We create technical specifications for game projects of any complexity — from hyper-casual to MMO. Our experience is over 10 years in game development, more than 70 successful projects, certified Unity and Unreal specialists.
A project without a technical specification is a project where, after three months, it turns out that the client meant “multiplayer” as “two people can play on one screen,” while the team built full network matchmaking.
Or the artists designed the UI for a 1920×1080 resolution, while the game had to run on devices with 720×1280. A technical specification is not a formality but a tool for aligning expectations that reduces the rework budget by up to 40%.
Average savings on rework amount to 35% of the project budget. Projects with a technical specification are delivered 40% faster than without one.
At the same time, a technical specification for a game is fundamentally different from a technical specification for a corporate website.
Here you need to describe not only functionality but also technical characteristics that directly affect cost and timelines: target platforms, performance requirements, network architecture, content support.
Our clients receive a document that a developer can immediately start implementing from — without clarifications or back-and-forth.
Why is a technical specification critical for a game project?
A technical specification answers three questions: what we are making, how it works technically, and how we will verify correctness. A good document halves the number of revisions during development compared to a verbal briefing.
Platforms and performance requirements. Not just “Android and iOS,” but minimum and target devices. Minimum Android: Snapdragon 660, 3 GB RAM, Android 8.0. Target fps: 60 on target devices, 30 on minimum devices. This affects the choice of Render Pipeline, LOD policy, and Draw Calls limits.
Game systems with behavioral specifications.
Not “inventory system,” but “the inventory supports up to 200 slots, items with attributes (type, rarity, stackability up to 99), Drag&Drop between slots, filtering by type, sorting by 3 parameters.” The more specific the description, the more accurate the effort estimate.
Network architecture (if multiplayer). Client-server or P2P. Authoritative server or client-side prediction with reconciliation. Maximum number of simultaneous players in a session. Latency requirements (100 ms? 50 ms?). These are decisions that shape the architecture for years to come.
Content model. How new content is added: via editor, CMS, or DLC. Support for modifications? This determines whether you need an Addressables system with remote content, localizable assets, and a configuration data format.
What is included in the work?
- Concept analysis (GDD, verbal description, references)
- Drafting the technical document (15–60 pages)
- Review with the development team and the client
- Final version with signed acceptance criteria
- Implementation consultations — answers to questions within 30 days
| Scope of the task | Approximate timelines |
|---|---|
| Technical specification for a hyper-casual / prototype (1–3 systems) | 3–5 days |
| Technical specification for a midcore game (5–10 systems) | 1–2 weeks |
| Technical specification for a complex project (MMO, open world, 15+ systems) | 3–5 weeks |
| Revision of an existing technical specification + technical risk audit | 3–7 days |
Comparison: project with and without a technical specification
| Parameter | Without a technical specification | With a technical specification |
|---|---|---|
| Time for clarifications | 30-40% of total time | 5-10% |
| Number of revisions | 50+ | 10-15 |
| Budget estimate | ±50% margin of error | ±10% margin of error |
How do we translate a GDD into technical requirements?
Most clients come with a Game Design Document (GDD) — a description of gameplay, mechanics, and plot. But a GDD is not a technical specification.
It does not make clear: which engine to use, which Render Pipeline, how save/load is structured, whether analytics are needed, how monetization works at the technical level (IAP, ads, server-side validation).
We take a GDD or a verbal description and translate it into technical requirements. For each game system, we define: stack (libraries, SDKs), dependencies, edge cases, acceptance criteria.
Example: achievement system — 50 achievements, progress locally + synchronization with the server, support for Game Center and Google Play Games.
Technical requirement: AchievementManager with an offline queue, deduplication by playerId + achievementId, maximum synchronization time — 5 seconds. With this spec, the developer understands the task without additional questions.
Example of a detailed system specification
Inventory system:
- Maximum 200 slots
- Item types: consumable, equipment, quest
- Attributes: weight, price, icon, description
- Actions: pick up, drop, use, equip/unequip
- Sorting: by name, weight, type
- Saving: JSON in local storage + cloud synchronization
What typical gaps do we close?
- Lack of performance requirements. We specify target fps, draw call budget, asset policy.
- Undefined network architecture. We lock down the protocol, server authority, number of players.
- Gaps in the content model. We define the delivery pipeline: Addressables, remote config, localization.
According to industry research, a detailed technical specification reduces development time by 30–50% by decreasing rework. Order a technical specification — and you will receive a document that pays for itself already at the first stage of development.
How to order the drafting of a technical specification?
If you need a technical specification for a game project — contact us, we will evaluate your project within 2 hours. We will provide an example document structure and turnkey timelines. Get a consultation — write to us, we will discuss the details.





