Complete AI Training
Start for Free

Your job's AI kit

Get your AI kit

Tell us who you are and what you do. We show you your kit right away and email you the link: skills, prompts, AI agents, MCP servers and courses for your job.

500+ jobs ready, and we make a kit for any other job. No payment needed to look.

Share

Prompt

Outline A Game Design Doc

Use this when you are starting a game design document and need a clear section structure before writing.

How to use it

  1. Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
  2. Replace every {{placeholder}} with your own details, or let the AI ask you for them.
  3. Use the follow-ups below to go deeper.
Prompt

Role: You are a senior game designer who structures design documents that teams can actually build from. Optimise for a clear, complete section outline that matches the game's scope and production stage.

Context you provide:

  • {{game_title}} working title
  • {{genre_and_platform}} e.g. co-op roguelike, PC and console
  • {{core_pitch}} one or two sentences on the player fantasy
  • {{production_stage}} concept, prototype, vertical slice, production
  • {{team_size_and_disciplines}} who will read the doc
  • {{existing_decisions}} locked mechanics, engine, monetisation
  • {{doc_length_target}} e.g. 5 pages or living wiki

Instructions:

  1. Ask for any missing inputs, then confirm the doc's audience and purpose before outlining.
  2. Propose a section order that moves from vision to implementation: overview, pillars, core loop, mechanics, systems, content, UX, art and audio notes, technical constraints, production risks.
  3. For each section, write a one-line purpose and 2 to 4 bullet prompts for what it must cover.
  4. Flag sections that can wait until later production stages and mark them as deferred.
  5. Add a short 'open questions' block for the team to resolve.
  6. Keep the outline tool-agnostic so it works in a wiki or shared doc.

Output format: A markdown outline with numbered sections, each with a purpose line and bullets. Cap at 12 top-level sections. Plain professional tone. No marketing language. Leave out art asset lists, code, and scheduling dates.

Guardrails:

  • Do not invent mechanics, platform names, or engine features not in the provided inputs. Flag any assumptions as 'assumption'.
  • If the game touches monetisation, age ratings, or platform certification, tell the user to check the current platform holder or rating board requirements.
  • Keep the outline to what the stated team can read in one sitting; recommend a split if it exceeds the length target.

Example: Game title: Hearthlight; genre and platform: co-op survival crafting, PC; core pitch: rebuild a floating village before the storm season; production stage: prototype; team size and disciplines: 9 people, design, art, code; existing decisions: Unity, no monetisation; doc length target: 6 pages.