Design pillars are the north‑star statements that keep every decision aligned with your game’s core promise.
They translate vision into repeatable filters for mechanics, art, UX, narrative, monetization — everything.
1️⃣ What Is a Design Pillar?
A short, actionable phrase that captures an essential quality your game must embody — every moment, every feature.
Pillar Trait | Must Be |
Concrete | Not “fun”, but “precision platforming” |
Distinct | Speaks to your USP, not any game |
Testable | A prototype can prove or break it |
End‑to‑End | Guides code, art, marketing, LiveOps |
📍A good set is 3–5 pillars. Fewer = vague. More = noise.
2️⃣ Why Pillars Matter
Benefit | Impact |
Scope Guard | Kills features that look cool but break focus |
Team Alignment | Everyone speaks one design language |
Faster Iteration | Decisions tested against pillars, not opinions |
Stronger Pitch | Clear story for publishers and players |
📍 If a feature doesn’t serve at least one pillar, it’s scope creep.
3️⃣ 5‑Step Pillar Definition Workflow
Step | Action | Output |
1 - Vision Sprint | Summarize fantasy, audience, blue‑ocean gap | 1‑sentence vision |
2 - Core Experience Map | Chart verbs, loop, emotion arc | 1‑page diagram |
3 - Cluster Themes | Highlight repeating words in vision + map | Keyword groups |
4 - Draft Pillars | Turn each cluster into verb + qualifier | 4–6 raw pillars |
5 - Stress‑Test | Prototype or paper test; cut vague ones | Final 3–5 pillars |
4️⃣ Pillars in the Wild
Game | Pillars (public or inferred) | Manifestation |
Celeste | "Precision Climb", "Gentle Resilience", "Personal Story" | Tight controls, assist mode, narrative beats |
Fortnite | "Instant Spectacle", "Social Chaos", "Infinite Remix" | Snap building, emotes, constant content drops |
Monument Valley | "Peaceful Wonder", "Tactile Illusion", "Artbook World" | Escher puzzles, haptics, minimalist story |
📍Each feature, UI choice, and marketing asset echoes these pillars.
5️⃣ Common Pitfalls & Fixes
Pitfall | Symptom | Fix |
Too Abstract | Team debates meaning of “Immersive” | Add qualifier: “Immersive through environmental audio” |
Too Many | Pillars ignored in meetings | Merge overlaps, kill weak ones |
Contradictory | “Casual Depth” + “Hardcore Loop” | Define target segment and session length |
Static | Pillars from pre‑alpha still guide live game | Reaudit pillars each milestone |
Go deeper with this Celia Wagar’s article
Game Design Pillars: What Are They and How to Practically Apply Them
✅ Pillar Definition Checklist
Summary
Question | Answer |
What are pillars? | Non‑negotiable experience rules |
How many? | Three to five |
Who uses them? | Everyone: design, art, code, marketing |
When revise? | After vertical slice or major pivot |
Design pillars turn vision into align‑or‑cut criteria. They save time, protect fantasy, and make sure the game that ships is the game you pitched.
Mini-Challenge
Invent a mechanic for a game where the main character is a leaf — or a japan teapot.
- Pick a favorite game. Describe it in three pillars.
- Now replace one pillar with its opposite (e.g., “Fast Chaos” → “Slow Deliberation”).
- List three systems that would have to change.
💡Bonus constraint: Could that become a new blue‑ocean concept?