Glossary

Game design doc terminology.

Definitions for game design documentation concepts — what they mean, why they matter, and how Gameframe makes them work.

AI Document Review

Automated review of a GDD by AI specialists reading through expert lenses — balance, QA, narrative — before any human reviewer opens the file.

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Branch

A named pointer at a version of a document, not a copy of the content. Branches let designers propose changes without disturbing the canonical doc.

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Feature Spec

A design document scoped to one game feature — defining its purpose, mechanics, edge cases, and success criteria. Narrower than a GDD, one system at a time.

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Game Design Document

The authoritative specification for a game — systems, mechanics, narrative, and art direction — binding design decisions into a coherent product reference.

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GDD Template

A pre-structured scaffold for a GDD with sections for vision, pillars, mechanics, narrative, and risk — so teams start with shape instead of a blank page.

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Living Design Doc

A GDD updated continuously throughout production to reflect the current game state, not a point-in-time spec that goes stale after the first sprint.

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Lore Bible

The canonical reference for a game world's history, factions, and rules — keeps narrative consistent across teams writing dialogue, quests, and lore.

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Merge Request

A formal proposal to merge changes from one branch into the canonical document, collecting AI and human review before anything lands on the main branch.

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One-Pager

A single-page pitch for a game concept — core loop, audience, platform, and key differentiator — used to align stakeholders before full design work begins.

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Patch Notes

A changelog entry for a game update — balance tweaks, bug fixes, and new content — written for players and grounded in the version-controlled design docs.

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Pillars Doc

A document stating three to five design principles every decision must satisfy — constraints that keep a team aligned when specifics are disputed.

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Postmortem

A retrospective written after a game ships, capturing what worked, what failed, and what to change — grounded in the decisions made during production.

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Systems Design Doc

A design document for one game system — economy, combat, or crafting — specifying the rules an engineer needs to implement it without daily designer input.

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Version Control

Tracking every revision to a GDD so the team can compare versions, restore a previous state, and trace each change back to who made it and why.

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Bring your GDDs into version control.

Every term in this glossary is a workflow Gameframe supports natively — branches, merge requests, Specialist review, version history.