Your Project Brief: The One-Page Design Doc
Key ideas and template boxes for committing to one game concept in a one-page design brief.
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Questions Covered in This Set
12 cards to master
What is a design 'one-sheet' (design pillar document)?
A one-page document capturing the invariants of your game — the few things you refuse to change — while leaving everything else negotiable.
Why keep the brief to one page instead of a long design doc?
Long docs die because they try to specify decisions that can only be discovered by playing; a one-pager records only the pillars.
What is the brief's main job?
To stop you from silently redesigning the game every time you sit down to work on it — it's a promise to your future self.
How do you use the brief during playtesting?
Check whether a proposed fix violates a pillar. If not, change it freely; if yes, you face a real, conscious decision instead of drifting.
What are the eight boxes of the brief?
Working title; elevator pitch; player count/age/playtime; core loop; the interesting decision; victory condition; components list; two open questions.
What is the most common failure mode for beginner designers?
Idea-switching — a half-built game teaches you more than ten pristine concepts.
What must the 'interesting decision' box include?
The single choice players should agonize over, plus its game-theoretic shape (simultaneous-move, prisoner's dilemma, Stag Hunt, auction, congestion game).
Why are player count, age, and playtime design constraints?
They limit scope — e.g., a 25-minute target forbids adding a fourth resource type.
What is the 'core loop' box?
The ordered sequence of what a player physically does on their turn, e.g. draw 2 → play 1 face-down → reveal → resolve → collect income.
Why is Salt Road a congestion game?
A route's payoff is split among all merchants there, so value decreases as more players choose it — no dominant route, mixed strategies emerge.
How should the 'two open questions' be phrased?
As genuinely unknown, testable questions, e.g. 'Will players always bid the maximum on turn 1?'
Sid Meier's design maxim quoted in the lesson?
"A game is a series of interesting decisions" — and you can't tell if yours are interesting until they exist on cardboard.