Game Dev Prompts

Battle-tested AI prompts for every phase of game development. From concept to shipped product. Copy, paste, and build.

14 prompts5 phasesView on GitHub

Recommended Workflow

14 of 14 prompts

IdeationPhase 1

Game Concept Wizard

25 bold ideas pressure-tested into 6 production-ready briefs

Generates 25 concepts, scores them on a weighted rubric (core fun, hook clarity, retention, feasibility, juice ceiling, market fit), then delivers 6 full design briefs — each with pillars, a three-timescale core loop, a first-5-minutes hook, a retention hypothesis, and honest kill criteria.

game-designbrainstormingcore-loopmdaretentionultrathink

When to use

Starting a new projectMajor pivot neededStuck on what to build nextPlanning DLC, seasons, or a sequel
NarrativePhase 2

Narrative & Lore Architect

Deep worlds where every lore beat earns its gameplay keep

Crafts cohesive worlds, characters, and lore with Witcher 3 depth and Outer Wilds environmental storytelling — governed by a narrative-mechanics ledger, word-count budgets per delivery channel, and the iceberg rule, so story amplifies play instead of interrupting it.

storytellingworldbuildingcharactersloreenvironmental-storytellingultrathink

When to use

Building story/RPG elementsNeed lore that actually matters to gameplayFixing 'generic fantasy' feelPlanning environmental narrative
Level DesignPhase 2

Level Design Flow Maestro

Metric-driven spaces with intensity curves you can graph

Designs levels around player metrics, teach-test-twist-payoff structure, sightlines and landmarks, and explicit beat-by-beat intensity curves. Every space teaches, every vista guides, and every optional path pays off.

level-designpacingflowintensity-curvespatialultrathink

When to use

Designing new levels/mapsRedesigning boring sectionsPlanning open-world zonesMultiplayer map ideation
OnboardingPhase 2

Onboarding & First-5-Minutes Architect

Win the player in 60 seconds, keep them by minute five

Designs the first session minute by minute: time-to-first-delight under 60 seconds, teach-by-doing with zero text walls, funnel checkpoints with target drop-off rates, and the analytics events to prove it works. The highest-leverage five minutes in your entire game.

onboardingftuetutorialretentionfunnelfirst-session

When to use

Designing the tutorial/FTUEHigh early churn or refundsPlayers quit before 'the good part'Prepping a demo or Next Fest build
MultiplayerPhase 2

Multiplayer & Live Systems Oracle

Fair matches, honest economies, seasons players thank you for

Architects multiplayer systems with real retention math (D1/D7/D30 targets), snowball-proof match design, faucet-and-drain economy audits, matchmaking trade-off analysis, netcode requirements, and live-ops cadence — engagement through respect, never through predation.

multiplayerprogressioneconomymatchmakinglive-opsnetcodeultrathink

When to use

Any multiplayer or co-op projectPlanning seasons and eventsFixing progression feelLive-service roadmap
AudioPhase 2

Audio & Music Director

Half of game feel is what players hear

Builds a complete audio identity: a sound palette mapped to every player verb, adaptive music systems (vertical layers, horizontal resequencing), a mixing priority hierarchy, middleware decisions, a budgeted asset list, and audio accessibility — because players feel audio before they see anything.

audiomusicsfxadaptive-musicmixinggame-feel

When to use

Game feels flat despite good visualsPlanning music and SFX from scratchChoosing FMOD/Wwise vs engine-nativeScoping an audio asset budget
TechnicalPhase 3

Code & Architecture Sorcerer

Architecture that survives the next 10,000 lines

Turns any mechanic into production-ready architecture: evaluates 8 approaches against a frame-budget table, delivers folder structure, engine-idiomatic code, data-driven tunables, a testing strategy, save-system versioning, and the engineering checklist every merge must pass.

architecturerefactoringperformanceecsdata-drivenultrathink

When to use

Implementing new mechanicsRefactoring legacy codeChoosing between architecturesPreparing for production scale
Game FeelPhase 3

Juice & Game-Feel Master

The invisible 20% that makes players say 'it just feels good'

Audits every player verb through the full feel stack — input forgiveness, animation principles, camera, hitstop, particles, audio layers, haptics — and delivers concrete starting values (in milliseconds and pixels), a juice budget to prevent noise, and accessibility toggles for every effect.

juicegame-feelhitstopscreenshakeparticlespolish

When to use

Game is functional but feels flatCombat/movement lacks impactBefore showing the game publiclyPolishing the core loop
PerformancePhase 3

Performance & Optimization Engineer

60fps with headroom — measured, budgeted, and locked

A measure-first optimization protocol: profiler methodology, per-platform frame budget tables, hitch hunting (GC, shader compilation, streaming), pooling and batching strategy, memory and loading budgets, scalable quality settings, and a CI regression gate so performance never silently rots.

performanceoptimizationprofiling60fpspoolingmemory

When to use

Frame drops or stuttersBefore adding 'one more system'Porting to weaker hardwareSetting budgets at project start
QA & PlaytestingPhase 4

Playtest & QA Protocol Director

Stop guessing — build the machine that tells you the truth

Designs unbiased playtest protocols (fresh-eyes sessions, silent observation, non-leading question banks), telemetry instrumentation, a severity triage matrix, bug report standards, and a regression suite — turning 'my friends said it's fun' into evidence you can build on.

playtestingqauser-researchtelemetrybug-triageprocess

When to use

First playable existsFeedback is vague or contradictoryBefore every milestone/demoSetting up QA from scratch
PolishingPhase 4

Ultimate Polish & Balance Master

Turn 'good' into 'addictive masterpiece'

The closer studios call in for the final months. Diagnoses the retention funnel, audits feel per player verb, rebuilds difficulty and economy curves with real math (that still feels organic), and delivers an ICE-scored action plan plus accessibility and performance verification gates.

polishbalancingdifficulty-curvesretentionaccessibilityultrathink

When to use

After first playableBefore major milestonesWhen retention feels lowFinal polish phase
ProductionPhase 4

Full Production Pipeline Conductor

Ship on time with quality, every time

Turns chaos into predictable velocity: milestones with hard exit criteria, a probability-x-impact risk register, honest buffer math, a pre-sized cut list, sprint rituals that protect makers' time, and the red-flag dashboard that catches death spirals early.

productionmilestonesrisk-registerscopeprocessultrathink

When to use

Pre-production planningMid-project rescueScaling prototype to full gameCoordinating any size team
MarketingPhase 5

Marketing & Store Page Strategist

Great games die unseen — build the machine that gets yours found

Positions the game in one ruthless sentence, engineers the store page (capsule, screenshots, tags, copy) around it, beat-sheets a trailer that hooks in five seconds, plans the wishlist funnel with real launch math, and builds the creator/press kit and build-in-public calendar.

marketingsteamstore-pagetrailerwishlistslaunch

When to use

Vertical slice exists (start NOW)Store page or trailer timeWishlists are flatPlanning launch or a festival
Live OpsPhase 5

Monetization & Live-Ops Strategist

Revenue players defend — monetize identity, never power or relief

Designs a revenue model that survives being explained on stage: an ethical charter with hard red lines, model selection scored on trust as well as revenue, cosmetics/identity economies, seasonal cadence without FOMO abuse, and a KPI dashboard that tracks player trust next to ARPDAU.

monetizationlive-opsseasonsethical-designeconomyretention

When to use

Choosing a business modelDesigning cosmetics/DLC/seasonsPost-launch content roadmapAuditing monetization for dark patterns

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