Scope in game design is the total size of the project — all the content, systems, features, and polish you're planning to build. It's not just what you want to make — it’s how much of it, and what it will cost in time and effort.
Scope is the invisible budget of design.
1️⃣ Definition
Scope is the full extent of a game’s planned work: mechanics, content, platforms, tech, story, art, audio, and systems — mapped against the available resources, timeline, and team capacity.
📍Scope is not an idea list. It's what must be built, tested, finished, and supported.
2️⃣ Why Scope Matters
Purpose | What It Enables | Example |
Feasibility | Aligns ambition with budget | Solo dev = no 3D open world with cutscenes |
Risk control | Prevents scope creep and burnout | Clear MVP avoids endless rewrites |
Production clarity | Teams and deadlines get structure | Slices help manage velocity and QA |
Player experience | Fewer features = tighter polish | Celeste over feature soup |
📍Every good game is shaped by what was cut. Scope = design by subtraction.
3️⃣ What Defines Scope
Area | Scope Variable | Example |
Core Systems | Number and depth of mechanics | Combat + inventory + dialogue? |
Content Volume | Levels, enemies, quests, items | 5 biomes vs 30 |
Tech Complexity | Features that require engine depth | Netcode, procedural gen, physics |
Narrative Size | Lines, branches, VO, cutscenes | One ending vs dynamic story tree |
Platform Targets | Certification, optimization | PC vs mobile + console |
Fidelity Goals | Asset quality, FX layers, shaders | Stylized 2D vs high-poly 3D |
📍Scope is how deep and how wide you go — and each dimension multiplies others.
4️⃣ Example: Crafting System Explosion
💥 Sounds simple: “Let’s add crafting.”But it triggers:
- Recipe UI
- Loot table changes
- Crafting stations
- Tutorial rewrite
- Save/load hooks
- QA for 100+ combinations
- Balancing economy
📌 One mechanic → touches every part of the game.
5️⃣ How to Control Scope
Technique | Description |
MVP (Minimum Viable Product) | Build only what’s needed to express the core loop |
Vertical Slice | Build one complete “chunk” with all systems to measure effort |
Feature Tiers | Sort features: Must-Have / Should-Have / Nice-to-Have |
Cuttable Design | Build systems modularly, so they can be trimmed without harm |
Pre-mortems | Ask: “If this fails, what feature likely caused it?” — cut early |
📍A good scope plan makes it easier to say no — before the pain hits.
6️⃣ Scope by Team Size
Team Size | Scope Strategy | Example |
Solo / 1–2 devs | Tight core loop, repeatable content | Vampire Survivors |
Indie (3–15) | System depth over content breadth | Slay the Spire, Into the Breach |
AA–AAA | High interdependence, pipeline scaling | Elden Ring, God of War |
📍Scope isn’t about dreaming smaller — it’s about delivering sharper.
✅ Scope Design Checklist
📍Never scope just for the build. Scope for the finish line — polish, bugs, and all.
Summary
Term | Scope |
What it is | The total amount of content, systems, and polish planned for a game |
Why it matters | Ensures feasibility, focus, and finishability |
How it's managed | Through MVPs, slices, tiers, and modular planning |
Design goal | Deliver a clear, finishable vision — not just a big one |
📍Scope isn’t the enemy of creativity. It’s what lets your creativity actually ship.