GAME DESIGN document TEMPLATES
Game Design Document Templates
Free, editable game design document templates that turn a game idea into a plan your whole team can build from — from a one-page pitch to a full GDD, plus genre-specific versions.
Free to use • 11 PDF templates • Includes a completed sample
GAME DESIGN TEMPLATE LIBRARY
Start here, then go genre-specific.
Begin with the general or one-page template and compare it with the completed sample. Each template downloads as a free PDF.
General Game Design Document
A complete structure adaptable to most games — overview, concept, design pillars, core loop, mechanics, controls, story, progression, economy, UI, art, audio and production plan.
One-Page Game Design Document
The whole game on a single sheet — concept, audience, player goal, core loop, key mechanics and scope. Ideal for game jams, pitches and early concepts.
GDD Completed Sample
The General GDD filled in for a fictional cozy fishing game, Lantern Tide — the same sections as the blank template, so you can see exactly how to complete each one.
Genre and platform templates — the same foundation, with the sections each type of game needs most.
Indie Game Design Document
Built around real constraints — small-team responsibilities, a lean budget, MoSCoW feature scope, a minimum viable product and milestones.
Mobile Game Design Document
Touch controls, the first 60 seconds, short sessions, device requirements, retention, LiveOps and fair monetization.
RPG Game Design Document
Characters and classes, stats, combat, quests, inventory and character progression — the interlocking systems every RPG needs.
Platformer Game Design Document
Movement metrics, jump feel, player abilities, obstacles, enemies and level layouts that teach, test and twist each mechanic.
Puzzle Game Design Document
Puzzle rules, a catalogue of intended solutions, a tiered hint system and a carefully paced difficulty curve.
Strategy Game Design Document
Resources and economy flow, factions, unit stats, tech trees, AI behavior and victory conditions — with numbers kept balance-ready.
Multiplayer Game Design Document
Player roles, game modes, matchmaking, networking, balancing, social features and moderation for online co-op and competitive games.
Educational Game Design Document
Learning objectives mapped to gameplay, feedback design, assessment, teacher tools and child-privacy safeguards.
BY STAGE & TEAM
A GDD for every stage of development.
Pick the depth that matches where your game is today.
Pitch & Concept
One-page GDD to test the idea, win a jam theme or get a publisher meeting.
Pre-production
General GDD to lock pillars, the core loop and scope before the team grows.
Production
Genre-specific sections for mechanics, levels, balance numbers and milestones.
Solo & Small Teams
Indie GDD for who-does-what, a lean budget and a ruthless feature cut.
Online & LiveOps
Multiplayer and Mobile GDDs for matchmaking, retention and monetization.
Classroom & Training
Educational GDD that maps every activity to a measurable learning objective.
CHOOSE THE RIGHT TEMPLATE
Find the right fit.
Pick based on your genre, your team size and how far along the game is.
| Template | What it covers |
|---|---|
| General game design document | A complete structure adaptable to most games |
| One-page game design document | A quick summary of the concept, audience, mechanics and scope |
| GDD completed sample | How a finished General GDD looks, section by section |
| Indie game design document | Small-team responsibilities, limited budgets and essential features |
| Mobile game design document | Touch controls, short sessions, device requirements and monetization |
| RPG game design document | Characters, quests, combat, inventory and character progression |
| Platformer game design document | Movement, jumping, obstacles, enemies and level layouts |
| Puzzle game design document | Puzzle rules, solutions, hints and difficulty progression |
| Strategy game design document | Resources, units, economies, AI behavior and victory conditions |
| Multiplayer game design document | Player roles, matchmaking, networking, balancing and moderation |
| Educational game design document | Learning objectives, activities, feedback and assessment |
WHAT’S INCLUDED
What every template includes.
Overview & Concept
Title, genre, platforms, audience, high concept and unique selling points.
Design Pillars
The 3–5 principles every feature is judged against, with example decisions.
Core Loop & Mechanics
The loop players repeat, plus how each mechanic works and why it exists.
Story, World & Progression
Premise, characters, levels and how content unlocks over time.
Art, Audio & UI
Visual style, references, music direction, screens and accessibility.
Production Plan & Risks
Milestones with exit criteria, team roles, risks and mitigation.
QUESTIONS & ANSWERS
Game design document FAQs.
What is a game design document?
A game design document (GDD) is the shared plan for a game. It describes the concept, core loop, mechanics, story, art direction and production plan so designers, artists, engineers and producers build the same game.
Should I use the one-page or the full GDD?
Start with the One-Page GDD to test and pitch the idea. Move to the General GDD once the concept is approved and a team is forming. Add the genre-specific template when you need deeper sections for mechanics, levels or balance.
How do I use the completed sample?
Open the blank General GDD and the completed sample side by side. The section numbers match exactly, so you can see what a finished answer looks like before writing your own.
How often should a GDD be updated?
Treat it as a living document. Update it after playtests, milestone reviews and scope changes, and record each change in the revision history so the team always knows which version is current.
Need a game design document written for your studio?
Templates are a great start, but turning a game idea into a clear, buildable GDD takes time your team would rather spend making the game. DSL’s writers work with your designers and producers to document your concept, systems and production plan so everyone builds the same game.