📋 One Page Game Concept: An 11-Section Template for Pitching Game Ideas

Quick Summary

A One Page Game Concept (OPGC) is a condensed version of a GDD that presents the complete vision for a game on a single page. It is an essential tool for pitching to investors, convincing publishers, or aligning an internal team at the very start of a project. According to Anton Slashcev’s framework, an OPGC consists of 11 sections: from an Overview to a Roadmap with specific timelines. [S1]

One Page Game Concept template with 11 industry-standard sections Illustration: The 11-section OPGC template by Anton Slashcev — from Overview to Roadmap with fill-in-the-blank fields.


What Is an OPGC and When to Use It?

An OPGC does not replace a GDD — it precedes it. Use an OPGC when: [S1]

  • Internal pitching: You need team alignment before investing in a full GDD.
  • Investor/publisher pitching: They need to understand the game in 2 minutes, not 2 hours.
  • Prototype stage: When many variables are still undefined.

Section 1 — Overview

The core descriptive sentence about the game:

[Game Title] is a [Genre/Subgenre] set in [Setting] that lets [Target Audience] live the fantasy of [Core Fantasy]. Think [Game X] meets [Game Y] with a twist of [Key Feature]. [S1]


Section 2 — Audience & Platforms

  • Audience: Who, age, segments, regions.
  • Platforms: iOS / Android / PC / Console.
  • Session length & controls: X-Y min, [touch / controller / mouse].
  • Accessibility/Age rating: Special notes.

Section 3 — USP — Why Us, Why Now

Three factors that justify why this game should exist: [S1]

  • Signature mechanic or loop — a unique, ownable mechanic.
  • Genre mash-up or constraint — a genre combination that creates a fresh perspective.
  • Production edge — advantage in tech / art pipeline / AI tools.

Section 4 — Core Gameplay

Precisely describe what players do: [S1]

  • Players [Core Action 1] and [Core Action 2] to achieve [Main Goal].
  • Loop: Verb → Verb → Reward/State.
  • Camera/feel: Top-down / side-scroller / 3D; fast or slow pace.
  • Win/fail conditions: Specific win and lose conditions.

Section 5 — Progression

Three tiers of progression that retain players across different timescales: [S1]

TierExamples
Short-termFTUE, early goals, first upgrades
Mid-termSkill trees, gear, biomes, MMR
Long-termCollections, mastery, meta goals
Growth typePower (vertical) vs. Options (horizontal)
GatingChapters, keys, requirements

Section 6 — Meta

Elements that retain players beyond the Core Gameplay loop: [S1]

  • Systems: Collection / Crafting / Base / Customization.
  • Social: Guilds / Co-op / Trade / Light PvP.
  • Routines: Dailies / Weeklies / Challenges.
  • Return hooks: Streaks / Timers / Limited offers.
  • Narrative: Worldbuilding, questlines, character arcs, delivery/cadence.

Section 7 — LiveOps

Post-launch operational strategy: [S1]

  • Cadence: Weekly events, seasons X weeks.
  • Event types: Progression / Economy / Competitive / Vanity.
  • Content pipeline: Tools, authoring time, CMS, remote config.
  • KPIs to move: D1/D7, CCU, ARPDAU.

See also: Live Operations.


Section 8 — Monetization

Revenue model and execution strategy: [S1]

  • Model: F2P / Premium / Hybrid / Subscription.
  • IAPs: Cosmetics, bundles, boosters, gacha + pity rules.
  • Ads: Rewarded focus, interstitial policy, frequency caps.
  • Economy: Sources/sinks X/Y, price bands B, fairness rules.

See also: IAP, IAA, Gacha, Game Monetization Models.


Section 9 — References & Competitors

  • Inspiration: Title 1 — why, Title 2 — why.
  • Competitors: Game A, Game B.
  • Our delta: Mechanic / pace / audience / monetization.
  • Benchmarks: Target D1/D7, ARPDAU/LTV range.

Section 10 — Technical

Technology stack and technical risks: [S1]

  • Engine/stack: Unity / Unreal + backend / services.
  • Net model: Offline / async / realtime; regions.
  • Tooling: Level builder, economy editor, AB testing.
  • Risks/compliance: Performance / UA / regulatory / art costs.

Section 11 — Roadmap (Plain-English Timing)

Development milestones with clear, specific timelines: [S1]

PhaseTimelineGoal
PrototypeWeeks 0–XProve core feel/KPI; rough art OK
Vertical SliceWeeks X–Y30–60 min content, FTUE ready
Soft LaunchMonth ZHit retention/monetization gates
Global LaunchTarget dateTeam size, Budget $

See Also


References

  • [S1] Anton Slashcev, “One Page Game Concept” — Executive Producer Template (2024)