Game design doc terminology.
Definitions for game design documentation concepts — what they mean, why they matter, and how Gameframe makes them work.
Automated review of a GDD by AI specialists reading through expert lenses — balance, QA, narrative — before any human reviewer opens the file.
Read moreA named pointer at a version of a document, not a copy of the content. Branches let designers propose changes without disturbing the canonical doc.
Read moreA 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.
Read moreThe authoritative specification for a game — systems, mechanics, narrative, and art direction — binding design decisions into a coherent product reference.
Read moreA 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.
Read moreA GDD updated continuously throughout production to reflect the current game state, not a point-in-time spec that goes stale after the first sprint.
Read moreThe canonical reference for a game world's history, factions, and rules — keeps narrative consistent across teams writing dialogue, quests, and lore.
Read moreA formal proposal to merge changes from one branch into the canonical document, collecting AI and human review before anything lands on the main branch.
Read moreA single-page pitch for a game concept — core loop, audience, platform, and key differentiator — used to align stakeholders before full design work begins.
Read moreA changelog entry for a game update — balance tweaks, bug fixes, and new content — written for players and grounded in the version-controlled design docs.
Read moreA document stating three to five design principles every decision must satisfy — constraints that keep a team aligned when specifics are disputed.
Read moreA retrospective written after a game ships, capturing what worked, what failed, and what to change — grounded in the decisions made during production.
Read moreA design document for one game system — economy, combat, or crafting — specifying the rules an engineer needs to implement it without daily designer input.
Read moreTracking 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.
Read moreBring your GDDs into version control.
Every term in this glossary is a workflow Gameframe supports natively — branches, merge requests, Specialist review, version history.