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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.