
What Is a Game Design Document? Free GDD Template and Filled Example
A practical Game Design Document guide covering player promise, core loop, economy, technical limits, decision records, QA risks, and a free GDD template.
Read article →Real production notes on game design, strategy systems, user experience, analytics, engineering and live operations.

A practical Game Design Document guide covering player promise, core loop, economy, technical limits, decision records, QA risks, and a free GDD template.
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A practical English guide to reading Steam wishlists as an audience-interest and campaign-measurement signal.
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A production-based guide to indie game development cost: person-months, team capacity, multiplayer, content volume, QA, release risk and scope control.
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Preparing for Steam Next Fest is more than uploading a demo. This checklist covers the store page, demo build, tags, testing, visibility and the final weeks before the festival.
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Unity 6.6 is here, but upgrading an active indie project is not automatically the right move. We looked at the changes that actually affect iteration speed, builds and production risk.
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An evidence-led analysis of League Classic progression: runes, defaults, cosmetic value, seasonal acceleration and the production choices that protect economic trust.
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We see Classic less as a museum build and more as a selective reconstruction: the product restores a recognizable decision language while refusing to…
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Real engineering lessons from Taht ve Kan: server-authoritative actions, migration resilience, geographic latency, asynchronous turns, native Android and efficient polling.
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A practical guide to moving from a loose game idea to a small build that can actually be tested by players.
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A grounded look at gameplay loops, readable goals, feedback, and why repetition only works when the player feels progress.
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Why strategy game interfaces should prioritize hierarchy, state, timing, and player confidence before visual ornament.
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A practical explanation of game economy planning, scarcity, sinks, pacing, and long-term balance in online strategy games.
Read article →A production-based guide to indie game development cost: person-months, team capacity, multiplayer, content volume, QA, release risk and scope control.