Iteration over documentation
In game development, documentation is a valuable tool—when used wisely. It helps teams build a shared understanding of what we want to create before we begin building it. When done well, documentation doesn’t attempt to describe every detail, but instead provides just enough context to facilitate meaningful conversation, align on goals, and guide implementation. It also helps onboard team members and share the game’s vision across disciplines—an essential part of aligning a large development team. But when overused, documentation quickly becomes a burden.
Attempting to fully document every aspect of a 50-hour game in detail can take months or even years. The end product is often a sprawling library of documents that describe how the game should work—but offer no insight into whether it will actually be fun. And that's the crux of the problem.
Game development is not software specification. What seems fun on paper rarely survives first contact with a playable build. Seasoned developers know that fun is not planned—it’s discovered. And discovery requires iteration.
This is why we prioritize iteration over exhaustive documentation. We aim to write only the minimum documentation necessary to establish a shared understanding, and then shift our focus toward building, playing, and refining. By quickly testing ideas in-game and responding to what we learn, we can make better decisions, faster—and ultimately, make a better game.
The fun isn’t found in the document. It’s found in the game. And to find it, we must iterate.