The game creation brief
A repeatable starting point for every title.
The player promise
Describe the experience in one plain sentence, followed by the audience, play context and intended platform. Separate a meaningful player benefit from a marketing superlative. Specify what the smallest complete playable version contains.
The design contract
Document setup, legal actions, state changes, scoring, ending, retry and exit. Include examples for ties, invalid input and interrupted sessions. Identify which rules are original, adapted or awaiting rights review.
The production boundary
List required screens, assets, audio cues, persistence and platform services. Mark optional features separately. Multiplayer, accounts and purchases require additional security, recovery and operational work; they are not automatic extensions of a local prototype.
Ready to build
Liam checks scope and dependencies before allocating implementation. Ethan accepts the intended experience. The brief records unresolved questions, candidate acceptance tests and a revision history so the team can distinguish an intentional change from an accidental regression.

