1. Describe the core loop in one paragraph
Explain what the player does every minute, what they are working towards and why they come back. If the loop is unclear, every later decision becomes a guess.
2. List platforms and minimum devices
“Mobile” is not enough. Name iOS, Android, PC, WebGL or consoles, and the oldest device you want to support. Performance targets change architecture, art budgets and cost.
3. Separate must-have from nice-to-have
Write two lists: features the first release cannot ship without, and features that can follow later. This lets a studio estimate a realistic first version instead of everything at once.
4. Be specific about online features
Multiplayer, accounts, leaderboards, cloud saves, live events and purchases each add backend work. State which you need and whether matches are real-time, turn-based or asynchronous.
5. Share references
Name two or three existing games that are close to what you want, and say what you like about each. References communicate more than pages of description.
6. Explain what already exists
If there is a prototype, art, code or a previous team, share it. Say what state it is in and whether it should be reused or replaced.
7. State constraints honestly
Budget range, deadline and any fixed dates such as a publisher milestone or event help a studio propose the right scope. A range is enough to start.
What to send
- A short game design document or pitch deck
- Target platforms and devices
- Must-have feature list
- Reference games
- Any existing builds or assets
- Timeline and budget range
You do not need a perfect document. A clear two-page brief is far more useful than a long document that avoids the hard decisions.
Game Nock