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codex-game-studios/references/studio-docs/templates/game-pillars.md

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Game Pillars: [Game Title]

Document Status

  • Version: 1.0
  • Last Updated: [Date]
  • Owner: creative-director
  • Status: Draft / Under Review / Approved

Creative Director Review (CD-PILLARS): [APPROVED date / CONCERNS accepted date / REVISED date]


Purpose

This document is the source of truth for the game's creative pillars. It is created during /brainstorm once the user locks the pillars. The first version can be lightweight; later workflows may deepen the cross-department implications and validation details as the project matures.

Pillars are the 3-5 non-negotiable principles that define the game's identity. Every design, art, audio, narrative, production, and technical decision should serve at least one pillar. If a feature does not serve a pillar, it probably does not belong in the game.


Core Fantasy

[What power, experience, or feeling does the player get from this game? This is the emotional promise, not a feature list.]


Unique Hook

[Like X, and also Y. The hook should make the game distinguishable from its closest comparables in one sentence.]


Target MDA Aesthetics

Rank the aesthetics this game is intentionally trying to deliver.

Rank Aesthetic How This Game Delivers It
1 [Challenge / Discovery / Fantasy / etc.] [Specific delivery mechanism]
2 [Aesthetic] [Specific delivery mechanism]
3 [Aesthetic] [Specific delivery mechanism]
Not targeted [Aesthetic] [Why this is not a priority]

Reference aesthetics: Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, Submission.


Pillar Summary

Pillar One-Sentence Definition Primary Design Test
[Pillar 1] [Falsifiable definition] [If debating X vs Y, choose __]
[Pillar 2] [Falsifiable definition] [If debating X vs Y, choose __]
[Pillar 3] [Falsifiable definition] [If debating X vs Y, choose __]

Pillar 1: [Name]

One-Sentence Definition: [A clear, falsifiable statement of what this pillar means.]

Target Aesthetics Served: [Which MDA aesthetics this pillar supports.]

Design Test: [A concrete decision this pillar resolves.]

Cross-Department Implications

Department This Pillar Says Example
Design [How it constrains mechanics and rules] [Concrete example]
Art [How it constrains visuals] [Concrete example]
Audio [How it constrains sound/music] [Concrete example]
Narrative [How it constrains story/writing] [Concrete example]
Engineering [Technical priorities or constraints] [Concrete example]
Production [Scope and scheduling implications] [Concrete example]

Serving This Pillar

  • [Concrete feature or decision that embodies this pillar]
  • [Another example]

Violating This Pillar

  • [Plausible feature or decision that would betray the pillar]
  • [Another example]

Pillar 2: [Name]

One-Sentence Definition: [A clear, falsifiable statement.]

Target Aesthetics Served: [MDA aesthetics.]

Design Test: [A concrete decision this pillar resolves.]

Cross-Department Implications

Department This Pillar Says Example
Design [Constraint or inspiration] [Example]
Art [Constraint or inspiration] [Example]
Audio [Constraint or inspiration] [Example]
Narrative [Constraint or inspiration] [Example]
Engineering [Constraint or inspiration] [Example]
Production [Constraint or inspiration] [Example]

Serving This Pillar

  • [Example]
  • [Example]

Violating This Pillar

  • [Example]
  • [Example]

Pillar 3: [Name]

One-Sentence Definition: [A clear, falsifiable statement.]

Target Aesthetics Served: [MDA aesthetics.]

Design Test: [A concrete decision this pillar resolves.]

Cross-Department Implications

Department This Pillar Says Example
Design [Constraint or inspiration] [Example]
Art [Constraint or inspiration] [Example]
Audio [Constraint or inspiration] [Example]
Narrative [Constraint or inspiration] [Example]
Engineering [Constraint or inspiration] [Example]
Production [Constraint or inspiration] [Example]

Serving This Pillar

  • [Example]
  • [Example]

Violating This Pillar

  • [Example]
  • [Example]

Optional Additional Pillars

Use this section only if the game needs a fourth or fifth pillar. Keep the total pillar count between 3 and 5.


Anti-Pillars

Anti-pillars define what this game is not. Good anti-pillars block tempting ideas that would dilute the core fantasy.

  • NOT [thing]: [Why this is excluded, what pillar it would compromise, and what it would cost.]
  • NOT [thing]: [Why excluded.]
  • NOT [thing]: [Why excluded.]

Pillar Conflict Priority

When two pillars conflict, resolve the conflict in this order.

Priority Pillar Why It Wins
1 [Highest priority pillar] [Rationale]
2 [Second priority pillar] [Rationale]
3 [Third priority pillar] [Rationale]

Resolution process:

  1. Identify which pillars are in tension.
  2. Check the priority table.
  3. Preserve the lower-priority pillar only where it does not weaken the higher-priority one.
  4. If the conflict is fundamental, escalate to creative-director for pillar revision.

Player Motivation Alignment

Use Self-Determination Theory as a sanity check.

Need Which Pillar Serves It How
Autonomy [Pillar name] [Meaningful choices or agency]
Competence [Pillar name] [Mastery, feedback, skill growth]
Relatedness [Pillar name] [Connection, belonging, emotional bond]

Reference Games and Inspirations

Reference What We Take From It What We Do Differently Which Pillar It Validates
[Game 1] [Specific mechanic, feeling, or approach] [Our twist] [Pillar]
[Game 2] [Specific learning] [Our twist] [Pillar]
[Game 3] [Specific learning] [Our twist] [Pillar]

Non-game inspirations: [Films, books, music, art, real-world experiences.]


Validation Checklist

  • 3-5 pillars total
  • Each pillar is falsifiable
  • Each pillar constrains real design choices
  • Each pillar has a design test
  • Each pillar has cross-department implications
  • At least 3 anti-pillars are defined
  • Pillar conflict priority is explicit
  • Top MDA aesthetics are covered
  • Autonomy, competence, and relatedness have been considered
  • Every pillar traces back to the core fantasy

Next Steps

  • Keep this document linked from design/gdd/game-concept.md
  • Use these pillars when writing system GDDs
  • Revisit after major prototype learnings or milestone pivots

This document lives at design/gdd/game-pillars.md.