Game Dev Prompts
Battle-tested AI prompts for every phase of game development. From concept to shipped product. Copy, paste, and build.
Recommended Workflow
14 of 14 prompts
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
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.
When to use
Want to contribute?
These prompts are open source. Submit your own battle-tested game dev prompts or improve existing ones.