Gamedev Pills – Learn Game Design Around Your Day Job

Gamedev Pills – Learn Game Design Around Your Day Job

Every Great Game Starts with Words, Not Code

Turning ideas into structure through documentation and pre-production, our secret handcrafted Game Dev Framework

José Pérez's avatar
José Pérez
Oct 09, 2025
∙ Paid

We’ve been speaking about Game design, time management, scope definition and many aspects on previous post but we never mentioned our elephant in the room…

Documentation and Methodology — yes I know it hurts, but we need to have a talk.

Your idea sounds great but let’s apply some principles… At this post I’m going to use my management skills to help you on this journey.

Scribe Hat 🎓

The beginning of your project should be about creating solid documentation based on your ideas, also known as the pre-production stage. My perspective of raw ideas is associated with the format of a post-it. To provide a few examples:

  • I want to create a videogame based on a cat’s life. (Theme idea)

  • I want to create a videogame with Game Boy Assets (Aesthetic idea)

  • I want to create a videogame based on my own life experiences (Thematic Idea)

At this point the tool to take notes is not important at all, you can write them in a notebook, open Notion, Google Keep or create a fancy whiteboard on Figma, whatever media fits you.

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So you have a high level idea or concept on your mind, but applying that into an actionable project may feel scary at first. Here is where I come to help you with a short template to structure your idea into the ellemental tetrad concept introduced by Jesse Schell in its amazing Book “The Art of Game Design : A book of lenses”.

  • Aesthetic

  • Mechanics

  • Story

  • Technology

From left to right, abstract, raw to concrete and actionable, that’s the way to materialize ideas

Our outcomes after this exercise will be:

  • “Must-Haves” vs “Nice-to-Haves” definition

  • Initial information for your first official document (GDD)

  • Initial information to define your first MVP, remember early playtesting!

Can you see the pattern? We started from a initial idea and incrementally created a list of questions for ourselves to have the information ready for the next step. Our one-page Game Design Document.🥸

You should be able now to answer the following key questions that you can find on most of the GDD Templates around internet:

  • Player main goal in few words - What is the motivation behind each playing session?

  • Which is the genre?

  • Aesthetics? (Pixel Art, 3D, Hand-painted…)

  • Describe your main gameplay core loop

  • Target Audience

  • Platforms

Fun fact: The Grand Theft Auto saga started with a game design document called Race’n’Chase Game Design — the main concept of the game was:

The aim of Race’n’chase is to produce a fun, addictive and fast multi-player car racing and crashing game which uses a novel graphics method.

Here is a extraction of the original GDD, this is the objective they had back on 1995.

That’s quite different from the scope of the first “Grand Theft Auto” — right?

They actioned the mechanics and ideas early on the pre-production to literally drift into the open-world game we know today.

You can read the whole document here

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