Communication is the most important skill of a game designer. They need to be able to inspire buy in on ideas and clearly communicate features to team members.
Here are some tools and resources to help you communicate your vision.
Create a google slides deck to present an idea. The strongest lead with visuals and communicate the why, without going into detail. It’s all about the emotions! Creative/design directors will a pitch treatment to onboard the team to the project, get buy in from stakeholders and keep everyone aligned.
Every game should have strong design pillars. These are the foundation of your game and should never change. Write them at the top of design wiki’s, keep repeating them in meetings, use them as a benchmark in feedback sessions.
For example, these were the design pillars for the Twitch integrated game Jitter.
🏃🏿♀️ Frantic collaboration Viewers feel a sense of urgency to join the game in order to contribute towards a common goal.
😮 Surprise the streamer An individual has the chance to turn the tables and stand out in chaotic and surprising ways.
📈 Easy access The game can be understood at a glance. Joining and playing is easy and meets the viewer where they are at.
💞 Parasocial Viewers feel like they have a chance to deepen their relationship with the streamer in a positive, inclusive environment.
Create a mood or inspiration board to communicate the visual style and emotional tone of the project. Miro is an excellent tool for this. In some studios, a creative director might go one step further and turn mood boards into the beginning of an art bible, though that job is more often the remit of the art director.
For example, this is a snippet of a mood board for a project that had eco-optimism as its main theme.

A vision canvas is often the same content found in a pitch treatment but displayed in a handy board. Fill out each box in the vision canvas template and share it with the team. If in an office, put copies of it on every wall so everyone remembers.
Find out more about the vision canvas in this GDC talk.
