Why Our GDD Starts With Mechanics, Not Pages

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:
- Start with the core mechanic: The heartbeat of the game , if it’s not fun here, no feature can save it.
- Prototype fast: Rough, messy, doesn’t matter. We just need to feel the fun early.
- 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 :
- Faster to test and fail.
- Less wasted work.
- More space for creativity.
- 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.