Writing a Game Design Document (GDD) for Mobile Games

Writing a Game Design Document (GDD) for Mobile Games Without a GDD, your mobile game team works blind. The artist draws, the developer codes, the marketer plans—each with their own version of the game. A month later, mechanics don't align, UI doesn't fit in the Safe Area, and monetization doesn'

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Writing a Game Design Document (GDD) for Mobile Games
Medium
~3-5 days

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Frequently Asked Questions

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Writing a Game Design Document (GDD) for Mobile Games

Without a GDD, your mobile game team works blind. The artist draws, the developer codes, the marketer plans—each with their own version of the game. A month later, mechanics don't align, UI doesn't fit in the Safe Area, and monetization doesn't cover CPI. We write a Game Design Document that solves these problems before development starts. Our experience: over 5 years in mobile game development and dozens of GDDs for projects ranging from hyper-casual to midcore. Each document is reviewed with your team and adapted to your tech stack (Unity, Godot, Cocos Creator) and target platform (iOS, Android).

A bad GDD: 40 pages of inspiring text with no numbers or diagrams. A good GDD: the artist understands the style from the moodboard and color table, the developer from state diagrams and numeric parameters, QA from the acceptance criteria checklist for each feature. That's a working document, not a marketing brochure.

What is a GDD and why is it indispensable?

A Game Design Document (GDD) is the single source of truth for the entire team. It captures all key decisions: from genre and mechanics to monetization and technical constraints. In mobile development, where iterations are short and budgets limited, a GDD protects against misunderstandings. Fact: a 4-person team without a GDD lost 2 weeks on rework because the artist, developer, and marketer worked with different visions. A GDD written in 2 days would have saved 2 weeks—that's 7 times faster.

How is a mobile game GDD structured?

The mobile game GDD differs from a PC/console document—it's more compact, focuses on touch interaction and mobile constraints, and includes a monetization section from the first page (that's not shameful, it's market reality).

Overview and Concept

One paragraph: genre, target audience, USP (unique selling point). References: 2–3 existing games with specific indication of what we borrow and what we do differently. Moodboard: 10–15 images of visual style.

Not "an adventure game in a fantasy world." Instead: "a match-3 with RPG progression in the style of Puzzle & Dragons, but with asynchronous PvP and no energy mechanic."

Core Mechanics

For each mechanic: name, 2–3 sentence description, user story ("as a player, I want X to Y"), state machine diagram, input events (tap, swipe, hold), parameters with default values and allowed ranges.

Example of parameters for a "throw" mechanic in a physics puzzle:

throw_power_min: 200 [100-400] throw_power_max: 1500 [800-2500] gravity_scale: 1.2 [0.8-2.0] bounce_factor: 0.6 [0.3-0.9] max_trajectory_points: 20 [10-40] 

These parameters are ScriptableObject in Unity. The game designer can change them without a programmer.

UI/UX Specification

Wireframes for each screen—not final design, but element layout, tap target sizes (minimum 44×44pt per Apple HIG), information hierarchy. Navigation map: all screens + transitions.

For mobile separately: behavior on interruption (call, notification), behavior on connection loss, orientation (portrait only, landscape only, both), Safe Area for iPhone with notch.

Monetization

Specific model with numbers: free-to-play + IAP, premium ($2.99 upfront), rewarded ads (target: eCPM $8–15 for casual). Description of each IAP: what we sell, pricing, where in the interface we offer it. Soft currency vs hard currency—sources (earning) and sinks (spending).

Energy mechanic if present: initial stock, regeneration time, maximum, ways to replenish. Specifically: 5 lives, regeneration 1 life/30 minutes, max 5, full regeneration 100 gems, 1 IAP of lives—20 gems.

Technical Requirements

Target platforms: iOS 15+, Android 8.0+. Engine: Unity 2023 LTS / Godot 4.x / Cocos Creator 3.x. Target FPS: 60 on iPhone 12+, 30+ on Android mid-range (Snapdragon 665+). Build size: up to 100 MB for first download (App Store / Play Store recommendations for cellular download). Asset streaming if needed.

Comparison of GDDs by Genre

Aspect Hyper-casual Casual Midcore/Hardcore
Document length 10–15 pages 20–30 pages 40–80 pages
Mechanics 1–2 core mechanics 3–5 mechanics with progression System of mechanics, recipes, crafting
Monetization Rewarded ads + IAP IAP + ads + subscription IAP, DLC, battle pass
Technical requirements Single build, low specs Multiple platforms, medium specs Optimization, server-side

Level of Detail

A GDD is a living document. You don't need to describe every particle before development starts. You do need to describe:

  • Core mechanics — fully, down to numeric parameters
  • First-hour experience — in detail
  • Content plan (levels, chapters, events) — structure without details for each level
  • Monetization — fully

Level design for specific levels goes into separate Level Design Documents (LDD) when you get to level creation.

Formats and Tools

GDD in Notion or Confluence — convenient for collaboration, versioning, comments. Alternative: Google Docs with table of contents. Diagrams: Miro or draw.io (FigJam). Balance tables: Google Sheets (not in GDD, but linked from GDD).

We don't write GDD in Word without version control — a month later no one knows which version is current.

What's Included in Our Work

  • Concept interview (1–2 hours)
  • Overview and concept document with references and moodboard
  • Description of all core mechanics with diagrams and parameters
  • UI/UX wireframes for key screens
  • Navigation map of the app
  • Monetization specification
  • Technical requirements
  • Content plan (levels, events, DLC)

Timeframes

3–5 working days — GDD for a hyper-casual or casual game. For a midcore/hardcore project with complex systems — 7–14 days. Cost is calculated individually.

We guarantee: after delivery, you receive a document ready to hand over to the development team. Contact us to discuss your project and order a GDD.