Contents
Engine-independent guidance
Define pillars — a few explicit principles every decision is checked against
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The principle
Distill the vision into a few explicit design pillars — the fundamental goals of the intended experience — and use them as a filter for every idea and decision. Pillars turn a vague vision into a practical test: does this serve the pillars?
Applies when
Whenever you need to make the vision operational — evaluating features, resolving design debates, prioritizing, and cutting. Valuable from pre-production through ship.
Does not apply / Exceptions
Pillars can be over-formalized — a wall of vague, feel-good pillars that don't actually decide anything is worse than none. They must be specific enough to reject things. Very small or experimental projects may carry pillars informally.
Rationale
A vision (VISION-0001) is only usable if it can be applied to concrete decisions, and pillars are how you make it applicable: a small set of guiding principles that every proposed mechanic, feature, art choice, or cut can be checked against [S-design-pillars]. Pillars do two jobs. They align — everyone measures against the same few goals, so decisions cohere. And they filter — an idea that doesn't serve a pillar doesn't belong, which is how you resist feature creep (PROD-0002) without relitigating the vision every time. Crucially, pillars reframe rejection: they don't say an idea is bad, only that it doesn't fit this game — which makes saying no (VISION-0003) defensible and impersonal. Few and sharp beats many and vague; three strong pillars steer better than ten mushy ones.
Implementation
Write a few (roughly 3–5) concrete, specific pillars that capture what the experience is for. Make them sharp enough to reject real ideas. Run features and cuts through them (VISION-0003, PROD-0002). Keep them visible to the whole team. Grow them when a decision can't be derived from them.
Disagreement
Explicit pillars (shared filter, defensible nos) vs. holistic/tacit vision (some directors carry coherence without formalizing it, and worry pillars ossify or oversimplify). Most teams benefit from explicit pillars precisely because the vision must be shared across many people; solo auteurs can carry it tacitly.
Notes
The operational form of the vision (VISION-0001), the engine of principled nos (VISION-0003) and anti-creep (PROD-0002). Confidence 4.
Connected principles
Source trail
Evidence strength describes support for this guidance, not a probability that it is right for your situation.
Max Pears. “Design Pillars — The Core of Your Game.” Game Developer, October 12, 2017.
Source notes →Citation and record details
GDC-L1-VISION-0002 · contextual guidance · canonical
Recorded verification date: 2026-07-14. This is not a claim of an engine test.