Start simple: A one-page design document for your first game

Oct 13, 2026|4 Min

Unity Team - Unity Technologies

Game design
SImple graphic of a one-page game design document. Image generated by Claude Opus 5.5, October 7, 2026.

A beginner’s guide to scoping your first game: set limits, cut features, and plan the whole thing with our one-page game design document template.

Almost everyone who wants to make a game starts with a big idea. A huge open world. Dozens of characters. Hours of story. It’s exciting to imagine, and it’s exactly the kind of project that’s extremely difficult to finish.

The good news is that your first game doesn’t need to be big to be good. It needs to be small enough to finish. This guide shows you how to set the scope of your first game, decide what to cut, and plan the whole thing on a single page – with a one-page game design document template you can fill in today.

What “scope” means in video games

In game making, scope is simply how much game you’re planning to make: how many features, levels, characters, and pieces of content it includes. A game with a small scope has a few things done well. A game with a large scope has a lot of things, each of which takes time to build, test, and polish.

Scope creep is what happens when that plan keeps growing as you go. One more enemy type. One more level. A crafting system, just in case. Each idea seems small on its own, but together they can turn a project you could finish into one you never will.

Why your first game should be small

There’s a well-known piece of advice among game makers: The single most important habit is to keep your project small and finish things. A completed simple game teaches you more than an abandoned ambitious one.

Huge projects, like massive online worlds or sprawling open-world adventures, take large professional teams years to build. For your first projects, aim for games that take days, not months.

Small also means faster feedback. Keeping your scope tight shortens the time between starting to build and getting your game into players’ hands. And the sooner real people play your game, the sooner you learn what’s working.

How to set the scope for your first game in four steps

1. Describe what the player does in one sentence.

Start with a single, specific sentence that explains what playing your game actually is. Focus on what the player does and directly controls, not how it feels. For example: “The player steers a spaceship to collect points while avoiding obstacles.” This is called the core game loop.

This sentence is your core concept. Everything else in your plan should support it. (If you’re not sure what the player does over and over, start with our guide to finding your core game loop.)

2. List only what must exist for that sentence to work.

Now write down every feature that absolutely has to exist for someone to play the game the way you described. For the spaceship example, the player needs to be able to move the ship, collect points, and take damage when they hit an obstacle.

Anything that doesn’t directly support the core idea gets left out, at least for now. That’s your minimum version of the game: the smallest thing that’s still playable.

3. Sort everything else into four buckets.

You’ll still have a list of ideas you love. Don’t delete them – sort them. A simple method from project planning (MoSCoW) uses four labels:

  • Must have: The game doesn’t work without it.
  • Should have: Important, but the game still works without it.
  • Could have: Nice to have, with less impact if it’s left out.
  • Won’t have this time: Not in this version.

To test whether something is really a must-have, ask: “What happens if this is missing?” If the honest answer is “the game doesn’t work,” it’s a must-have. If there’s any way around it, it isn’t. Some planners even suggest starting with everything in the “won’t have” bucket and making each idea earn its way out.

Writing down your won’t-haves is just as useful as writing down your must-haves. It makes the edges of your project clear and stops cut ideas from quietly sneaking back in later.

4. Decide what “done” looks like for your game.

A game without a finish line never ends. Before you start, write down what “finished” means for this version. A simple checklist might include:

  • A title screen
  • Your core gameplay loop
  • A way to win or lose
  • Sound effects
  • A score or a way to track progress
  • A playable version you can share

When every box is checked, you’re done. Anything else is a bonus or the start of version two.

Why one page?

You might wonder why your plan should fit on a single page. Here’s the reasoning.

Most people won’t read a long design document – and that includes you, months from now. Limiting yourself to one page forces you to find the clearest way to explain your game, without leaning on extra pages, and it saves you time up front. It’s also a test: If you can’t fit your game’s essentials on one page, your scope might be too big.

One-page designs aren’t just for beginners. Professional game designers use them to communicate key ideas to their teams. Even if you’re working alone, trying to explain your design clearly is one of the fastest ways to spot what’s missing or what doesn’t make sense.

Your page doesn’t have to stay small forever. A common approach is to start with a one-page overview, then expand into more detail as your game takes shape. For a first game, though, one page is often all you need.

The one-page game plan template

Download the template at the end of this section or copy the text below into a document, a notebook, or a sheet of paper. Keep each answer short – a sentence or a few bullet points. Many of these fields are common in simple design documents.

  • Game title: A working title is fine.
  • One-sentence concept: What does the player do? (Step 1.)
  • Core loop: The action players repeat, in three or four verbs. For example: spot, jump, land, repeat.
  • Goal, win, and lose: What is the player trying to do? How do they win? How do they lose?
  • Controls: Which buttons, keys, or taps does the player use, and what does each one do?
  • Must-haves: The features the game can’t work without. (Step 2.)
  • Should-haves and could-haves: Ideas you’ll add only if time allows.
  • Won’t have this time: Your parking lot for ideas that aren’t in this version.
  • Look and sound: Your art style in a few words, plus any notes on music or sound effects. (Our guide to finding your visual style can help.)
  • Inspiration: Two or three games or genres that feel close to what you’re making.
  • Who it’s for: Who will enjoy this game? Friends, family, fans of a certain genre?
  • Done means: Your finish line checklist. (Step 4.)
  • Milestones: Three or four checkpoints with rough dates. For example: “playable core loop,” “all levels built,” “sound added,” “shared with friends.”

An example, filled in

Here’s how the template might look for a tiny made-up game:

  • Game title: Moth & Lamp
  • One-sentence concept: The player guides a moth through a dark garden to collect glowing lights while dodging bats.
  • Core loop: Fly, collect, dodge, repeat.
  • Goal, win, and lose: Collect 20 lights before sunrise to win. Touch a bat three times and you lose.
  • Controls: Arrow keys or swipe to fly.
  • Must-haves: Moth movement, collectible lights, bats that move, a light counter, a three-hit health limit, and a sunrise timer.
  • Should-haves and could-haves: A second garden level; a speed boost pickup.
  • Won’t have this time: Story cutscenes, multiple moth characters, online leaderboards.
  • Look and sound: Soft hand-drawn style, dark blue and warm yellow, gentle night sounds.
  • Inspiration: Simple dodge-and-collect arcade games.
  • Who it’s for: Casual players who want a calm, five-minute game.
  • Done means: Title screen, core loop, win and lose screens, sound effects, light counter, shareable build.
  • Milestones: Moth flies and collects (week 1); bats and health added (week 2); timer, screens, and sound (week 3); shared with five friends (week 4).

That’s a complete game plan, and it fits comfortably on one page.

Keep your one-page game design document alive

Remember, your one-page plan isn’t a contract; it’s a tool. Update it whenever something changes. When a new idea pops up mid-project, don’t just start building it. Run it through the same question – “What happens if this is missing?” – and add it to the right bucket. Most new ideas belong in “won’t have this time,” and that’s fine. They’re the start of your next game.

And share early. Show your game to real people as soon as it’s playable, even if it’s rough. Their reactions will tell you more than any plan can.

Your first game: small, finished, yours

Your first game doesn’t have to be your dream game. It just has to be finished. Write your one sentence, cut what isn’t essential, decide what done looks like, and fit it all on one page. Then go build it.

Ready to get started? You don't need to be a developer. Try Unity Spark, Unity's browser-based, AI game creation platform that allows you to describe your game, refine it in a real web editor, and publish it for others to play.

Learn more about Unity Spark

Header image note: A single sheet of paper with a small loop sketch and a partly ticked checklist. Image generated by Claude Opus 5.5, October 7, 2026.