The short answer
A good game development brief is one to three pages that tell a studio who you are, what the game is, who it is for, which platforms it runs on, what must be in the first version, roughly how much content it has, your budget range and your deadline. Add two to four reference games and say what you want to take from each. With that, quotes from different studios become comparable.
Brief or game design document
A brief explains what you want and why. A game design document explains how the game works in detail. The brief comes first and is enough to get a quote for a prototype or a small game. For larger games, studios usually write or refine the design document as the first paid step. See how to write a game design document.
What to include
1. About you and the goal
Two or three sentences. Are you a founder, a brand, a publisher or a school? Is the goal revenue, marketing, training or a portfolio piece? A branded campaign game and a commercial free-to-play game with the same mechanic are different projects.
2. Audience and markets
Age range, countries and languages. Children's games bring legal requirements, covered in rules for kids games. Markets affect language, payment methods and device quality.
3. Concept and references
One paragraph describing what the player does. Then two to four existing games, each with a note: the controls of this one, the art style of that one, the progression of a third. References are the fastest way to communicate, as long as you say which part you mean.
4. Platforms
Android, iOS, web, PC, console, VR headset. Name the lowest device you want to support if you know it. Each platform adds work, as explained in cross-platform game development.
5. Features, in two lists
- Must have for the first release.
- Nice to have for later.
This split lets a studio price a first version and an expansion separately. It also shows whether you are describing an MVP or a full game.
6. Content in numbers
How many levels, characters, enemies, vehicles, items, minutes of play. Numbers move a quote more than adjectives do. If you do not know, give a range.
7. Art style
Images work better than words. Attach three or four pictures and say whether you want 2D or 3D, realistic or stylised. Mention any brand guidelines. See game art outsourcing.
8. Monetization
Paid, free with ads, in-app purchases, subscription, or no monetization at all. This determines several systems. See ads vs in-app purchases.
9. Online features
Accounts, cloud saves, leaderboards, multiplayer, chat. Be specific, because online play is the largest cost multiplier. See multiplayer mobile game cost.
10. What you already have
Designs, art, code, a prototype, a brand, a backend. If there is an existing project, say which engine and version.
11. Budget range and deadline
Many clients hide the budget, hoping for a lower price. In practice it produces mismatched proposals: one studio prices a prototype, another a full production. A range such as $10,000 to $20,000 lets studios tell you what is achievable for it. State any fixed date, such as an event or a season.
12. What you want back
Ask every studio for the same things: price by milestone, timeline, team, similar work, assumptions and exclusions. Then you can compare them. Our guide to choosing a studio explains how to judge the answers.
A template you can copy
| Section | Your answer |
|---|---|
| Company and contact | |
| Goal of the game | |
| Audience and countries | |
| Concept in one paragraph | |
| Reference games and what to take from each | |
| Platforms and minimum devices | |
| Must-have features | |
| Nice-to-have features | |
| Content numbers | |
| Art style and references | |
| Monetization | |
| Online features | |
| Existing material | |
| Budget range | |
| Deadline | |
| Response wanted |
Common mistakes
- A game like a famous hit, but better. Hits cost millions and years. Say which part you want.
- No numbers. A few levels and many levels are different budgets.
- Everything is a must-have. Then nothing can be staged.
- Hidden budget. You get proposals you cannot compare.
- No decision-maker named. Projects stall when nobody can approve.
Protecting your idea
Send a short teaser first, sign a non-disclosure agreement, then share the full brief. That is standard practice. See our contract checklist.
What happens after you send it
A good studio replies with questions before a number. Expect a call, a list of assumptions and then a quote split into milestones. If a studio returns a price within minutes and asks nothing, it has not read the brief.
Send us yours
We reply to briefs within 48 hours with a fixed, itemised quote. If you have not written one yet, the cost calculator gives a first estimate, and the form on the offer page asks the key questions for you.
Sources: Wikipedia: Request for proposal ยท Wikipedia: Game design document ยท Wikipedia: Creative brief. Checked November 11, 2026.
Related: Cost calculator ยท Outsource game development ยท Get a quote
Quick answers โ
What is a game development brief?
A short document, usually one to three pages, that tells a studio what game you want, who it is for, the platforms, features, content, budget and deadline so it can quote accurately.
What is the difference between a brief and a game design document?
A brief explains what you want and why. A game design document describes in detail how the game works. The brief comes first.
Should I tell a studio my budget?
Yes, as a range. It lets studios propose what is achievable for that amount and makes proposals comparable.
How long should a game brief be?
One to three pages is enough for a quote. Add reference images and links instead of long descriptions.
How do I protect my game idea when sending a brief?
Share a short teaser first, sign a non-disclosure agreement, then send the full brief.
Related guides
How to write a game design document → How to choose a game development studio →Have a brief ready? ๐
Send it to us and get a fixed, itemised quote within 48 hours.