# Game Brief Template

A flexible starting structure for the game brief. Adapt aggressively to the game, the purpose, and the genre. Drop sections that do not earn their place, add sections the game needs, reorder freely. The brief serves the game's story, not the template's shape. The completed brief is the foundational input for the Game Design Document (GDD).

## Default Structure

```markdown
# Game Brief: {Game Name}

## Executive Summary

[2-3 paragraph narrative: what this game is, the experience it delivers, why it matters, why now. Compelling enough to stand alone — if someone reads only this section, they should understand the vision and the core fantasy.]

## Vision

[The core concept in one clear sentence, the elevator pitch, and the aspirational vision statement. What is the core fantasy the game fulfills? What feeling do players walk away with? Focus on experience and emotion, not mechanics.]

## Target Players & Market

[Primary audience — specific, never "everyone": who they are, age and experience level, play-session expectations, what they need, why they will care. Secondary audience if relevant. Market context: the opportunity, the genre landscape, why now.]

## Core Fundamentals

[Genre. The core gameplay loop — what players actually do, moment to moment. 2-4 specific gameplay pillars (each one a load-bearing design commitment, not a platitude). Primary mechanics. Player-experience goals that connect those mechanics to the emotions in the Vision.]

## References & Differentiation

[Comparable / inspiration titles, named — for each, what you are taking and what you are deliberately NOT taking. Competitive analysis: direct and indirect competitors. Key differentiators: genuine and specific, not "just better". Be honest — if the edge is execution or feel, say so; do not fabricate technical moats.]

## Scope & MVP

[Target platforms (prioritized): PC / console / handheld / mobile / web / VR. Timeline, budget, team size and skills, technical constraints. The MVP: truly minimal, defined so it validates the core gameplay hypothesis. Keep this tight — a boundary document, not a feature list. Scope must match team capability.]

## Content & Direction

[World and setting. Narrative approach (matched to the game type). Content breadth — rough order of magnitude for levels, assets, playtime, and replayability. Art direction (2D vs. 3D, visual style with references) and audio direction (mood, music, sound), realistic for the team and budget.]

## Risks & Open Questions

[Key risks honestly identified — design, technical, market. Mitigation or prototype plans for the riskiest mechanics. Assumptions to validate. Open questions the GDD work will need to resolve.]
```
