Skip to content

Tag: design

The GDD Beyond the Template

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

When people talk about game design documents — about design documentation — they usually jump straight to templates and standard formats. In my view, that’s a missed opportunity to look at the bigger picture. Format is just one aspect of one of the five parts of good design documentation.

A few months ago I wrote about the difference between a document and documentation. This post picks up from there: once we’ve established that we’re documenting something concrete, what should the document actually contain?

Five perspectives

To keep things concrete I’ll use a simple example: the boost in a racing game.

Knowledge. First of all, a design document is built around a set of things the game — or the feature in question — should teach players. I’ve talked before about the player experience narrative, which is the story of the game or feature written from the perspective of an enthusiastic player. This helps us identify the components of what we’re describing, and therefore the skill atoms — the individual pieces of knowledge we’re trying to convey. Fun always comes from a process of discovery, much like a creative one: to play is to learn.

For the boost, the skill atoms might be: understanding when the bar is full, discovering that boosting through a corner causes you to lose grip, learning to save it for the final straight. Each of these is a small discovery, and each one needs to be described.

Objectives. Second, the document contains the objectives we have from the game’s perspective. These take the form of specific behaviours we expect from players, and sometimes emotions we want to evoke. You’d typically start from the game pillars (if you have them) and use them to articulate the goal you’re working towards.

For the boost, the objective might be that the player uses it at least once per lap and feels a rush of adrenaline on the straight. A pillar is only useful if it forces you to give something up: if the pillar is “speed”, the document should also say what we’re sacrificing to maintain it — for example, no menus during a race. And if we’re expecting a specific behaviour, we should also write down how we’ll measure it. An objective you can’t observe in a playtest or in the data is just wishful thinking.

Gameplay. Next comes planning the gameplay itself — making the player’s objectives concrete, along with the content, activities, and any strategies they might use to overcome obstacles. This is where you’ll most often find flowcharts, bullet lists, and so on.

This is where format comes into play. How we present the gameplay should serve whoever’s reading it. For the boost, a diagram showing the states (empty, charging, full, active) tells a programmer more than three pages of text, while a table with speeds and durations is more useful to whoever handles balancing. Format is chosen based on the content and the reader, and it can change from section to section.

Systems. A good design document can’t afford to ignore systems. A system is a group of mechanics that, together, teach the player something — which is why I see it as a collection of learning experiences. There are also unplanned dynamics that we can sometimes identify and that end up becoming part of the metagame.

Scott Mercer talks in a short video about how he designed Gruul the Dragonkiller, a boss from World of Warcraft: The Burning Crusade. He wanted to recreate the feeling of musical chairs — when the music stops and everyone scrambles to find a seat. The first mechanic, Shatter, deals damage to players who are near each other, so players learn to spread out. Mercer immediately anticipates an unplanned dynamic: the raid might assign everyone a fixed spot, and all the fun would vanish. So he adds Ground Slam, which flings each player in a random direction and forces them to improvise. Then there’s latency: in 2007 many players were still on dial-up, and everyone saw others in slightly different positions. So he introduces a gradual slowdown, which gives clients time to sync up and, as a bonus, adds tension. Finally, the more players die, the more space there is to spread out, meaning the fight would get easier over time. A steady increase in damage keeps everyone motivated to stay alive.

Each mechanic patches a hole left by the previous one, and each one changes what the player is learning. That’s why, if the feature we’re documenting is part of a larger system — or affects other systems — we need to show we understand the bigger picture and make a genuine attempt to anticipate how it’ll behave. Back to our example: if the boost recharges by collecting items on the track, that also changes how the player chooses their line, and level design needs to know that.

Production. Finally, good design documentation helps resolve design problems and challenges, and guides programmers and artists in building all the assets needed for the feature or game to succeed. For the boost, that means listing visual effects, sounds, and camera movements, and flagging the open questions: what happens if the player activates the boost mid-jump?

Templates have their limits

When we focus too much on the final format, we risk losing sight of the bigger picture and leaving out parts that one template might cover and another might not.

Take the one-pager. It’s great for aligning a team or pitching an idea to a publisher, yet there’s no room in there for systems and their interactions. Many classic GDD templates, on the other hand, have sprawling sections on gameplay and nothing on the knowledge the player needs to acquire. When I choose a format, I already know which of the five parts I’m sacrificing, and I document it somewhere else.

That’s why I use the five parts as a checklist, before I even open a template: knowledge, objectives, gameplay, systems, production. If one is missing, the document has a gap — whatever format it’s in.

The Secret Is Making Them Feel Smart

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

Many game designers start from a flawed assumption: they think the player needs to be skilled, attentive, strategic in order to enjoy the game. They build systems that only reward people who read tooltips, calculate probabilities, and optimise resources.

The reality is that most people don’t do any of that. And the real craft of design is making the player feel like they made a smart choice — even when the system quietly steered them there all along.

Building the feeling

A good combat encounter doesn’t ask the player to figure out the winning move from scratch. It puts options in front of them, makes one of them slightly more readable, and lets them get there “on their own”.

The same logic applies to puzzles: the solution feels like a personal insight, but the game has already silently ruled out ten red herrings before the player ever considered them.

Attribution matters more than difficulty

When a player wins and feels like the credit is theirs, they come back. The right question during design is: what can I remove, simplify, or surface, so that their conclusion lands easily and still feels like their own?

A designer’s skill is measured by how much invisible work they can do to make the player feel a certain way.

What Hellblade Makes You Become

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

A mid-June 2026, while Ninja Theory was still showing off its next game at the Xbox Showcase, Microsoft was already having internal discussions about shutting the studio down.

According to Bloomberg and sources confirmed by multiple outlets, Ninja Theory, Double Fine, and Compulsion Games are currently in talks to buy their independence from Microsoft. (Sources: IGN, Kotaku)

Microsoft’s justifications

On 10 June, the new Xbox CEO Asha Sharma published an internal memo that went public: “Next 100 Days: Xbox Reset”. The tone is the kind of corporate candour that’s more about preparing staff for cuts than sharing a vision.

The numbers cited are hard to ignore:

  • Xbox has invested over $20 billion in five years across content, platform, and hardware
  • Over that same period, annual revenue has fallen by nearly $500 million
  • The projected margin for 2026 is around 3%, down from the previous year
  • Hardware memory costs have quintupled in two years

The document talks about an “overstretched studio portfolio” and the need for speed, margins, and a guaranteed annual pipeline. Sharma comes from EA and is known for a data-driven approach. Applied to studios like Ninja Theory, the result is predictable.

The paradox of doing your job well

What’s striking, though, is that Ninja Theory did exactly what we’re all told to do: build a recognisable artistic identity, reward creative risk-taking, make games the industry has talked about with genuine respect for years. Creative excellence is no insurance policy against budget decisions.

Times have changed. Large corporations buy studios to consolidate a catalogue, then optimise when the numbers stop adding up. The difference between Ninja Theory in 2018 — freshly acquired by Microsoft, future apparently secured — and Ninja Theory in 2026 is the financial context they find themselves operating in.

It’s an uncomfortable lesson, and it applies to everyone working in the industry: doing your job well is necessary, but it’s not enough. Protection comes from other factors — margins, positioning, financial autonomy. None of that has much to do with design quality.

That said, doing your job well remains the one thing you actually have control over. And this post is, in part, a small tribute to those who did it at the highest level.

What Ninja Theory leaves behind: the tool

I never worked with Ninja Theory, but like many people in the industry I watched what they did with genuine respect. The analysis below is an attempt to understand why their work worked.

Ninja Theory’s strength lay in the fantasy they delivered to the player. And that’s a distinction many people — inside and outside dev teams — struggle to make.

One of the most common mistakes I come across in my consulting work is this: a team can describe their game in terms of mechanics, genre, and art direction, but can’t answer the fundamental question:

What do you let the player become?

Not “what does the player do” (verbs and systems). Not “what is the game about” (theme and narrative). But: what does the player become while playing? What fantasy do they inhabit?

Case study: Hellblade — Senua’s Sacrifice

Subject: Hellblade: Senua’s Sacrifice, Ninja Theory, 2017. The product in its entirety.

Stated fantasy: Ninja Theory talked about “experiential storytelling”, about wanting to simulate psychosis authentically (with genuine psychiatric consultation), about a third-person experience playing as a Celtic warrior. The stated fantasy is loosely “warrior + dark journey + Norse mythology.”

The player’s verbs — what you actually do, on loop

In Hellblade the player:

  • Moves through hostile, often disorienting environments
  • Interprets the world through visions and voices (the Furies) that comment, deceive, warn
  • Solves visual puzzles by finding shapes in the landscape — but the solution is never objectively certain; it’s your interpretation
  • Fights in situations that feel overwhelming, against enemies that regenerate
  • Carries a burden (literally: Dillion’s skull) that cannot be set down

None of those verbs is “be a powerful warrior”. None of them promises dominance or mastery in the classical sense.

The emotional promise

The best moment in Hellblade isn’t when you win a fight. It’s when you manage to keep going despite everything. Despite the voices. Despite the feeling of being watched and judged. Despite a world that resists being understood.

The emotional promise is persisting in the face of internal suffering.

Separating the fantasy from the thematic skin

Strip away the Norse mythology. Strip away the Vikings. Strip away Helheim.

What’s left: a person who perceives the world differently from everyone else, who must act despite that distortion, and who doesn’t stop.

That is the fantasy. It’s completely independent of the setting. It’s systemic, not cosmetic.

Fantasy conflicts

The main risk sits in the combat. In some segments the player can start to feel competent in the classic action-game sense. When that happens, the fantasy of the “survivor pushing forward despite psychosis” starts to crack.

Ninja Theory manages this by keeping the visual and audio pressure high even during fights. But it’s a delicate balance. Had they deepened the combat system to compete with other action games, they would almost certainly have broken the fantasy.

The choice to keep it simple isn’t a technical limitation. It’s a design decision in service of the fantasy.

Design implications

Three direct implications follow from Hellblade’s core fantasy:

  1. Don’t give the player too much control — if they feel like they’ve got the situation handled, the fantasy of surviving under internal pressure weakens
  2. The voices must interact with the gameplay — not as flavour text, but as elements that shape the player’s decisions in real time
  3. Avoid any explicit “right answer” — the fantasy depends on perceptual ambiguity; a clear HUD or a direct tutorial destroys it

Closing thoughts

Microsoft ran the numbers and concluded that Ninja Theory isn’t profitable enough for the scale Xbox has built. But there’s one thing the numbers don’t capture: Ninja Theory knows how to answer the hardest question in game design — “what does the player become?”

If the studio closes, we lose one of the few voices in the industry that had genuinely understood that the player’s fantasy matters more than the mechanics, more than the genre. And perhaps, in the long run, more than the margins.

The Sensations of F-Zero

This post was originally written in Italian by Paolo Gambardella. It has been translated by an AI agent and may contain inaccuracies.

When I start conceptualising a new game or feature, I prefer to focus on feelings rather than on a feature count. For me, thinking about the impressions a game leaves behind after you’ve played it is a great way to start identifying the systems you’ll need to build it.

  • What emotional promise are we making to the player?
  • What should they feel during and after a session?

Case study: F-Zero (SNES, 1990)

The first step is to name the dominant feeling. For F-Zero, you might say “speed”. But I like to push a bit further: the feeling of barely holding on to something too powerful for you.

There’s a constant tension in the game between the machine you’re trying to tame and the track slipping away from you. The emotional promise is: you’re on a knife’s edge — prove you’re good enough.

How does this feeling register, in body and mind?

The emotional texture of F-Zero is: cold, metallic, tense but not anxious, solitary, futuristic, unforgiving.

Mapping the emotional field — adjacencies and antagonists

Around the target feeling there are emotions that support it and emotions that undercut it.

Adjacent to F-Zero: intense focus, controlled adrenaline, perceptible growth in skill, a dignified kind of loneliness, the future as aesthetic.

Antagonists to F-Zero: comfort, humour, nostalgia, warmth, perceived randomness. If the player feels they lost because of the game rather than themselves, the promise breaks.

How does this feeling translate into concrete choices?

Let’s try to identify all the elements F-Zero puts to work — the emotional palette the designers had available when they were building the game.

Visuals: saturated neon colours on dark backgrounds. The track is readable in a single frame. The horizon rushes towards you at the speed of light. Mode 7 gave them the visual language of speed itself on that platform.

Audio: Mute City, Big Blue, Silence — aggressive synth-wave, high BPM, strong melodic hooks. The game’s heartbeat. Crash sounds are metallic and final.

Environment: tracks suspended in the void. No living world beneath you — just an abyss or a landscape impossibly far away. Space is wide open vertically and razor-thin laterally. The track is the world.

Characters: they don’t exist during the race. The driver disappears inside the machine. Captain Falcon, Samurai Goroh, Dr. Stewart, Pico — their profiles live only in the manual. I don’t know whether that was a deliberate choice; maybe it’s partly why it was one of Miyamoto’s least favourite games. No narrative during play, just racing.

What would break the mood?

It’s worth pinning down what we don’t want in our game. In F-Zero’s case:

  • Slow or soft music would break the rhythmic tension
  • Warm or pastel colours would contradict the “metallic future” promise
  • Humorous elements would introduce warmth, which is the exact opposite of F-Zero’s cold, clinical feel
  • Any narrative during the race (even a single line of text) would interrupt the flow
  • Results that feel random — if I lose because of the game, the fantasy of control collapses

The design heuristics

From this canvas you can extract short, reusable principles to return to during review:

  1. Speed over comfort
  2. Readability over visual detail
  3. Tension without anxiety: the game can be hard, but it’s always your fault
  4. The future as aesthetic: don’t explain it, show it
  5. The machine is the character: any feature that adds humanity to the driver during the race is an anti-pattern

Why did F-Zero stick in people’s minds?

Because every single choice — visual, audio, mechanical — serves the same emotional promise. Nothing is superfluous, but more importantly, nothing contradicts it.

And that’s the whole point of this post, the reason I’m sharing this emotional canvas with you. Games are getting more and more expensive to make, and I think from a design standpoint it’s worth thinking carefully about these things before you even start counting up all the components you’ll need.

The best design does the right thing with everything it’s got.

AI Slop vs. Creative Power: A Love-Hate Relationship

I have mixed feelings about the integration of artificial intelligence into our digital spaces. On one hand, public platforms are deteriorating. From YouTube recommendations to mobile game ads, our feeds are flooded with low-quality “AI slop”—clickbait thumbnails and content engineered purely around anger and hyperbole. The internet has become a frantic, exhausting battle for our attention.

Yet, as a creator, generative AI has completely revolutionized my workflow by automating the tedious parts of development:

  • Game Design Documents (GDD): I can instantly generate a robust structural base for 15 GDDs a month without redoing the groundwork every time.
  • Workflow Automation: Converting a massive document into actionable JIRA tasks used to take days; now, it takes an hour of high-level planning and bulk creation.

Beyond productivity, experimenting with these tools has brought back a sense of community. Sharing new AI discoveries in private chats feels exactly like the early days of the internet—reminiscent of finding an old IRC channel or a niche forum.

While the public internet grows increasingly dull due to algorithmic noise, the backend world of AI innovation has unlocked a frontier that is just as exciting as the internet itself once was.

Leveling up in Claude

Yesterday I was speaking with a design director about how I use Claude AI, and he made me discover a new method of using it, I was totally ignoring. In fact, all this AI hype makes me resistant to novelties, and I have to admit that I often lose opportunities because of that.

I think that it’s a very powerful tool, and my feelings are that I will save up lots of time from repetitive tasks such as creating subtasks in JIRA, setting up pages, summarize information that is already there, and so on. It’s definitely a level up in my career.

Freshness is safer in ideation stage

When two medics decided to make Baldur’s Gate, they didn’t have experience with CRPGs. When Mr. Myiamoto directed FZero on SNES he wasn’t a veteran in racing games. When a marketing guy from Ubisoft decided to make a realistic-style JRPG together with a programmer, he didn’t have previous experience in the genre.

Still, many companies publish job offers for specific positions requiring previous experience in the specific genre they are developing. It’s because of the belief that higher skill means faster results, and more important, less risks. This happens a lot on high-quality games and mobile F2P, because these business models became managed in a McKinsian way. And that, kids, is why they are in trouble.

Still, games like PRAGMATA are showing that there are audiences eager to new experiences, with unique blends of mechanics. I don’t know their stories, but I am playing the game and I wouldn’t be surprised if among their team there are designers with no previous experience with 3D action-adventure games. Video games like PRAGMATA are only possible when you are open to a completely different perspective, and when you let people work. I believe it’s hard to find this fit if your job offer filters opportunities out.

Experience within a genre is very important, don’t get me wrong. But the more I work, the more I realize I am full of biases. The more experience I get, the more I push for research and playtesting. New audiences are playing in ways often ignored by a big portion of developers, a sort of tunnel vision you have when you make always the same thing over and over.

read more: https://gamedesignskills.com/game-development/stages-of-game-development-process/

This is one of the reasons that led me to be a freelancer, also if it comes with a price as everything good in our life. Probably the worst one is when a client wants me to tell them the hour using their own clock. They close to proposal, because they don’t really understand (and they actively ignore) the opportunities of ideation stage.

There is a reading crisis

Lately I had the opportunity to review a couple of junior profiles, tests and interviews. The main issue I see is that many of them are becoming good at posing but they are also losing reading skills. I am worried, reading is so important to our profession.

During my day I review documents, chat with teammates, receive emails… all those activities involve reading. If I send to a potential candidate concrete instructions in plain English, I can admit interpretation of course. But, if I notice that you simply are ignoring instructions, I deduce that you didn’t read them.

I believe that one of my advantages as a professional are the 5 languages I speak fluently. That open to me lots of doors, because I can show reliability. I can prove with my messages that I am reading you. This is very basic and critical, you shouldn’t (as a designer) improve your technical skills with engines and tools; writing skills are also not more important than listening and reading. If you fail at that, I cannot approve your test.

If you are reading this, congrats, you are a reader. So maybe you are not part of the problem, but you can become part of the solution.

Three loops of Expedition 33

These days I am playing Clair Obscur: Expedition 33 pretty intensively (when other 40y-old-man-duties permit) these days. And I am also completing my bootcamp on videogames design and conceptualization. A class I gave was based on the 3 main loops of a game, and today I want to apply this knowledge to the 2025 GOTY.

Moment-to-moment (second-to-second)

This first loop is the central one, and it describes what the player does the most. You can say it describes the core dynamic, somehow. In case of Expedition33:

  • Action: Reactive turn-base combat
  • Challenge: groups of nevrons (enemies)
  • Reward: skill points, loot

WHY to repeat this loot: the game is divided in zones within an open world, the Player wants to complete the zone to unlock the next.

Core loop

The core loop is what the Player does the most during the game and gives meaning to the moment-to-moment loop. We can say that it considers the game session as a whole.

  • Action: Improve team stats
  • Challenge: complete zone sections
  • Reward: Advance with the story

WHY to repeat this loot: as any good JRPG it’s about the map! You want to play to unlock new venues and discover new places into the map.

Metagame loop

This loop describes what keeps the Players engaged, what makes them think “I need to return back into the game because I want to…”. Describes the features and mechanics that make me think into the game when I am not playing it. In the case of Expedition33:

  • Action: defeat bosses
  • Challenge: what will happen in the story?
  • Reward: plot twists and secrets discoveries

WHY to repeat this loot: the game is one great adventure story!

Design docs are about builds

A good way of thinking in GDD is to write down more details of what’s already in a build of some sort. With this I mean that if you design pages and pages of documentation regarding something not concrete, you are at risk of delivering something disconnected from reality.

Frame the problem, develop prototypes, align, and only after write down specs. That’s the way. You need less talk and more rock.