Game Design Document and Device Mockup Templates

How to write a game design document like a pro.

Start your new game idea like the professionals with our nifty Game Design Starter Pack!

I have worked for many years in the professional gaming industry. To help new developers I tailored a small bundle for everyone who starts planning a new game project.

Good planning is key for a successful project! And it also helps to finish your project!

The GDD supports your project

This kind of game design document (GDD) has many purposes. It is intended for you, to better estimate the effort for the whole project and to expose weak points or problematic parts in your project on an early stage.

Other than that, if your game is a contract work, the game design document is the most important base of discussion and target specifications for you and your client.

If you are planning to introduce your project to a publisher, most probably they will ask you for a GDD. If not, you will make a very professional impression to the publisher, if you deliver a GDD. And you set yourself apart from other developers.

In the end of this article you will have a good idea about how a game design may look like, what parts should be included and why it helps finishing your game.

The Game Design Starter Pack

You can get our Game Design Starter Bundle on It contains a game design document template and a real life example game design document in PDF, Pages and Word format.

And as special bonus you also get our Devices Mockup Templates PDF – over 45 pages of useful layouts to quickly start planning your screen design.

Parts of a game concept

When I write a game concept I work off six different parts:

  1. Project Overview
  2. Technical Considerations
  3. Monetization
  4. List of Media Files
  5. List of Game Objects (Classes)
  6. Time Schedule

I will go through each section and sub-section that I consider as important and helpful. I will explain each section in short.

1. Project Overview

In general the project overview describes all aspects about the game itself. What the game is about and how it works. What the game rules are, how the game is played etc.

In our game design document template this chapter contains 16 sub chapters.

2. Technical Considerations

This chapter contains informations about all the technical aspects of the game. It contains five sub chapters.

3. Monetization & Analytics

How do you plan to monetize your game, if you want to monetize at all? Our template shows the most used monetization concepts.

Since monetization goes hand in hand with analytics, I added this topic as well to this chapter.

4. Media Assets

This chapter is divided into four parts. They describe the typical creation of media assets in a gaming production project.

5. Game Objects and Properties

This chapter contains informations about all the objects in the game.

6. Time Schedule

Finally, with the help of the five chapters above, you will be able to estimate a timeline.


One important fact is – the concept is not set in stone. It’s a living document. If you need to refine the time schedule, and I bet you will, then do it. But do it for a good reason.

If you need to refine the game mechanics – it’s OK. But write it down to the concept.

It will be nearly impossible to know from the beginning, what media assets and game classes/properties you need to build. But you should update your concept on a regular base.

The most important thing is, that you stay in contact with your game design document. For example you could check every monday morning what has changed, which files has been added etc. Do update your game design document!


Now it’s your turn. Get my Game Design Starter Pack and study my real life example game design of my BeliDash game. And then write your own.

Thank you for reading – I wish the most possible success to your projects!

– René from UnitySquid

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