.
ProgressionProgression systems
How the player gets stronger or gains access, and what paces it. This is where a metroidvania names its ability gates and an RPG names its level curve. Vague progression is the most common reason a mid-project scope estimate turns out to be wrong.
MonetizationBusiness model
Premium, free-to-play, demo-plus-paid, or explicitly none. "None, this is a portfolio project" is a complete and useful answer. Leaving it blank is what causes the awkward conversation four months in.
Technical RequirementsEngine, platforms & constraints
Engine, target platforms, input model and the constraints that follow from them. Deciding controller-first versus mouse-first here, rather than at the end, saves a UI rewrite; so does naming the minimum spec before you build the lighting.
Release PlanMilestones & scope
Vertical slice, alpha, beta, launch, and what is explicitly out of scope. The out-of-scope list is the most valuable line in the document: it is the one you point at when someone proposes a feature in month five.

Keeping the document useful

10 genre templates, Markdown in and out, and a deliberately small field count.

Why Markdown rather than a wiki
A Markdown file lives in the repository next to the code it describes. It diffs, it reviews in a pull request, and it branches with the feature it documents. A wiki page drifts from the build because nothing forces the two to move together, which is how design documents quietly become historical records.
It is saved in your browser, not on our server
The document autosaves to your browser's local storage as you type, so a refresh or a closed tab does not lose it. Nothing is uploaded and there is no account. That also means it is on one browser on one machine — export the Markdown for anything you need to keep, share or back up.
Short is a feature
Fourteen fields across eight sections is deliberately small. A design document that takes a week to write gets read once; one that fits on a few screens gets read before every milestone. If a section needs more depth, link out to it from the document rather than growing the document.

Frequently asked questions

What is a game design document?

A short written description of what the game is, what the player does, and what you are and are not building. It exists so that everyone working on the project — including you in four months — is answering the same questions the same way. It is a decision record, not a specification: the useful ones are a few pages, kept current, rather than a fifty-page document written once.

How do I actually make one?

Write the elevator pitch first, pick the template closest to your genre, then fill the core loop before the story. Work down the eight sections in the order the builder presents them — Core Concept, Gameplay, Art Direction, Narrative, Progression, Monetization, Technical Requirements, Release Plan — and export the Markdown when you are done. Most people finish a usable first draft in twenty to thirty minutes; the per-section time estimates in the builder add up to roughly that.

Does this use AI to write the document for me?

No, and deliberately not. It is a structured editor: it gives you the questions, a genre-appropriate starting point, and a clean Markdown export, but the answers are yours. A design document that you did not write is not a decision record — it is a plausible-sounding text that nobody on the team has actually agreed to, which is worse than no document.

What format do I get, and can I get it back in?

A .md Markdown file with a predictable heading structure, which renders in GitHub, GitLab, Obsidian, Notion and most wikis. You can also copy it to the clipboard. It works in both directions: paste an exported document back into the import box and the builder repopulates every field, so you can keep editing in the structured view without retyping.

Which genres are covered by the templates?

Ten: platformer, metroidvania, top-down RPG, visual novel, puzzle, survival, roguelike, idle game, city builder and FPS. Each prefills the fields with the questions that genre has to answer, because a roguelike needs a run-length and meta-progression answer that a visual novel does not. Every field stays editable, and the template is a starting point rather than a constraint.

Is my document saved if I close the tab?

Yes, in your own browser. It autosaves to local storage as you type, so a refresh or an accidental close does not lose your work. It is not synced anywhere: clearing site data, switching browsers or using another machine will not carry it across, so export the Markdown for anything you need to keep or share.

How long should a GDD be?

Short enough that people reread it. For a solo or small-team project, a few pages covering these eight sections is enough, and the out-of-scope line in the release plan carries more weight than several pages of lore. Long documents get written once and then ignored, which defeats the point of having one.

What happens to fields I leave blank?

They export as "_Not defined yet._" rather than being silently dropped, so the gap is visible in the document instead of hidden. That is deliberate: an explicit unanswered question in the monetization or release section is more useful to a collaborator than a document that quietly omits it. Fill what you know and iterate.

How do I share it with my team?

Download the .md and commit it to your repository, or copy the Markdown and paste it wherever your team reads — Notion, Obsidian, a GitHub wiki, a pull request description. Committing it alongside the code is the option worth preferring, because it puts the document in the same review flow as the work it describes.

Is it free, and can I use the document commercially?

Free, with no account and no limits. Under our terms, any output you generate with the tools is your own property and you grant us no rights over it — the exported document is yours to use in a commercial project, a pitch, or a funding application without attribution.

Where this fits in the pipeline