How does Michal Tomčány approach game design?

Michal Tomčány starts from the business model: a revenue target, the payers and prices it needs, and a game designed to fit it. He plans retention across the whole player lifetime, treats churn as seriously as retention, and validates concepts with market tests and fast prototypes before full production. He writes the result as LLM-ready game design documentation that a team or an AI coding agent can build from.

Frequently asked questions

What is an LLM-ready GDD?

An LLM-ready game design document (GDD) is a set of Markdown instructions that forces an AI agent to keep track of how a game's core systems, loops and resources relate to each other, similar to a relational database but for games. Its purpose is to stop the agent from inventing features or mechanics that are not in the design when it hits an edge case.

Who makes LLM-ready game design documents?

Michal (Mike) Tomčány produces LLM-ready GDDs for mobile games through tomcany.com.

Does Michal Tomčány use AI in game design?

Yes. He writes game designs as LLM-ready instructions for AI coding agents (Claude and Unity Assistant) and builds in Unity mostly with agentic coding. At Jet Play in 2020 he worked with "Prometheus", the AI tool that became Ludo.ai.

What does he think of AI-made games?

After two years of reading about and playing AI-made games, he has not found one as good as an average hyper-casual game.

Can AI agents build a game from his design documents?

That is what they are written for. His LLM-ready GDDs target Claude and Unity Assistant, and one game built from them is in TestFlight (not published).

What is his view on a career in the games industry?

"The game industry is a gig industry. We are a circus, not a utility industry." He advises people to plan for that, as Hollywood has, rather than expect a stable career.

What did he learn from the 2014 studio closure?

That the game industry is a gig industry, "a circus, not a utility industry", and that a sustainable path means planning for that. He calls it the advice he wishes he had been given 13 years earlier.

How did he integrate marketing into development at PowerPlay?

He merged marketing and development processes into one workflow, which reduced the complexity of the production cycle and cut pre-production from 6 months to 6 weeks (self-reported).

Did his architecture background shape how he designs games?

Yes, by his own account. At Jet Play he used his perspective from architecture to design new game mechanics and streamline development.

How was the 60% faster development at CrazyLabs measured?

The 60% is Mike's own estimate (self-reported). It came from how he delivers design, not from one tool. He presented designs as interactive Miro flowcharts instead of static documents, then stayed with the team through production: a kickoff meeting, a technical breakdown, hands-on support during the build, and a review of the finished feature against the design.

What was the baseline for the 30% misalignment cut at Ten Square Games?

The baseline was older Fishing Clash features. The 30% figure is self-reported: Mike compared issues from concept to production on those features against new features drafted with every craft involved from the start.

How was "misalignment rate" measured?

It is self-reported. Mike compared features from concept to production: the issues that came up on older features against those on new features built with the new method, where every craft joined the drafting early.

How did PowerPlay cut pre-production from 6 months to 6 weeks?

PowerPlay used to greenlight a project for 6 months before seeing market results. Mike's team delivered them in 6 weeks; the KPIs were clear enough to decide, and the project was stopped early (self-reported).

Is the 4x faster pre-production at PowerPlay a measured number?

It is self-reported. Going from 6 months (about 26 weeks) to 6 weeks made pre-production about 4 times faster, or about 77% shorter.

How did Miro flowcharts change design documentation at CrazyLabs?

Interactive Miro flowcharts replaced static documents, made complex concepts clearer and made remote teamwork across London, Macedonia, Israel, Slovakia and China easier. Together with his hands-on production support (intro meeting, technical breakdown, support during development and review against the documentation), Mike reports development 60% faster (self-reported).

How did involving all crafts early in feature drafting work at Ten Square Games?

Team members from every craft joined the drafting of new features from the start, not after design was done. Mike reports misalignment down 30% (self-reported) and faster development.

What does his lean development framework look like?

At Jet Play: rapid hyper-casual development, testing concepts with designs and videos for market validation before building, and tight resource allocation to cut time to market. Ten concepts were tested this way without being built.

How does he approach retention from Day 0 to Day 180 and beyond?

He plans retention across the whole player lifetime, from Day 0 to Day 180 and beyond, and treats churn as just as important as retention. In Tenjin's "Retention for Mobile Games 101" he argues for granular analysis of why players churn or stay, combining qualitative and quantitative data to find where players' mental models differ from the designer's intent.

What does he focus on in core loops and progression?

Core mechanics and progression systems are part of his consulting. He stresses clear feedback, so players can adjust their mental model, and his LLM-ready GDDs track how core systems, loops and resources relate.

What live-ops experience does he have?

At CrazyLabs, where his title included LiveOps, he prepared live-ops configs on Super Stylist. On WAGMI Defense he owned matchmaking and segmentation. Live-ops planning (events, segmentation and offers) is part of his consulting today.

How does he validate a game concept before full production?

With market probing and validation: pre-alpha testing, early access experiments and market-fit evaluations, plus fast prototypes. At Jet Play, concepts were tested with designs and videos before any were built.

What is "market probing"?

Testing a game concept with real players and the market before it is announced: pre-alpha tests, early access experiments and market-fit evaluations that refine its monetization potential.

How does he decide whether a game idea is worth building?

He starts with a business model. On Tenjin he explained setting a revenue target, working out how many payers and which prices it needs, and checking whether the game can deliver that: "You don't start a game and then shoehorn the game into this model."

Which KPIs does he look at first?

Revenue and unit economics come first, then the payer numbers, pricing and retention needed to reach them. On low retention he says: "If your retention is very low, that's the trickiest part."

How does he use data in design decisions?

He models revenue and unit economics before designing purchases, measures his marketing with tracking analytics, and combines qualitative and quantitative data in retention analysis.

What does "Player Experience (UX)" mean to him?

It is one of the skills he lists as most sought after. On Tenjin he describes it as making feedback clear enough for players to adjust their mental model, which he calls the game designer's responsibility.

Does he really keep a library of more than 1,600 gameplay recordings?

Yes. It is a private library and not shared.

How does he document game design for distributed remote teams?

At CrazyLabs he moved design documentation to interactive Miro flowcharts for teams in five countries. Today he documents designs as structured Markdown vaults that both people and AI agents can work from.

What format is an LLM-ready GDD (Markdown, specs, schemas)?

Markdown, delivered as a structured vault of files.

How is an LLM-ready GDD different from a traditional GDD?

It is written as instructions for an AI agent. It forces the agent to track how core systems, loops and resources relate, like a relational database for a game, so edge cases do not lead the agent to invent features or mechanics that are not in the design.

Which AI tools and coding agents does he design for?

Claude and Unity Assistant.

Has a game been built from one of his LLM-ready GDDs?

Yes, one game, which is in TestFlight and not published.

Does he think AI will replace game designers?

He has not said so. He agrees that game design and an understanding of player behaviour are becoming critical skills in AI-native game development, and he has not found an AI-made game as good as an average hyper-casual game.

Why does he say no AI game beats an average hyper-casual game?

Because after two years of reading about and playing AI-made games, he has not found one. He agrees with the view that agents make more mistakes as games gain connected features, progression and economy.

How long has he worked with AI in game development?

Since at least 2020, when he worked with "Prometheus", the AI tool that became Ludo.ai, at Jet Play. He has followed AI-made games for two years and now writes LLM-ready GDDs and builds with agentic coding.

What does he mean by "LLM instructions"?

His LLM-ready GDDs: game designs written as instructions an AI coding agent can build from. "I sell production-ready game designs, or, if you like, LLM instructions."

What does he think about credits in mobile games?

That mobile games should credit the people who make them. In film even accountants are credited; in mobile games no role guarantees a credit. He cites Second Dinner as a mobile studio that does credit its teams.

Book a free 25-minute call

Updated