Why Our GDD Starts With Mechanics, Not Pages

By Admin
at Floaty Studio / Oct 8, 2025 / 3 MINUTE READ

 

The Fun-First Blueprint for Game Design

We’ve all seen it: a giant Game Design Document that tries to predict every feature before the game even exists. Sounds organized, right? In reality, it’s a black hole for time , you spend weeks writing instead of actually building, and half those ideas never survive once players touch the game.

The Floaty Way

We keep it simple:

  1. Start with the core mechanic: The heartbeat of the game , if it’s not fun here, no feature can save it.
  2. Prototype fast: Rough, messy, doesn’t matter. We just need to feel the fun early.
  3. Add features during production: Progression, upgrades, meta systems ,they come later, once the core works.

Our GDD grows as the game grows. It’s alive, not a dusty manual.

Why It Works : 

  1. Faster to test and fail.
  2. Less wasted work.
  3. More space for creativity.
  4. The team sees a game, not a textbook.

At the end of the day, no one plays your GDD. They play your game. That’s why we’d rather spend time building fun, not paragraphs.