We write technical specifications for game projects of any complexity—from hyper-casual to MMO. Our experience: over 10 years in gamedev, more than 70 successful projects, certified Unity and Unreal specialists.
A project without a TZ is a project where, three months in, you discover the client meant "multiplayer" as "two players on the same screen," while the team built full online matchmaking. Or artists designed UI for 1920×1080, but the game must run on 720×1280 devices. A technical specification is not a formality—it's a synchronization tool that cuts rework budget by up to 40%. Average rework savings are 35% of the project budget. Projects with a TZ ship 40% faster than those without.
A game TZ is fundamentally different from a corporate website TZ. It must describe not only functionality but also technical characteristics that directly impact cost and timeline: target platforms, performance requirements, network architecture, content support. Our clients get a document that developers can start implementing immediately—no clarifications or back-and-forth.
Why a TZ Is Critical for Game Projects
A TZ answers three questions: what to build, how it works technically, and how to verify correctness. A good document reduces the number of revisions during development by half compared to a verbal brief.
Platforms and Performance Requirements. Not just "Android and iOS," but minimal and target devices. Minimal Android: Snapdragon 660, 3 GB RAM, Android 8.0. Target FPS: 60 on target devices, 30 on minimal. This influences Render Pipeline choice, LOD policy, and draw call budgets.
Game Systems with Behavioral Specifications. Not "inventory system," but "inventory supports up to 200 slots, items with attributes (type, rarity, stackable up to 99), drag-and-drop between slots, filter by type, sort by 3 parameters." The more concrete the description, the more accurate the effort estimate.
Network Architecture (if multiplayer). Client-server or P2P. Authoritative server or client-side prediction with reconciliation. Maximum concurrent players per session. Latency requirements (100 ms? 50 ms?). These decisions shape the architecture for years.
Content Model. How is new content added: via editor, CMS, or DLC? Mod support? This determines whether you need Addressables with remote content, localizable assets, or config data format.
What's Included
- Concept analysis (GDD, verbal description, references)
- Technical document (15–60 pages)
- Review with the development team and client
- Final version with signed acceptance criteria
- Implementation consulting—questions answered within 30 days
| Task Scope | Estimated Duration |
|---|---|
| TZ for hyper-casual / prototype (1–3 systems) | 3–5 days |
| TZ for mid-core game (5–10 systems) | 1–2 weeks |
| TZ for complex project (MMO, open world, 15+ systems) | 3–5 weeks |
| Revision of existing TZ + technical risk audit | 3–7 days |
Comparison: Project With and Without TZ
| Parameter | Without TZ | With TZ |
|---|---|---|
| Time spent on clarifications | 30–40% of total time | 5–10% |
| Number of revisions | 50+ | 10–15 |
| Budget estimate accuracy | ±50% | ±10% |
How We Translate a GDD into Technical Requirements
Most clients come with a Game Design Document (GDD)—a description of gameplay, mechanics, and story. But a GDD is not a TZ. It doesn't clarify: which engine to use, which Render Pipeline, how save/load works, whether analytics is needed, or how monetization works technically (IAP, ads, server-side validation).
We take the GDD or verbal description and translate it into technical requirements. For each game system, we define: stack (libraries, SDKs), dependencies, edge cases, acceptance criteria. Example: achievement system—50 achievements, progress locally + sync with server, support Game Center and Google Play Games. Technical requirement: AchievementManager with offline queue, deduplication by playerId + achievementId, max sync time 5 seconds. With this spec, the developer understands the task without additional questions.
Example Detailed System Specification
Inventory system:
- Maximum 200 slots
- Item types: consumable, equipment, quest
- Attributes: weight, price, icon, description
- Actions: pick up, drop, use, equip/unequip
- Sorting: by name, weight, type
- Persistence: JSON in local storage + cloud sync
Common Gaps We Close
- Missing performance requirements. We specify target FPS, draw call budgets, asset policies.
- Undefined network architecture. We fix protocol, server authority, player count.
- Content model omissions. We define the delivery pipeline: Addressables, remote config, localization.
According to industry research, a detailed TZ reduces development time by 30–50% by minimizing rework. Order a TZ—you'll get a document that pays for itself in the first development phase.
How to Order a TZ
If you need a TZ for your game project, contact us—we'll assess your project within 2 hours. We'll provide a sample document structure and timeline. Get a consultation—write to us, let's discuss the details.





