So you want to design a game!

Great! You’re going to find it exciting, challenging, frustrating, and ultimately rewarding. There’s nothing like the feeling you get when you see other people enjoying something you’ve created.


Like any creative endeavor, there’s no right way to design a game, and no set sequence of steps that everyone follows that will result in a well designed, finished game. There will be a lot of detours, blind alleys, and detours along the way. 


However, there are a few general guidelines that will be helpful. Ultimately, TTGDA has
resources for each of these stages of the process. We hope you'll find them useful!


There are two websites that every designer should be aware of:

Here is some general advice about the key steps in creating a game.

  • Articulate a vision

    All designs start with an idea, that flash of inspiration that will carry you through the rest of process. Ideas can come from anywhere, from a way to tweak an existing game, to seeing a sculpture, learning a new science fact, or getting into a snowball fight (hey - is there a game about snowball fights?).


    Don’t worry about whether your idea is original. No idea is totally original. As you go through the design process you’ll find that you will put your own stamp on it.


    One thing to consider is what your ultimate goal is. Do you just want to make a game for you and your friends? Do you want to license it to a publisher and see it on a store shelf? Or do you want to use it as the basis for a new game publishing business? Or just use a print-and-play or online store to sell your PDFs? Of course you can change your mind during the process, but this will help nudge you in certain directions. If it’s just a creative outlet for you and your friends, then you don’t have to worry about how marketable it is, or if it’s efficient to produce. Make something that you love!


    On the other hand, if you do ultimately intend to commercialize it, you need to think about your target audience, how much the game will cost, and how it will be different than other games that are out there. 


    Many designers like to write down a “vision document” at the start of a design, to capture what they find inspiring about their idea. Later, when you get lost in the design forest (and you will - we all do), it can be helpful to look at this to remind yourself what was special about this in the first place.

  • Make a MINIMUM VIABLE PROTOTYPE

    Thinking about your game, doodling in a notebook, and sketching out mechanics, are all great ways to figure out how your game will work. But you should try to create a Minimum Viable Prototype (MVP) as soon as you can. It doesn’t have to be fancy - in fact it shouldn’t be fancy. Most professional designers start designs by creating cards with index cards, or taping together some paper to make a hand-drawn board. The less time you spend on creating a prototype, the less sad you will be when you have to throw it away.


    And you will go through a lot of prototypes.


    Also, your first prototypes do not need to be the entire game. Is there one part that is the key, or you’re not sure how it will work? Are you not sure how the resolution system in your RPG will work? Just prototype that. Do whatever you need to so you can start pushing pieces around as quickly as possible. That will reveal very quickly which parts of your idea are working, and which need to be changed.

  • Playtest, Playtest, Playtest

    “Playtesting” means physically testing out a copy of your game. You don’t have to have good looking art or fancy components to playtest. They just need to be clear and understandable.

    Our playtesting page has more information on the types of playtests.

    More playtesting resources
  • Get ready to pitch

    if you want to license your game to a publisher, the next step is Pitching. Most publishers will want a one page Sell Sheet, which summarizes the key points of your game. There are a variety of samples available online that can help show you what these should look like.


    Research companies that sell games similar to them, and contact them to see if they are accepting outside submissions. Many will include this information on their websites. If you join TTGDA you will get access to our publisher directory which can simplify this process.

  • Along the way...

    • Play lots of games, and think about what makes them work (or not work!)
    • Don’t be afraid to throw out parts of your game that aren’t working - especially those that you really like.
    • Don’t spend too much time on prototypes. Make them as rough as you can, while still being usable.
    • Don’t spend time on fancy art unless you are self-publishing. Most publishers will want to do their own art. 
    • Do spend time on graphic design once you are further into the design, to make your game easy to understand and play.
    • Have fun! If you’re finding design a chore, put that game to the side and start something new. Or take a break from design completely for a short time to recharge.
  • Protecting Your Idea

    A big question that many new designers have is - How do I protect my idea?

    The short answer is - don't worry about it. No one is going to steal your idea. Most game designers and publishers have more ideas than they know what to do with. The tricky part of game design isn't the idea - it's the hard work that goes into executing on that idea. The benefit you will gain from having other people play your game vastly outweighs any risks.

    Having said that, it is useful and important to understand the different types of intellectual property protection, and how they apply to tabletop games. More details are available on this page in the designer resource section.

This page has more details about the different steps you will go through on your design journey.


The Break My Game Guidebook is an excellent resource for new designers.

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