Director's Cut

Document Architecture — the C4 Map

Living WBS All steps C4 · The map itself Updated 2026-11-11

This page is the map of every document a game built from this template produces, and where each one sits in the C4 model. The plan (146 tasks) says what gets made; this map says where the written result lives, so every creative asset — art, design, story, mechanics, code — slots into one consistent software architecture instead of a pile of files.

The C4 model, as used here

The GDD follows Tim Cain’s order

Setting (L1) → Story (L1) → Systems (L2/L3). The GDD compiles the three; every mechanic in it is headed by its goals and names the Setting/Story element it serves. A mechanic that serves neither is cut or justified.

Every document, by C4 position

DocumentC4 levelProduced by
Project BriefL1 System ContextStep 5
PitchL1 System ContextSteps 12-13
SettingL1 System ContextStep 19
StoryL1 System ContextStep 19
Game Design DocumentL2 ContainersStep 21
Art BibleL2 ContainersSteps 20, 27
Audio BibleL2 ContainersStep 32
Narrative & Quest PlanL3 ComponentsStep 29
World & Level PlanL3 ComponentsStep 30
Systems & BalancingL3 ComponentsStep 31
QA StrategyCross-cuttingStep 34
Risk Register & Cut ListCross-cuttingStep 22
Decision & Change LogCross-cuttingSteps 5-7
Provenance & AI-Use LogCross-cuttingSteps 6-7, 66, 145
Marketing & Launch PlanL1 System ContextStep 107
Press KitL1 System ContextStep 112
Store PageL1 System ContextSteps 108-110
Support FAQ & Known IssuesSupplementary - OperationsStep 115
Launch ChecklistSupplementary - DeploymentSteps 117-125
Postmortem & ArchiveCross-cuttingStep 128
Technical Design DocumentL1-L4 (holds the diagrams)Step 24
Quality Bars & BudgetsL2 ContainersSteps 8, 25
UX, Accessibility & Localization PlanL3 ComponentsSteps 33, 85, 87
Asset Specs & CatalogL3 ComponentsSteps 28, 65
Production PlanCross-cuttingStep 26
Vertical Slice DefinitionCross-cuttingStep 46
Production WorkflowCross-cuttingStep 6
Jam Rules & ConstraintsCross-cuttingStep 129

Where a new asset slots in

You are makingDirection (L2)Spec (L3)Record
Art assetArt BibleAsset Specs (its family)Provenance Log
Sound/musicAudio BibleTechnical Design (audio component)Provenance Log
MechanicGDD goals blockSystemsDecision Log if goals change
Quest/sceneStoryNarrative & Quest Plan—
LevelGDD/StoryWorld & Level Plan—
Code featureTechnical Design (component)Technical Design (code)repo
UI screenArt Bible (UI direction)UX Plan inventory—

Rules for reading, writing and editing inside this structure are in the repo’s AGENTS.md (“Documents and the C4 model”).