Planning-guide collection

Game planning guides

Focused planning guidance connected to the Game product model.

Every entry has a complete planning baseline. Deeper researched records can enrich individual pages without duplicating their shell, route, or shared components.

Planning question to product decision map A planning question moves through a focused guide and finishes with a scoped product model. 1 · START Planning question 2 · 20 PUBLISHED PATHS Focused guide 3 · OUTCOME Scoped product model Planning question to product decision map A planning question moves through a focused guide and finishes with a scoped product model. 1 · START Planning question 2 · 20 PUBLISHED PATHS Focused guide 3 · OUTCOME Scoped product model
One useful guide should reduce a product-model decision, not multiply pages around the same phrase.

Available planning briefs

Use the guide that answers your current decision

GAME-001 · Catalog planning brief

Casual Game MVP: Core Loop, Sessions, and Progression

Plan short repeatable sessions, onboarding, difficulty, rewards, persistence, content volume, monetization, analytics, and what must be proven before expanding.

Primary product guide: Game · Reviewed 17 August 2026

GAME-002 · Catalog planning brief

Puzzle Game: Mechanics, Difficulty, Content, and Hint Systems

Scope a puzzle-centered product around rules, levels, learning curve, failure, hints, progression, saves, content authoring, accessibility, and replay.

Primary product guide: Game · Reviewed 17 August 2026

GAME-003 · Catalog planning brief

Narrative and Exploration Game

Plan branching or linear objectives, world structure, discovery, dialogue or story state, saves, pacing, progression, accessibility, and content production boundaries.

Primary product guide: Game · Reviewed 17 August 2026

GAME-004 · Catalog planning brief

Building and Crafting Game

Scope gathering, recipes, construction, inventory, progression, world persistence, objectives, collaboration, economy, balancing, and the minimum content set that proves the loop.

Primary product guide: Game · Reviewed 17 August 2026

GAME-005 · Catalog planning brief

Sandbox Game: Open Goals and Emergent Play

Plan systems that support player-defined goals, experimentation, world state, creation, progression, discovery, moderation where social, saves, and ongoing content.

Primary product guide: Game · Reviewed 17 August 2026

GAME-006 · Catalog planning brief

Competitive Multiplayer Game

Cover matchmaking, ranking, parties, session state, reconnection, communication, cheating, reporting, moderation, balancing, seasons, and live operations.

Primary product guide: Game · Reviewed 17 August 2026

GAME-007 · Catalog planning brief

Cooperative Multiplayer Game

Scope teams, invitations, lobbies, roles, shared objectives, difficulty, progress ownership, communication, reconnect, rewards, griefing controls, and session completion.

Primary product guide: Game · Reviewed 17 August 2026

GAME-008 · Catalog planning brief

Asynchronous Multiplayer Game

Plan turns, challenges, invitations, deadlines, notifications, state conflict, fairness, matchmaking, progression, results, rematches, and abuse controls.

Primary product guide: Game · Reviewed 17 August 2026

GAME-009 · Catalog planning brief

Educational Game

Connect a compelling play loop to learning goals, feedback, difficulty, progress, teacher or parent views, assessment evidence, content authoring, and accessibility.

Primary product guide: Game · Reviewed 17 August 2026

GAME-010 · Catalog planning brief

Training and Simulation Game

Scope scenario-based practice, roles, branching decisions, feedback, scoring, replay, facilitator controls, learning evidence, content versions, and debriefing.

Primary product guide: Game · Reviewed 17 August 2026

GAME-011 · Catalog planning brief

Social Game: Play, Friends, Groups, and Return Habits

Plan lightweight games whose value depends on invitations, friends, shared activity, challenges, gifting, groups, messaging, moderation, and social retention.

Primary product guide: Game · Reviewed 17 August 2026

GAME-012 · Catalog planning brief

Browser Game: Guest Play, Accounts, and Persistence

Cover fast web entry, input, performance, responsive behavior, guest and account play, saves, social invitations, monetization, compatibility, and content delivery.

Primary product guide: Game · Reviewed 17 August 2026

GAME-013 · Catalog planning brief

Mobile Game: Sessions, Notifications, and Store Delivery

Plan touch interaction, device constraints, offline boundaries, accounts, saves, notifications, purchases or ads, releases, analytics, support, and cross-device decisions.

Primary product guide: Game · Reviewed 17 August 2026

GAME-014 · Catalog planning brief

Live-Service Game: Seasons, Events, Economy, and Operations

Define update cadence, seasons, events, progression, entitlements, economy, segmentation, player communication, moderation, analytics, rollback, support, and operator tools.

Primary product guide: Game · Reviewed 17 August 2026

GAME-015 · Catalog planning brief

Persistent-World Game

Scope long-lived world state, player identity, progression, economy, groups, concurrency, downtime, recovery, moderation, live changes, and community operations.

Primary product guide: Game · Reviewed 17 August 2026

GAME-016 · Catalog planning brief

Party and Local-Multiplayer Game

Plan shared sessions, joining, controllers or devices, rounds, teams, scoring, accessibility, spectators, rematches, saved profiles, and optional online extension.

Primary product guide: Game · Reviewed 17 August 2026

GAME-017 · Catalog planning brief

Family and Children's Game

Scope age-appropriate onboarding, readable interaction, parental controls, privacy, purchases, safety, difficulty, accessibility, progress, and content review without making medical or educational claims.

Primary product guide: Game · Reviewed 17 August 2026

GAME-018 · Catalog planning brief

Idle and Incremental Game

Plan resource generation, active and passive loops, progression, resets, rewards, economy balancing, offline gains, notifications, monetization, and long-term pacing.

Primary product guide: Game · Reviewed 17 August 2026

GAME-019 · Catalog planning brief

Strategy and Management Game

Cover planning units, resources, decisions, objectives, progression, difficulty, saves, scenarios, tutorials, AI opponents or simulations, and content scope.

Primary product guide: Game · Reviewed 17 August 2026

GAME-020 · Catalog planning brief

Digital Card or Board Game

Scope rules, turns, decks or pieces, matchmaking, timers, reconnect, ranking, collections, progression, fairness, social play, moderation, and live balancing.

Primary product guide: Game · Reviewed 17 August 2026