A Technical Task (also called a Tech Spec, Tech Design Doc, or Implementation Brief) is a blueprint for building a feature. It describes exactly how a game system will work in-engine — what’s triggered, when, by what, and with what rules.
It’s the translation layer between game design intent and code reality.
1️⃣ Definition
A technical task is a structured document that defines the behavior, inputs, outputs, dependencies, and edge cases of a feature, system, or mechanic — written by designers for engineers and QA.
📍If the GDD says “Player regenerates stamina”, the tech task answers “At what rate? When? With what modifiers? What happens if stamina is zero during knockback?”
2️⃣ Why Technical Tasks Matter
Purpose | What It Enables | Example |
Design-to-code clarity | Reduces ambiguity and “guesswork” | Sprint regen pauses if stamina < 5 |
Scoping & planning | Engineers and producers can estimate work | MVP: Regen only; Stretch: modifiers by gear weight |
QA testing | Test cases are explicit and reproducible | Regen starts after 1.5s idle — not 1.3s |
Parallel pipelines | Artists, designers, and engineers work with shared expectations | UI hook ready before logic is implemented |
📍Every unclear behavior = wasted dev time. A good tech task prevents assumptions.
3️⃣ Common Sections in a Technical Task
Section | Description |
Feature Name | Clear and scoped title (e.g. “Stamina Regeneration”) |
Purpose / Context | Why this feature exists and how it fits the player fantasy |
Scope & Priority | Is this core, optional, stretch, or nice-to-have? |
Inputs | What triggers the system: player actions, states, other systems |
Expected Behavior | Normal use cases — step-by-step or rule-by-rule |
Edge Cases | What happens when something breaks, is missing, or misused |
UI / UX Notes | Where and how feedback is shown (e.g. bars, glow, warnings) |
Config / Data | Tunable values, tables, ScriptableObjects, configs |
Dependencies | Systems it talks to: stats, animation, save/load, etc. |
Platform / Engine Notes | Any engine-level limits, mobile tweaks, net sync |
Test Cases | What QA should verify, and under what conditions |
📍If it’s not defined, someone will improvise. Usually at the worst time.
4️⃣ Example: Stamina Regen System
Feature: Stamina RegenerationContext: Player stamina is used for combat and traversal. Regen promotes rhythm and build variety.
Inputs:
- Player state (
idle
,walk
,sprint
,attack
)- Current stamina
- Equipment weight
Behavior:
- Regen starts after 1.5s of no stamina use.
- Regen pauses if sprinting or attacking.
- Regen rate =
base_rate * (1 - encumbrance_factor)
Edge Case: If stamina = 0, suppress hit-reaction animation on next impact.
Configurable:
stamina_max
,regen_rate
,regen_delay
,encumbrance_penalty
Dependencies:
- Stat system, animation controller, HUD
Test Case: Player sprints, stops, waits 1.5s → regen begins. Regen pauses again if sprint resumes.
5️⃣ Who Uses Technical Tasks?
Role | Usage |
Game Designers | Define logic, pacing, variables |
Engineers | Turn specs into scripts and systems |
Producers | Use tasks for scoping, dependency planning |
QA | Build precise test plans based on edge cases |
📍Think of a tech task as a contract: “If you build this, the game will behave like that.”
✅ Technical Task Checklist
📍A technical task is not a design brainstorm. It’s execution architecture.
Summary
Term | Technical Task |
What it is | A detailed spec that defines exactly how a game feature should behave in code |
Why it matters | Prevents ambiguity, enables cross-role clarity, accelerates production |
How it’s used | By engineers, QA, and producers to scope, implement, and validate features |
Design goal | Turn creative vision into functional reality |
📍The technical task is where game design becomes engineering.
And without it — you're just hoping someone guesses your intent correctly.