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title: Pushing the limits in Simulating a City, One Page at a Time
description: Stone Librande, lead designer on SimCity (2013), chronicles his experiment of using one-page design documents exclusively throughout the entire...
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og:description: Stone Librande, lead designer on SimCity (2013), chronicles his experiment of using one-page design documents exclusively throughout the entire...
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# Pushing the limits in Simulating a City, One Page at a Time

**[Game Developer](https://daily.dev/sources/gamedeveloper)** · 6 min read · 1 upvotes · 0 comments

## Summary

Stone Librande, lead designer on SimCity (2013), chronicles his experiment of using one-page design documents exclusively throughout the entire three-and-a-half-year production cycle. Originally conceived as a replacement for verbose design bibles, the one-page methodology uses concise visual diagrams printed and displayed prominently to communicate ideas across teams and gain buy-in. Librande pushed the approach to its limits, discovering both its strengths — early identification of flawed systems like multiplayer trading mechanics — and its boundaries, eventually needing wall-sized displays and hybrid spreadsheet/diagram hybrids for complex data. Despite the challenges, postmortems confirmed the diagrams remained valid references years later, validating the approach as a strong organizational foundation for large game projects.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.gamedeveloper.com/design/pushing-the-limits-in-simulating-a-city-one-page-at-a-time>

## Questions this post answers

### What is the one-page design methodology in game development and how does it work?

One-page design is a documentation approach where complex design ideas are distilled into a single printed page using diagrams and visuals rather than lengthy text. The page is displayed prominently in the workspace to build team buy-in and communicate a core idea clearly and concisely. Refinement is intensive, but the result becomes a durable reference — on SimCity (2013), some diagrams remained valid references three and a half years after creation.

_Game designers refining their documentation workflows track approaches like this on daily.dev._

### Did Stone Librande's one-page design process work for all of SimCity 2013 production?

It worked further than expected but not without limits. One-page designs successfully caught flawed systems early, such as overly complex multiplayer trading mechanics, saving resources. However, some systems required hybrid spreadsheet/diagram formats, and displays eventually scaled to cover entire walls. Despite these adaptations, postmortems confirmed the diagrams were still actively referenced years after production ended.

_Developers building complex systems find design process retrospectives like this worth following on daily.dev._

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#game-design](https://daily.dev/tags/game-design)

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