The Gameframe Editor: A Complete Guide to Game-Specific Document Editing

Master the Gameframe WYSIWYG editor with slash commands, game templates, live data blocks, flowcharts, loot tables, and export options. Everything you need to write better game design documents.

Written by
Gameframe Team
Published
December 2, 2025
Read time
20 minutes

Everything you need to know about writing game design documents in Gameframe

Read Time: 20 minutes


§Introduction#

The Gameframe editor isn't just another text editor. It's built specifically for game designers—with features you won't find in Notion, Confluence, or Google Docs.

This guide covers everything:

  • Getting started with the basics
  • Slash commands for quick insertion
  • Game-specific blocks (Stat Blocks, Formulas, Loot Tables)
  • Templates for common document types
  • Exporting to PDF, Word, JSON, and more

Let's dive in.


§Part 1: Editor Basics#

Opening the Editor#

Click any document in your vault, then click Edit. The WYSIWYG editor opens with your content ready to edit.

Opening a document in edit mode
Opening a document in edit mode

The Interface#

Header Bar:

  • Document name and last-saved time
  • Toggle toolbar visibility
  • Focus mode (fullscreen distraction-free)
  • Export button
  • Save/Cancel buttons

Toolbar:

  • Text formatting (bold, italic, strikethrough)
  • Headings (H1, H2, H3)
  • Lists (bullet, numbered, checkbox)
  • Links and images
  • Tables and blockquotes

Editor Area:

  • Rich text editing
  • Prose styling optimized for readability
  • Type naturally—it just works

Keyboard Shortcuts#

ShortcutAction
Ctrl+SSave document
Ctrl+BBold
Ctrl+IItalic
Ctrl+Shift+FToggle focus mode
EscCancel editing
/Open slash command menu

Auto-Save#

Your work is automatically saved to a local draft every 30 seconds. If you close the browser and come back, you'll be asked if you want to restore your draft.


§Part 2: Slash Commands#

Slash commands are the fastest way to insert content. Just type / anywhere in the editor to open the command menu.

Basic Blocks#

CommandWhat It Does
/heading1Large section heading
/heading2Medium section heading
/heading3Small section heading
/bulletBullet list
/numberedNumbered list
/taskCheckbox/task list
/quoteBlockquote
/codeCode block
/dividerHorizontal rule
/imageInsert image (URL prompt)
/tableInsert 3x3 table

Game-Specific Blocks#

These are what make Gameframe special:

CommandWhat It Does
/statInsert live Stat Block from data source
/formulaInsert live calculation
/balanceInsert balance comparison table
/comparisonInsert before/after change block
/flowchartInsert Mermaid.js diagram
/lootInsert loot table visualizer
/curveInsert progression curve chart
/playtestInsert playtest notes tracker

We'll cover each of these in detail below.


§Part 3: Game-Specific Blocks#

Stat Blocks#

What it is: A card that displays live data from your spreadsheet.

When to use it: Character sheets, item stats, enemy profiles—anywhere you want to show multiple stats for an entity.

How to insert:

  1. 1.Type /stat and press Enter
  2. 2.Enter the data source name (e.g., characters)
  3. 3.Enter the row identifier (e.g., Warrior)

Example output:

┌─────────────────────────────────┐
│ 🎮 Warrior                       │
├─────────────────────────────────┤
│ health     │ 150                │
│ damage     │ 25                 │
│ armor      │ 10                 │
│ speed      │ 3.5                │
└─────────────────────────────────┘

The magic: When you update characters.csv, this block updates automatically.


Formula Blocks#

What it is: A live calculation using values from your data sources.

When to use it: DPS calculations, time-to-kill, resource efficiency—any derived stat.

How to insert:

  1. 1.Type /formula and press Enter
  2. 2.Enter a name (e.g., "DPS Calculation")
  3. 3.Enter the formula (e.g., @Warrior.damage * @Warrior.attackSpeed)

Formula syntax:

  • @EntityName.stat - Reference a value from a data source
  • Standard math: +, -, *, /, ()
  • Functions: Math.floor(), Math.ceil(), Math.pow(), etc.

Example:

┌─────────────────────────────────────────┐
│ ⚡ DPS Calculation                       │
├─────────────────────────────────────────┤
│ Formula: @Warrior.damage × @Warrior.attackSpeed │
│ Result:  62.5 DPS                        │
│ (25 × 2.5)                               │
└─────────────────────────────────────────┘

Balance Tables#

What it is: A comparison table for abilities, items, or characters.

When to use it: Comparing options, balance decisions, feature comparisons.

How to insert:

  1. 1.Type /balance and press Enter
  2. 2.Enter a title (e.g., "Ability Balance")
  3. 3.Add rows with entity names and stat references

The key feature: Color-coded cells show relative performance (green = strong, red = weak, yellow = balanced).


Comparison Blocks#

What it is: A before/after visualization for balance changes.

When to use it: Patch notes, balance proposals, change documentation.

How to insert:

  1. 1.Type /comparison and press Enter
  2. 2.Enter a title (e.g., "Warrior Health Buff")
  3. 3.Set the before and after values

Example:

┌──────────────────────────────────────┐
│ ⚖️ Warrior Health Buff               │
├──────────────────────────────────────┤
│ BEFORE        →        AFTER         │
│   100        (+50%)      150         │
│  (too squishy)       (survivable)    │
└──────────────────────────────────────┘

Flowcharts#

What it is: Visual diagrams powered by Mermaid.js.

When to use it: Game loops, AI behavior, quest flows, dialogue trees, combat systems.

How to insert:

  1. 1.Type /flowchart and press Enter
  2. 2.A default diagram appears
  3. 3.Click Edit to modify, or choose a preset

Presets available:

  • Game Loop
  • Enemy AI
  • Combat System
  • Quest Flow
  • Dialogue Tree

Example Mermaid code:

mermaid
graph TD
    A[Player Attacks] --> B{Enemy Health > 0?}
    B -->|Yes| C[Enemy Takes Damage]
    B -->|No| D[Enemy Dies]
    C --> E[Enemy Counterattacks]
    D --> F[Drop Loot]

Export options: PNG or SVG for use in presentations.


Loot Tables#

What it is: A visual drop rate simulator.

When to use it: Item drop balancing, reward systems, chest contents.

How to insert:

  1. 1.Type /loot and press Enter
  2. 2.Add items with drop rates and quantities
  3. 3.Click "Simulate 1000 Drops" to test

Example:

┌──────────────────────────────────────────────────┐
│ 🎲 Goblin Loot Table                              │
├──────────────────────────────────────────────────┤
│ Item              │ Rarity    │ Drop % │ Qty     │
├──────────────────────────────────────────────────┤
│ Gold Coins        │ Common    │ 50%    │ 10-50   │
│ Health Potion     │ Uncommon  │ 25%    │ 1       │
│ Goblin Dagger     │ Rare      │ 10%    │ 1       │
│ Goblin King Crown │ Legendary │ 0.5%   │ 1       │
├──────────────────────────────────────────────────┤
│ [Simulate 1000 Drops]                            │
└──────────────────────────────────────────────────┘

The simulation: Run 1000 virtual drops to see actual distribution. Great for spotting if something is too rare or too common.


Progression Curves#

What it is: A chart showing how values scale over levels/time.

When to use it: XP curves, stat scaling, difficulty progression, economy balancing.

How to insert:

  1. 1.Type /curve and press Enter
  2. 2.Choose a preset or enter a custom formula
  3. 3.Set min/max values and steps

Presets available:

  • Linear: x * 100
  • Quadratic: x * x * 10
  • Exponential: Math.pow(1.5, x) * 100
  • Logarithmic: Math.log(x + 1) * 500
  • Sigmoid: Smooth S-curve
  • Stepped: Discrete jumps

Example: XP required per level

Level │ XP Required
──────┼────────────
  1   │     100
  2   │     220
  3   │     360
  4   │     520
  5   │     700
  ... │    ...
  10  │    1900

The chart updates in real-time as you tweak the formula.


Playtest Notes#

What it is: Structured feedback collector for playtest sessions.

When to use it: QA feedback, playtest debriefs, bug tracking.

How to insert:

  1. 1.Type /playtest and press Enter
  2. 2.Add notes with severity and status
  3. 3.Link to @entities for cross-referencing

Severity levels:

  • 🔴 Critical - Blocks core gameplay
  • 🟠 Major - Significant impact
  • 🟡 Minor - Small issues
  • 🔵 Suggestion - Nice-to-haves

Status tracking:

  • New
  • Acknowledged
  • In Progress
  • Resolved

§Part 4: Templates#

Start new documents from pre-built templates instead of a blank page.

Available Templates#

TemplateDescription
Game Design Document (GDD)Complete game overview with pillars, loops, features, monetization
Character SheetStats, abilities, progression, backstory
Enemy DesignStats, AI behavior, attacks, loot tables
Level DesignLayout, encounters, pacing, collectibles
Ability DesignStats, scaling, VFX notes, balance considerations
Item DesignStats, effects, acquisition, lore
Economy DesignCurrency types, sources, sinks, progression
Narrative DesignPlot structure, characters, dialogue style
Quest DesignObjectives, flow, triggers, rewards
UI/UX SpecificationWireframes, user flows, accessibility

Using a Template#

  1. 1.Create a new document
  2. 2.Click "Start from Template"
  3. 3.Choose a template
  4. 4.The structure is pre-filled—just add your content

§Part 5: Exporting#

Click the Export button in the editor header to download your document.

Available Formats#

FormatBest For
PDFSharing with stakeholders, printing
Word (.docx)Collaboration with non-Gameframe users
HTMLStyled web page, embedding
JSONGame engine integration (Unity, Unreal)
MarkdownPlain text, version control

JSON Export for Engines#

The JSON export is designed for game engines. It preserves:

  • Document structure (headings, sections)
  • Stat block data (already parsed)
  • Entity references
  • Metadata (author, timestamps)

Import into Unity with a simple JSON parser. No scraping HTML required.


§Part 6: Tips & Best Practices#

Writing Better GDDs#

  1. 1.Use headings liberally - Makes documents scannable
  2. 2.Link to data sources - Don't copy-paste stats, reference them
  3. 3.Include visuals - Flowcharts and curves communicate faster than words
  4. 4.Keep sections focused - One idea per section
  5. 5.Use balance tables - Show comparisons, not just descriptions

Collaboration Tips#

  1. 1.Use branches for experiments - Don't edit main directly
  2. 2.Write change summaries - "Increased Warrior health" not "updated file"
  3. 3.Reference @entities - Creates automatic cross-links
  4. 4.Use playtest notes - Structured feedback beats scattered comments

Performance Tips#

  1. 1.Break large documents - One 100-page doc = slow; 20 focused docs = fast
  2. 2.Use templates - Consistent structure speeds writing
  3. 3.Keyboard shortcuts - Ctrl+S saves; / inserts; Esc cancels
  4. 4.Focus mode - Ctrl+Shift+F for distraction-free writing

§Conclusion#

The Gameframe editor is designed to make game design documentation faster, more accurate, and less painful. Use the features that help you—ignore the ones that don't.

Start simple:

  1. 1.Write in the WYSIWYG editor
  2. 2.Use / commands for quick insertion
  3. 3.Connect a spreadsheet for live data
  4. 4.Export when you need to share

As you get comfortable, explore flowcharts, loot tables, and progression curves. They're there when you need them.

Continue learning:

Ready to write better docs? Start your free trial and experience game-specific document editing.

Related Topics

editor guideWYSIWYGslash commandstemplatesflowchartsloot tablesprogression curvesgame design documentsexport

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Gameframe Team
Game Development Tools

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