Planning the full game before full production
Source: A Playful Production Process by Richard Lemarchand (MIT Press, 2021)
Lemarchand was a lead designer on the Uncharted series at Naughty Dog and teaches in the USC Games program.
The phase where the team proves the game works and plans what will be built.
A short, playable section of the game built to near-final quality to show what the finished game will be like.
The phase where the team builds the rest of the game's content.
The point where every feature and every section of the game exists in some form, even if unpolished.
The total amount of content and features in the project.
The gradual growth of a project as new features are added during development, usually without adding time to the schedule.
The macro is carried into full production as the plan the team builds from. The book's scheduling chapter also falls within preproduction; the schedule is built from the macro.
A planning document with two parts:
A few pages of prose describing the whole game: premise, core mechanics, structure, and anything that is true throughout the game.
A spreadsheet that breaks the game into sections and describes each one.
Lemarchand's template has 12 columns, which fall into three groups:
A clear, unique name for the section. The team uses this name in tasks, bug reports, and meetings, so it should stay consistent.
The lighting, environmental conditions, and tone. This guides art direction and helps the team plan visual variety across the game.
A short summary of story and gameplay events. Keep it to a few sentences; detailed scripting comes later.
The actions available to the player in this section, with new mechanics clearly marked.
What the player is trying to accomplish, written from the player's perspective.
"Escape the flooding temple"
What the designer wants the section to accomplish.
"Teach swimming while under time pressure"
What the player should feel.
"Rising panic, then relief"
Every character in the section, including allies, NPCs, and enemies. Each one may need a model, animations, AI behavior, and dialogue.
Interactive items like pickups, doors, switches, hazards, and puzzle pieces. Each needs art and usually code.
Anything else the section requires, such as environment art, cutscenes, UI elements, or unique animations.
Music cues, ambient sound, important sound effects, and voice needs.
Particles, weather, lighting changes, and screen effects.
| Column | Row 1: Harbor Town | Row 2: Cliff Path |
|---|---|---|
| Location/Sequence Name | Harbor Town | Cliff Path |
| Time of Day/Weather/Mood | Calm evening, warm lantern light | Night, rising storm, dread |
| Brief Description of Events | Player arrives; townspeople warn about the dark lighthouse | Storm hits during the climb; a bridge collapses |
| Player Mechanics | Walk, talk, pick up | Adds climbing and bracing against wind (new) |
| Player Goal | Find the lighthouse key | Reach the lighthouse door |
| Design Goal | Teach basic movement and interaction safely | Introduce climbing under pressure |
| Emotional Beat | Curiosity, welcome | Tension, then relief |
| Characters Encountered | Harbor master, fishers | Diving gulls (hazard) |
| Objects Encountered | Key, lanterns, crates | Ropes, loose rocks, bridge |
| Other Assets Needed | Town environment, dock | Cliff environment, bridge collapse animation |
| Audio Notes | Gentle waves, town chatter | Wind, thunder, music swell |
| Visual Effects Notes | Lantern glow | Rain, lightning, sea spray |
Hypothetical adventure game. In the spreadsheet, each section is a row; the table is rotated here to fit. Nearly every column changes between the two rows.
Many games don't have a fixed level order. The chart still applies; you change what a row represents.
Rows are progression stages, such as surviving the first night, finding iron, reaching the Nether, and defeating the final boss.
Rows are features or activities, such as catching, gyms, raids, and trading, ordered by when a player typically unlocks them.
Rows are regions, with a column noting what the player needs to access each one, such as cold-weather gear.
Rows are content releases or unlock waves, listing the new enemies, items, and environments each adds.
The template is a starting point. Columns should fit the game being made.
For nonlinear games.
A replayed raid needs more variety than a one-time boss.
When minutes per section doesn't make sense.
They require different kinds of work.
The chart is a design analysis tool, not just a planning document.