Game Development
For designing, scoping and playtesting a game.
switchback list --collection game-dev lists the same templates in the CLI.
Made for this shelf
- Core loopPractical
The core loop diagram, common across game design
- Feature cutPractical
Scope cutting by priority piles, common practice
- Game one-pagerPractical
The one-page game design document, a common studio format
- Playtest notesPractical
Playtest observation sheets, common practice in game design
From the catalogue
- Ten bad ideasResearch-backed
Outrun the inner critic by demanding badness first.
- Forced connectionsResearch-backed
Manufacture a creative collision.
- Stimulus dieResearch-backed
Inject a random prompt to break fixation and force a new angle.
- Pre-mortemResearch-backed
Make failure vivid before committing, so it can be prevented.
- Impact / effortResearch-backed
Trade two axes off against each other and place items.
- Small experimentResearch-backed
Test a feared prediction with a small, safe action in the real world, then compare what happened with what you expected.
- TimelineResearch-backed
Force sequence and expose what must happen before what.