Game mechanics & visual design
Prompting a chat assistant or an image generator for game design when you are not a game designer: the questions designers ask first, the vocabulary for mechanics (loops, economies, difficulty, motivation, balance) and for visuals (art direction, readability, UI, VFX, concept art, asset specs), how to keep AI concept art in one consistent style, and a staged prompt chain and prompt library that build every prompt on one skeleton. The general method is in Prompting fundamentals; world and level layout are in Open-world design and Game world design; turning concept art into models is in AI 3D generation.
How experts think
Designers work backward from the experience the player should have to the rules that produce it, then playtest to see whether the rules really produce it. A model asked to "make it fun" invents features; a model given the target experience, the verbs and the constraints designs a system you can test.
Mechanics: the first questions
| Question | Why it comes first | Example answer |
|---|---|---|
| What should the player feel? | the target experience decides every rule | "clever, like a heist planner whose plan barely holds" |
| What are the verbs? | a verb is an action the player performs; the game is what the verbs do to the world | sneak, distract, pick a lock, sprint |
| What is the core loop? | the cycle the player repeats most decides whether minute 5 and hour 50 are fun | scout → plan → execute → escape → spend loot |
| Where are the interesting decisions? | Sid Meier's often-quoted definition of a game is "a series of interesting decisions"; a choice with one obvious answer is not one | knock the guard out (fast, noisy) or wait for the patrol (safe, slow) |
| Where does the challenge come from? | execution (dexterity), knowledge, strategy and chance each need different tuning | mostly strategy, some execution, little chance |
| How does the player learn it? | each mechanic needs a safe place to learn before it is tested | lock-picking first appears on a door with no guards |
| Who plays, on what, for how long? | audience, input device and session length set loop length and complexity | PC, mouse and keyboard, 20-minute runs |
| What is the smallest test of the fun? | a prototype proves the loop before art and content are paid for | one level, three guard types, plain boxes for art |
Visuals: the first questions
| Question | Why it comes first | Example answer |
|---|---|---|
| What must the player read in under a second? | gameplay readability beats beauty: threats, hazards, pickups, things you can use | guards, their vision cones, the player and cover |
| What camera, and how big on screen? | an 80 px character on a phone needs bolder shapes than a 1,000 px close-up | top-down, characters about 80 px tall at 1080p |
| What is the style in one sentence, plus 3 references? | art direction is a set of choices; references make them concrete | "1960s spy-film poster art: flat shapes, limited palette, halftone shading" |
| What does the technology allow? | engine, platform, 2D or 3D, texture and polygon budgets, team skills | 2D in Godot, one artist, hand-drawn sprites |
| What does one asset cost to make? | a style that takes three days per character sinks a 40-character game | at most one day per enemy, animation included |
Frameworks worth naming in a prompt
Naming a framework gets you the structured analysis a designer would do, instead of generic advice.
| Framework | What it says | Ask like |
|---|---|---|
| MDA (Hunicke, LeBlanc, Zubek, 2004) | Mechanics (rules) produce dynamics (behavior at play time) that produce aesthetics (the player's emotional response). Designers work M → A; players experience A → M. Its eight kinds of fun: sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission | "Analyze this design with MDA: which mechanics produce challenge and discovery?" |
| Bartle types (Richard Bartle, 1996) | four kinds of players in multiplayer worlds: achievers (act on the world), explorers (interact with the world), socializers (interact with players), killers (act on players) | "Which Bartle types does this loop serve, and which does it ignore?" |
| Self-determination theory (SDT) | people are motivated when three needs are met: autonomy (meaningful choice), competence (growing mastery) and relatedness (connection to others); Ryan, Rigby and Przybylski (2006) applied it to video games | "Score each system for autonomy, competence and relatedness." |
| Gamer Motivation Model (Quantic Foundry) | 12 motivations in 6 groups, from survey data: action, social, mastery, achievement, immersion, creativity | "Profile our target player with the Quantic Foundry model." |
| Flow (Mihaly Csikszentmihalyi; applied to games by Jenova Chen) | deep absorption happens when challenge matches skill: too hard gives anxiety, too easy gives boredom | "Where does a new player leave the flow channel in the first hour?" |
| Skill atoms (Daniel Cook) | a game teaches a chain of small skills, each learned through a loop of action, feedback and mastery | "Break the game into skill atoms in the order the player learns them." |
| Design pillars | 3–5 short statements of what the game must be; any feature that serves none is cut | "Write three pillars, then list features that violate them." |
| One-page designs (Stone Librande, GDC 2010) | one feature's design on one illustrated page instead of a long document | "Write a one-page design for the alarm system." |
Vocabulary
Mechanics
| Term | What it means | Say it like |
|---|---|---|
| Mechanic | a rule the player interacts with: jumping, a cooldown, a shop | "List every mechanic and the verb that triggers it." |
| Verb | an action available to the player | "The verbs are dash, parry and throw; design enemies that test each one." |
| Core loop | the shortest repeated cycle of play | "Describe the core loop in 4–6 steps, each feeding the next." |
| Meta loop | the longer cycle around it: upgrades between runs, seasons, a base | "Add a meta loop that gives each run lasting value without trivializing later runs." |
| Game feel, juice | moment-to-moment tactile feedback: hit-stop (a freeze of a few frames on impact), screen shake, sound, particles | "Suggest juice for a heavy hit: hit-stop, shake, sound, particles." |
| Feedback | how the game tells the player what just happened | "For each action, list its visual, audio and UI feedback." |
| Positive feedback loop | success makes more success easier (snowballing) | "Find positive feedback loops that let a leader run away with a match." |
| Negative feedback loop | success makes more success harder; helps whoever is behind (rubber-banding, catch-up) | "Add a catch-up mechanic the leader doesn't feel as a punishment." |
| Progression | how power, options or knowledge grow over time | "Separate vertical progression (bigger numbers) from horizontal (new options)." |
| Gating | blocking content until a condition is met: a key, an ability, a level | "Gate the second region behind an ability, not a level requirement." |
| Economy | the flow of resources (currency, items, XP) into, through and out of the game | "Model the economy as sources, sinks and stockpiles per hour of play." |
| Faucet (source) | where resources enter: drops, quest rewards, daily bonuses | "List every faucet and its rate per hour." |
| Sink | where resources leave: purchases, repairs, crafting costs, fees | "Add sinks so gold still matters after 20 hours." |
| Inflation | faucets outpace sinks, so prices and rewards lose meaning | "Check for inflation at hours 10, 30 and 100." |
| Soft and hard currency | earned in play vs bought with real money (free-to-play games) | "Soft currency only; no real-money purchases." |
| Difficulty curve | how challenge changes across the game | "Shape the difficulty as a sawtooth: ramp, peak, breather." |
| Intensity curve | the rise and fall of tension within a level or session | "Plot intensity per room; never two peaks back to back." |
| Flow channel | the band where challenge matches the player's skill | "Keep the first hour inside the flow channel for a new player." |
| Dynamic difficulty adjustment (DDA) | the game tunes difficulty to how the player is doing | "Propose a DDA rule that players won't notice and can't exploit." |
| Risk/reward | bigger payoffs for riskier choices | "Every shortcut should trade more risk for more reward." |
| Dominant strategy | a choice that is always best, which removes the decision | "Find dominant strategies in this weapon table." |
| Counterplay | a way for the other side to respond to a tactic | "Give every enemy ability a readable counter." |
| Telegraphing | signaling an attack or event before it lands | "Each boss attack telegraphs with a pose and a sound before it hits." |
| Emergent gameplay | situations that arise from systems interacting, not authored by hand | "Which two systems could combine into unscripted moments?" |
| Scripted sequence | an authored, predictable event | "Keep scripted sequences for story beats; make the rest systemic." |
| Systemic design | objects follow general rules (fire spreads to wood) instead of one-off scripts | "Design fire as rules every object obeys, not special cases." |
| Input vs output randomness | luck before a decision (the cards you draw) vs after it (a roll to hit) | "Replace output randomness on attacks with input randomness in the shop." |
| Balance | no option is strictly better than another; costs match benefits | "Balance these units so each is the right pick in some situation." |
| Cost curve | a formula relating an item's cost to its power | "Fit a cost curve to these 10 cards and flag the outliers." |
| DPS, TTK | damage per second; time to kill a target | "Compute TTK for each weapon against each armor type." |
| Onboarding | how the game teaches itself to a new player | "Teach the parry through level layout, without tutorial text." |
| Vertical slice | a short piece of the game at final quality that proves the whole | "Plan a 10-minute vertical slice and what it must prove." |
| Graybox, blockout | a level built from plain shapes to test layout and timing | "Describe the level as a graybox: rooms, sizes in meters, sightlines." |
| Playtest | watching real players play to find problems | "Write a playtest script with tasks and questions." |
| Kleenex tester | a tester who sees the game once, so their first impression is fresh | "Assume Kleenex testers who have never seen the tutorial." |
| Telemetry | logged play data: deaths, time spent, choices made | "List the telemetry events we need for the first hour." |
| GDD | game design document: the reference for what the game is and how it works | "Write the combat section of the GDD." |
Visual design
| Term | What it means | Say it like |
|---|---|---|
| Art direction | the set of visual decisions that make a game look like one thing | "Propose three art directions, each with a sentence, 3 references and the risks." |
| Art bible, style guide | the document that records the art direction as rules with examples | "Draft an art bible: shape language, palette, value rules, materials, dos and don'ts." |
| Readability | how fast the player understands what they see | "Rank everything on screen by how fast it must be read." |
| Silhouette | the outline filled solid; a strong one is recognizable in pure black | "Each enemy must be identifiable from its silhouette alone." |
| Shape language | basic shapes used for personality: circles read friendly, squares sturdy, triangles dangerous or fast | "Triangle-dominant shapes for enemies, round shapes for allies." |
| Value | how light or dark a color is, separate from its hue | "Check the design in grayscale first." |
| Value hierarchy | the strongest light-dark contrast goes to what matters most | "Highest value contrast on the player and hazards; backgrounds in the mid-values." |
| Color script | a strip of small paintings showing the color and mood of each part of a game or story | "Make a color script for the 8 levels: one row of swatches and a mood word each." |
| Color key | a painting that sets the lighting and colors of one scene | "Describe a color key for the night market: light sources, palette, mood." |
| Palette | the limited set of colors in use | "Each area gets a 5-color palette plus one accent reserved for interactables." |
| Saturation hierarchy | high saturation reserved for important things | "Keep environments muted; saturate only gameplay objects." |
| Visual noise | detail that competes with gameplay information | "Remove visual noise behind the player's path." |
| HUD | heads-up display: health, ammo, minimap drawn over the game | "Keep the HUD to the screen corners; nothing in the center third." |
| Diegetic UI | UI that exists inside the game world, like a health readout on a character's suit | "Make the ammo counter diegetic, on the weapon." |
| Non-diegetic, spatial, meta UI | an overlay outside the fiction; UI placed in 3D space but not in the fiction (an outline on an item); an effect in the fiction but not in space (blood on the screen edges) | "Use spatial UI for interactables and meta UI for damage." |
| Affordance | a visual cue that suggests what something does | "Climbable ledges need one consistent affordance, like a worn light edge." |
| VFX telegraph | a visual effect that warns before an effect lands | "Show the blast radius on the ground before the explosion." |
| Concept art | images made to decide a design, not to ship | "This is concept art for the designer, not marketing art." |
| Thumbnail | a tiny, fast sketch exploring silhouette or composition | "Give me 12 thumbnail ideas that vary the silhouette, not the detail." |
| Callout sheet | a design with zoomed-in details and notes on parts and materials | "Callout sheet: the gauntlet's mechanism, materials and wear." |
| Turnaround | the same design from front, side and back (often three-quarter) at the same scale | "Orthographic turnaround, front, side, back, same height." |
| Expression sheet | one character's face in several emotions | "Expression sheet: neutral, angry, scared, smug, laughing, hurt." |
| Mood board | a collage of references that sets the tone | "List 15 mood board references: films, games, photos, art movements." |
| Key art | a finished illustration of an important moment, often for marketing | "Key art for the store page: the crew mid-heist." |
| Paintover | painting over a screenshot or render to show the target look | "Describe a paintover of this graybox screenshot." |
| Sprite sheet | animation frames packed in a grid in one image | "Sprite sheet: 8 frames of run, 64×64 cells, pivot at the feet." |
| Texture atlas | many textures packed into one image so the engine draws more per call | "Pack all UI icons into one atlas." |
| Texel density | texture pixels per meter of surface; consistent density keeps sharpness even | "Texel density 512 px/m for all props." |
| Base resolution (pixel art) | the low internal resolution the game is drawn at before scaling up | "Base resolution 480×270, integer-scaled to 1080p." |
| Integer scaling, nearest-neighbor | scaling by whole numbers without smoothing so pixels stay square and crisp | "Nearest-neighbor filtering, integer scaling only." |
| Nine-slice | a UI image cut into 9 parts so corners stay sharp when it stretches | "Panels are nine-slice with 12 px corners." |
| Trim sheet | one texture of reusable strips (moldings, edges, panels) | "Use a trim sheet for all building edges." |
| Cel shading | flat bands of light and shadow, often with outlines (also toon shading) | "Two-tone cel shading, dark outlines on characters only." |
| Rim light | a bright edge that separates a subject from the background | "Rim light on characters so they pop off dark backgrounds." |
Mechanics toolkit
Loops
Most games nest loops. A strong design states all three and how each feeds the next.
CORE LOOP seconds–minutes scout → plan → execute → escape → loot
SESSION LOOP one run or level pick a job → 3–5 core loops → payout
META LOOP across sessions spend payout → upgrade crew → harder jobs| Loop type | What it does | Example | Risk |
|---|---|---|---|
| Positive feedback | rewards winners with more power | Monopoly: more property, more rent, more property | the match is decided early; losers quit |
| Negative feedback | helps whoever is behind | racing games that give stronger items to players further back | skill feels pointless if it is too strong |
| Compulsion loop | anticipation → action → reward, repeated | opening loot boxes, pulling a slot lever | engagement without enjoyment; ethical and legal scrutiny |
Progression and economies
Sinks and faucets is the standard way to model an economy: list every place a resource enters and leaves, then estimate rates per hour of play at several points in the game. If faucets keep outpacing sinks, the stockpile grows and prices stop mattering (inflation); if sinks win, players feel starved.
| Resource flow | Examples | Watch for |
|---|---|---|
| Faucets | enemy drops, quest rewards, selling items, daily bonuses, passive income | rates that scale with power faster than costs do |
| Sinks | shops, upgrades, repairs, crafting, fees, consumables, cosmetic purchases | sinks players can skip, so they hoard |
| Converters | crafting (wood → planks), trading | loops that turn a resource into more of itself |
| Stockpiles | the player's wallet and inventory | the size of the pile at hour 10, 30, 100 |
| Progression kind | What grows | Example |
|---|---|---|
| Vertical | numbers: health, damage, level | +10% damage per upgrade |
| Horizontal | options, not power | a grappling hook that opens new routes |
| Skill | the player's own mastery | learning enemy patterns |
| Knowledge | what the player knows about the world | Outer Wilds: knowledge is the only progress |
| Cosmetic, social | looks, status, rank | skins, titles, leaderboards |
| Narrative | story revealed | new chapters, characters, endings |
Difficulty, pacing and flow
- Sawtooth curve. Difficulty rises through a level, peaks (a boss or a hard room), then drops for a breather before the next rise starts a little higher. A straight ramp exhausts players; a flat line bores them.
- Introduce, develop, twist, conclude. A common teaching structure for a level, which Nintendo designers have described with the four-act term kishōtenketsu: show a mechanic safely, make it harder, combine it with something unexpected, then end with a short victory lap.
- Flow. Challenge should track skill. Different players have different skill, so give options (difficulty settings, optional challenges, assist modes) rather than one tuned path.
- Telegraph, then punish. Hard is fine when failure is readable: the player saw the attack coming and knows what to do next time.
Balancing spreadsheets
Balance is mostly arithmetic in a spreadsheet, then playtesting. Give the model your columns and ask for formulas, then ask it to flag outliers. A weapon table (first shot at time 0):
Columns: A name, B damage, C shots per second, D magazine,
E reload seconds, F target HP
Burst DPS = B2*C2
Sustained DPS = (B2*D2) / (D2/C2 + E2)
Shots to kill = CEILING(F2/B2)
Time to kill (s) = (CEILING(F2/B2)-1) / C2
Power score = weighted sum of the stats you care about
Cost = fitted from power score (the cost curve)
Outlier = cost differs from the curve by more than 15%The 15% threshold is an example; pick your own tolerance. A spreadsheet catches dominant options; only playtests catch options that are balanced on paper but no fun.
Design documents
| Document | Length | Contents | When |
|---|---|---|---|
| Pitch or concept doc | 1–2 pages | hook, player fantasy, pillars, core loop, references, audience, scope | before anything is built |
| One-page design | 1 page per feature | the feature as a diagram with short notes, rules, numbers, open questions | per feature, before building it |
| GDD | a living wiki | every system, with rules, numbers and edge cases; links to the one-pagers | pre-production onward |
| Level design document | 1–3 pages per level | goal, beats, mechanics introduced, layout sketch, intensity curve | per level; template on game world design |
| Art bible | as long as needed, mostly images | see art bible contents | before asset production |
| Balance sheet | a spreadsheet | stats, formulas, curves, outliers | whenever numbers change |
| Playtest report | 1–2 pages per session | what players did, where they struggled, quotes, decisions | after each playtest |
Playtesting
| Method | What it finds | Rule |
|---|---|---|
| Observation with think-aloud | confusion, wrong mental models | ask the player to say what they are thinking; never explain the game |
| Silent observation | where players stall, die, quit | note time, place and what they tried |
| Post-session questions | how it felt, what they would tell a friend | ask about their experience, not your design: "what was the goal?" |
| Telemetry | patterns across many players | decide the events before the test |
| Kleenex testers | first-time experience and onboarding | use each person once; old testers learn your game |
Visual design toolkit
Art direction and style guides
An art bible turns taste into rules every artist (or every prompt) can follow. Ask a model to draft one from your references, then edit it until it says no to things.
| Section | What it specifies |
|---|---|
| Pillars and one-line style | "readable first, warm handmade feel, 1960s spy poster" |
| References | 10–20 images with what to take from each (shape, palette, lighting, not everything) |
| Shape language | which shapes for heroes, enemies, environments, UI |
| Proportions | head heights, scale of characters to doors and props |
| Palette and color script | per area and per story beat; reserved colors (danger red, interactable cyan) |
| Value rules | where the lightest lights and darkest darks may go |
| Materials and rendering | flat, cel-shaded, painted, physically based; outline rules; texture detail |
| Lighting | key light direction, time of day, rim light rules |
| UI style | fonts, icon style, panel shapes |
| VFX style | shapes, palette, timing |
| Dos and don'ts | side-by-side right and wrong examples |
| Asset specs | sizes, budgets, naming, file formats (asset specs) |
Readability: silhouette, value, shape, color
| Test | How | Passes when |
|---|---|---|
| Silhouette | fill each character or prop solid black | you can name it from the outline; Valve's paper on Team Fortress 2 shows its nine classes designed to be told apart this way |
| Value | convert a screenshot to grayscale | the player, threats and interactables still stand out |
| Squint or blur | squint, or blur the image heavily | the first thing you see is the most important thing |
| In-game size | shrink the art to its real size on screen | the design still reads at that size |
| Color vision | view through a color-blindness simulator | no information relies on hue alone |
| In motion | test it moving, in a crowd, under VFX | it still reads mid-fight |
Read hierarchy, from first to last: the player and immediate threats; interactables and pickups; the way forward; the background. The background should rarely win a contrast contest with anything above it.
UI and HUD
Erik Fagerholt and Magnus Lorentzon's 2009 thesis Beyond the HUD sorts game UI into four kinds:
| Kind | In the game world's space? | In the fiction? | Example |
|---|---|---|---|
| Diegetic | yes | yes | the ammo count on the gun; a map the character holds |
| Spatial | yes | no | an outline around a usable item; a waypoint in the world |
| Meta | no | yes | blood or frost on the screen edges; a phone call overlay |
| Non-diegetic | no | no | the classic HUD, menus |
Rules: design at the target resolution and viewing distance (a TV across the room needs bigger text than a monitor); keep important UI inside the TV safe area; never rely on color alone; one icon style; general usability rules are in UX/UI design principles.
VFX readability
- Telegraph before impact: wind-up (anticipation), impact, then dissipation; the wind-up is the gameplay part.
- Color-code by allegiance: friendly and hostile effects in different, reserved colors.
- Don't hide hitboxes: an effect's visible shape should match the area it affects.
- Budget clutter: in a busy fight the player's own effects should not cover enemies; fewer, clearer particles.
- Performance: large transparent particles cost fill rate (overdraw); state a particle budget.
Concept art types
| Type | What it is | When | Ask the image tool for |
|---|---|---|---|
| Mood board | references collected, not drawn | first | you collect; ask a chat model for search terms |
| Thumbnails | many tiny rough designs | exploring silhouettes and compositions | "grid of 9 small black silhouettes of [character] varied in shape" |
| Rough sketches | 3–5 picked thumbnails worked up | choosing a direction | "rough concept sketch, loose lines, gray markers" |
| Color keys | small paintings of lighting and color | per scene or area | "color key painting, simple shapes, no detail, [mood] lighting" |
| Callout sheet | approved design with details and notes | before modeling | "detail sheet of [item], close-ups of parts, white background" |
| Turnaround | front, side, back, same scale | before 3D modeling | the turnaround templates on AI 3D generation |
| Expression sheet | faces in several emotions | before rigging or animation | "expression sheet, same character, 6 emotions, grid" |
| Environment concept | a place, its landmarks and lighting | before level art | "environment concept art, wide shot, [place], [time of day]" |
| Key art | polished moment, often marketing | late | detailed prompt; often painted over by an artist |
Asset specs
State specs in every asset prompt or brief; a model will not guess your engine's needs.
| Asset | State | Typical values |
|---|---|---|
| Pixel art | base resolution, sprite size, palette, scaling | base 320×180 (×6), 384×216 (×5), 480×270 (×4) or 640×360 (×3) all scale to 1920×1080; characters often 16, 32, 48 or 64 px; integer scaling; nearest-neighbor filtering |
| Sprite sheet | cell size, frames per animation, frame rate, pivot, padding | fixed cells (e.g. 64×64), 1–2 px padding, pivot at the feet, transparent PNG |
| Textures | size, texel density, maps | power-of-two sizes (512, 1024, 2048); one density per project, e.g. 512 px/m (see texel density) |
| 3D models | triangle budget, materials, scale, pivot | budgets on polygon budgets; real-world scale; pivot at the base |
| UI | design resolution, scaling, nine-slice margins, icon sizes | design at 1920×1080 or 3840×2160 and scale; icons on a fixed grid such as 32 or 64 px |
| Naming | prefix, name, variant, number | chr_guard_red_01.png, ui_icon_lockpick.png |
Image generators for concept art
Image generators (such as Midjourney, Flux, Ideogram, Adobe Firefly, and the image tools inside ChatGPT and Gemini) are fast at exploration and weak at exactly the things production needs: consistency, correct views and specs. Features change quickly; check each tool's current documentation.
Prompt anatomy
| Part | Example |
|---|---|
| Sheet type | "character turnaround", "grid of 9 silhouette thumbnails", "prop callout sheet" |
| Subject and role | "a heavy guard who blocks doorways, slow, armored, with a lantern" |
| Style block | the fixed paragraph from your art bible, the same words every time |
| Shape and proportion | "rectangular torso, small head, 4 heads tall" |
| Palette and value | "muted teal and ochre, lantern in warm orange, mid-value overall" |
| View and camera | "orthographic front, side, back"; "top-down 3/4 view" |
| Lighting | "flat even lighting" for sheets; "single warm key light, cool rim" for mood |
| Background and framing | "plain light-gray background, full body, margin all round" |
| Exclusions | "no text, no logos, no props in hands"; some tools take a separate negative prompt |
| Settings | aspect ratio, seed, style reference, number of variations |
The same order as a fill-in prompt for the image tool (the concept art sheet prompt in the library writes these for you):
[sheet type: character turnaround | callout sheet | thumbnails | expression sheet],
[subject, e.g. a heavy guard who blocks doorways, slow, armored, with a lantern].
[paste the style block from the art bible]
View: [view, e.g. orthographic front, side, back, same height].
Shapes: [shapes, e.g. triangle-dominant silhouette, oversized hands].
Palette: [palette, e.g. muted teal and ochre], value: [value, e.g. light figure on mid-gray].
Plain [background: white | light gray] background, even flat lighting, no cast
shadows, no text, no logos, full body in frame with margin.
Aspect ratio [ratio: 3:2 | 1:1 | 16:9].Keeping a consistent style
| Technique | How | Limits |
|---|---|---|
| Style block | paste the same style paragraph, word for word, into every prompt | wording alone drifts between subjects |
| Style references | give approved images as style references (an image or style reference input; syntax in the box below) | copies surface look, can leak subject matter |
| Seeds | reuse the seed number with the same prompt and settings to reproduce or vary one result | a seed does not carry a style to a different prompt |
| Character sheet as reference | approve one turnaround, then feed it as the reference image for every new pose or scene | details still drift: count buttons, check the belt, the scar, the colors |
| Edit, don't regenerate | use an image-editing model on the approved image ("same character, now crouching") | repeated edits degrade quality; go back to the original |
| Fine-tuning (LoRA) | train a small add-on model (a LoRA) on your approved art, then generate with it | needs a set of consistent images and local tools (such as ComfyUI) or a service; check licenses |
| Structure control | guide the composition with a pose, depth map or line drawing (ControlNet-style inputs) | setup time; mostly in open-model tools |
| Paintover | an artist corrects and unifies the picks | costs time, but the result is yours and consistent |
To lock one character across many images:
- Have a chat assistant write a 60-word character description: silhouette, proportions, 3 signature details, palette with hex values, and what must never change.
- Generate a front, side and back turnaround from the style block plus that description; make 4 and pick one.
- Fix drift by hand or by editing the chosen image. That sheet is now the reference.
- For every new image, give the reference image, the style block, the 60-word description and the new pose or scene, and check the 3 signature details every time.
What generators get wrong
| Problem | Why it matters | Fix |
|---|---|---|
| Views that disagree | the 3D modeler can't build a design whose side view contradicts the front | regenerate, or fix one view and redraw the others |
| Over-detailed designs | busy art fails the silhouette and in-game size tests | ask for "simple shapes, large forms, minimal detail"; test at in-game size |
| Fake pixel art | mixed pixel sizes, blur, too many colors, off-grid edges | use it as reference and redraw on the real grid with your palette |
| Perspective in "orthographic" sheets | measurements are wrong | ask for "orthographic, no perspective"; check with a ruler |
| Hands, straps, mechanical parts | mangled or impossible | callout sheets drawn or corrected by hand |
| UI mockups with text | invented words and inconsistent fonts | generate the art; set the UI text yourself |
| Look-alikes of famous designs | legal risk and no identity | check silhouettes against well-known characters |
Brief the model
The Slot column says where each input goes in the prompt skeleton that every full prompt below uses.
| Input | Slot | Why it matters | Example |
|---|---|---|---|
| Genre and 2–3 reference games | <context>, <examples> | gives the model a shared baseline; say what to take from each | "Invisible, Inc. turn structure, Hitman sandbox levels" |
| Player fantasy and pillars | <context> | the target every rule must serve | "pillars: plans fail interestingly; every guard is readable; runs under 20 minutes" |
| Verbs and camera | <context> | defines the space of possible mechanics | "top-down; sneak, distract, lockpick, sprint, hide bodies" |
| Platform, input, session length | <context> | sets complexity and loop length | "PC, mouse and keyboard, 20-minute runs" |
| Audience and motivation | <context> | changes what counts as fun | "strategy players who like mastery and planning; not twitch players" |
| Business model | <context> | premium and free-to-play economies differ completely | "premium, no microtransactions" |
| Scope | <context>, <requirements> | stops the model proposing a 200-person game | "2 people, 12 months, Godot" |
| Current state and the problem | <context> | the model can't playtest; you must tell it what happens | "playtesters stop using distraction after level 2" |
| Numbers and playtest notes you have | <materials> | lets it calculate instead of guess | the weapon table as CSV; notes quoted exactly |
| Art style and references | <examples> | for any visual request; one reference you dislike, with why, sharpens it | "flat 1960s poster art, 4-color palettes, halftone shadows" |
| Technical constraints | <requirements> | sizes, budgets, formats | "64×64 sprites, 8 fps animations, 480×270 base resolution" |
| The standard to apply | <requirements>, <quality_bar> | names the analysis instead of a persona | "MDA", "sinks and faucets", "the silhouette and value tests" |
| Output format | <output_format> | gets you a usable document, not an essay | "a table: mechanic, verb, feedback, counterplay, open questions" |
What to ask for
| Stage | Deliverable | Contents |
|---|---|---|
| Concept | pitch doc | hook, fantasy, pillars, core loop, references, audience, scope |
| core loop diagram | the three loops as text or a Mermaid diagram | |
| competitor table | 5–8 similar games: what they do well, what we do differently | |
| art direction options | 3 directions, each with a one-liner, references, risks, cost per asset | |
| Pre-production | one-page designs | one per system |
| economy model | sinks and faucets per hour at three points in the game | |
| balance sheet skeleton | columns, formulas, target values | |
| prototype plan | the smallest build that tests the fun, with what would count as success | |
| art bible draft | the sections in art direction | |
| concept art brief list | each asset: purpose, sheet type, specs, references | |
| Production | content tables | enemies, items, abilities with stats and roles |
| level beat charts | per level: beats, mechanics introduced, intensity | |
| HUD and UI spec | elements, priority, position, states | |
| VFX list | effect, gameplay meaning, color, timing, budget | |
| asset list with specs | size, format, budget, naming | |
| Testing and polish | playtest script and survey | tasks, observation sheet, questions |
| telemetry plan | events, properties, the questions they answer | |
| tuning plan | what to change if players do X, in priority order |
The prompt chain
Four prompts, run in order, for the field's main deliverable: a one-page design (Stone Librande's format) of one core mechanic, plus the art direction brief that makes it readable on screen. Stage 1 gets the brief out of you, stage 2 makes you choose, stage 3 writes it, and stage 4 checks it in a fresh chat, because a model reviewing its own draft shares its blind spots.
1. Interview
Run it first, when all you have is an idea for a mechanic: it asks what a designer would ask before designing.
<context>
I'm designing one core mechanic for my game and I'm not a game
designer. The idea: [one or two sentences, e.g. "guards hear noise,
so the player throws objects to lure them away"].
What exists: [e.g. "a top-down stealth prototype in Godot with boxes
for art; 2 people, 8 months left"].
</context>
<task>
Interview me before anything is designed. I'll use my answers to
brief a one-page design of this mechanic and its art direction.
</task>
<requirements>
- At most 10 questions, grouped under: Experience, Mechanic, Player
and platform, Scope, Visuals.
- Cover what MDA needs (the target aesthetic and the dynamics I
expect), the verbs, where the interesting decision is, the source
of challenge, how the player learns it, and what must read on
screen in under a second.
- For each question: why it matters, and 2–3 typical answers I can
pick from or reject.
</requirements>
<output_format>
Numbered questions under the five group headings. Each: the
question, a "Why:" line, a "Typical:" line.
</output_format>
<process>
Ask the questions and stop. Don't design anything yet. When I have
answered, write my answers back as a brief of at most 12 bullets
and list what is still missing.
</process>2. Options
Run it with the confirmed brief: a mechanic can be built several ways, and the choice is yours, not the model's.
<materials>
[paste the brief from stage 1]
</materials>
<task>
Propose 3 materially different designs for this mechanic, so I can
pick one to write up as a one-page design.
</task>
<requirements>
- The designs differ in where the challenge comes from (execution,
knowledge, strategy or chance) or in the aesthetic they serve, not
only in numbers or theme.
- For each: a one-line summary; the core loop it creates; the target
MDA aesthetics; the interesting decision; the dominant strategy a
min-maxer would try and what counters it; what it asks of the art
(readability, telegraphs, VFX); prototype cost as S, M or L.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing.
</requirements>
<quality_bar>
Before answering, check your draft against:
- Each design serves at least one pillar from the brief.
- A player who finds the dominant strategy still has a decision.
- The three would play differently in a 10-minute test.
</quality_bar>
<output_format>
A comparison table with one column per design, then a
recommendation in 3 sentences: which, why, and what would change
your mind.
</output_format>
<process>
Stop after the recommendation and wait for my choice. End with a
list of the assumptions you made.
</process>3. Produce
Run it with the design you picked: it writes the one-pager and the art direction brief together, so the rules and the look agree.
<materials>
[paste the brief from stage 1 and the design you chose in stage 2]
[paste any numbers you have: stats, timings, a balance sheet]
</materials>
<context>
Game: [genre and platform, e.g. a top-down stealth roguelike for PC].
Camera: [camera: top-down | side-on | isometric | third-person | first-person], characters about [on-screen size, e.g. 80 px tall at 1080p].
Art: [art form: 2D sprites | 2D vector | 3D low-poly | 3D stylized | 3D realistic], made by [who, e.g. one artist, at most a day per enemy].
Readers: [who builds from it, e.g. my programmer partner, and a
freelance artist who has never seen the game].
</context>
<examples>
Looks I like: [2–3 games, films or art, each with what to take,
e.g. "Invisible, Inc.: readable vision cones, muted backgrounds"]
One I don't: [one, with why, e.g. "busy realistic textures that
hide the player"]
</examples>
<task>
Write a one-page design of the mechanic and a one-page art
direction brief for it. The programmer builds the first prototype
from the design; the artist makes the first assets from the brief.
</task>
<requirements>
- One-page design in Stone Librande's format: goal in one sentence;
the pillars it serves; verbs; rules; starting numbers with units
(rates, timings, costs); feedback (visual, audio, UI) for every
action; how the player learns it; counterplay; edge cases; open
questions; what to cut if time runs out.
- An MDA line: mechanics → expected dynamics → target aesthetic
[aesthetic: sensation | fantasy | narrative | challenge | fellowship | discovery | expression | submission].
- If the mechanic earns or spends a resource: a sinks-and-faucets
table with rates per hour of play at hours 1, 10 and 40.
- Where a new player sits in the flow channel, and what keeps them
there (the difficulty curve, assist options).
- Art brief: the style in one sentence; references with what to
take; shape language by role; palette with reserved gameplay
colors; value rules; telegraph and VFX rules; asset specs (sizes,
frame counts, format).
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing, and [NEEDS PLAYTEST] where only
a playtest can set a number.
</requirements>
<quality_bar>
Before answering, check your draft against:
- Every rule traces to a pillar; nothing serves none.
- The loop closes: each reward feeds the next cycle.
- The decision has no single right answer; the likely dominant
strategy is named, with its counter.
- The key elements pass the readability tests (silhouette, value in
grayscale, in-game size, color vision) at the camera above.
- It fits the scope in the context.
</quality_bar>
<output_format>
Two parts of at most about 500 words each. "One-page design": the
sections above as short headings with bullets, plus the loop as a
text diagram. "Art direction brief": bullets, with tables for the
palette and the asset specs. Then the 3 questions the first
playtest must answer.
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>4. Review
Run it in a fresh chat with the brief and the draft pasted in: the critic should not be the author.
<materials>
<brief>
[paste the brief from stage 1]
</brief>
<draft>
[paste the one-page design and the art direction brief]
</draft>
</materials>
<task>
Review this draft against the brief before a prototype is built
from it. This is a fresh chat: judge only what is on the page.
</task>
<requirements>
- Score each check 1–5 with one line of evidence: serves the
pillars; loop closes; decisions are interesting; numbers, not
adjectives; economy holds (sinks keep pace with faucets);
difficulty breathes and stays in the flow channel; learnable
without a text tutorial; testable; in scope; silhouette and value
readability; palette discipline; buildable asset specs.
- Name the dominant strategy a min-maxer would find in the first
hour, and the player's most likely misunderstanding.
- Don't rewrite the draft. Don't praise it.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing.
</requirements>
<quality_bar>
Before answering, check your draft against:
- Every problem points to a specific line of the draft.
- Every fix is concrete enough to try in a day.
</quality_bar>
<output_format>
A score table (check | score | evidence), then at most 7 fixes
ranked by their effect on the first playtest, worst problem first.
</output_format>
<process>
End with a list of the assumptions you made.
</process>Goals and loops
In an agent that runs commands and checks its own work, such as Claude Code, the Produce stage can run until it
measurably passes: /goal keeps starting turns until a condition holds, and /loop repeats a prompt or skill on
an interval. The checker reads only the conversation, so every condition below names a check whose output Claude
prints, the constraints that must survive, and a bound. How to write your own:
Goals and loops.
| Task | Completion condition |
|---|---|
| Balance pass | /goal python sim.py --runs 10000 prints time-to-kill for every weapon within the target band and no strategy with a win rate above 55% (show the table); or stop after 20 turns |
| Economy model | /goal the economy sheet's net currency per hour is between 0 and +100 at hours 1, 10 and 40, printed as a table, with every sink and faucet sourced from the design doc; or stop after 10 turns |
| Prototype tests | /goal the Godot project's tests pass headless (godot --headless -s tests/run.gd) with 0 failures, shown by the summary line; no test disabled; or stop after 15 turns |
Loops that fit: over a playtest weekend, /loop 1h to pull new telemetry and flag levels where the quit rate doubles.
What a checker can't judge: whether it's fun. Only playtests answer that, watched rather than surveyed.
Prompt library
One entry per document a designer or art director produces. Quick is the minimum that still works; Full fills
in the skeleton. Replace every […] and delete the optional slots you leave empty.
Pitch doc
Stage: produce · Use when: you have a game idea in a sentence and need the 1–2 pages that say what the game is before anything is built.
Quick
Turn my game idea into a 1-page pitch doc: hook, player fantasy, 3
pillars, verbs, core/session/meta loops, references, audience, scope.
Idea: [one or two sentences, e.g. "a heist game where every plan barely holds"].
Team and time: [e.g. 2 people, 12 months, Godot].
Check that each pillar rules a feature out and every loop closes.Full
<context>
Idea: [one or two sentences, e.g. "a heist game where every plan
barely holds"].
Player fantasy: [what the player should feel, e.g. "a crew leader
improvising when the plan breaks"].
Platform: [platform: PC | console | phone | handheld], input [input: mouse and keyboard | gamepad | touch], sessions of [minutes, e.g. 20].
Business model: [business model: premium | free-to-play | subscription].
Team and time: [e.g. 2 people, 12 months, Godot].
Reader: [who, e.g. a publisher's scout who reads one page].
</context>
<examples>
Pitches or store pages I like: [paste 1–2, each with why]
One I don't: [paste or describe one, with why, e.g. "a feature list
with no fantasy"]
</examples>
<task>
Write a pitch doc (concept doc) I can use to decide whether to
prototype this, and to show a partner or publisher.
</task>
<requirements>
- Sections: hook in one sentence; player fantasy; 3 design pillars,
one line each; verbs (5–8); core, session and meta loops as
arrows; the 3 most interesting decisions; references (2–3 games
and what to take from each); audience by Quantic Foundry
motivations; scope; the smallest prototype that tests the core
loop.
- An MDA breakdown: mechanics → dynamics → which of the eight
aesthetics.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing (sales figures, audience sizes).
</requirements>
<quality_bar>
Before answering, check your draft against:
- Each pillar rules out at least one tempting feature.
- The core loop closes and is still fun at minute 5 and hour 20.
- No decision has an obvious right answer.
- The prototype is buildable by this team in weeks and says which
result would show the loop isn't fun.
</quality_bar>
<output_format>
At most 2 pages of Markdown: one heading per section, the loops in
a text block, the references as a table (game | take this | leave
this).
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>Economy model
Stage: produce · Use when: you are designing or fixing a currency, crafting or resource system, or players say a currency is useless or too scarce.
Quick
Model the economy of [game, e.g. a 40-hour action RPG] with sinks and
faucets: every source and sink of [resource, e.g. gold] with rates per
hour at hours 1, 10 and 40, net flow and the typical stockpile.
What I have: [paste earn and spend amounts]. Show the arithmetic, say
where inflation starts, and mark every rate you assumed.Full
<materials>
[paste every way players earn and spend each resource, with
amounts, or write "none yet"]
</materials>
<context>
Game: [genre and length, e.g. an action RPG, 1-hour sessions, about
40 hours to finish].
Business model: [business model: premium | free-to-play | subscription].
Resources: [list, e.g. gold, wood, XP].
Progression: [progression: vertical | horizontal | skill | knowledge | cosmetic].
Problem: [what's wrong, e.g. "by hour 15 gold piles up and shops
stop mattering"].
</context>
<task>
Build an economy model for these resources, so I can tune the rates
in a spreadsheet before the next playtest.
</task>
<requirements>
- The sinks-and-faucets method: a faucets table and a sinks table
(source, resource, amount, rate per hour at hours 1, 10 and 40),
with optional sinks marked.
- Net flow per resource and the stockpile a typical player holds at
each checkpoint; mark inflation (faucets outpace sinks) and
starvation (sinks win).
- Positive feedback loops, and converters that turn a resource into
more of itself, each with a damper.
- New sinks that are fun (options, cosmetics, risk), not taxes.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing, and label every play rate you
assumed.
</requirements>
<quality_bar>
Before answering, check your draft against:
- Every rate has a unit, and its arithmetic is shown.
- Sinks keep pace with faucets at hours 1, 10 and 40.
- No sink can be skipped by the players who hoard.
- Each fix names the number it changes and by how much.
</quality_bar>
<output_format>
A faucets table, a sinks table, a net-flow table by checkpoint, a
list of problems with fixes, and the net-flow formulas in Google
Sheets syntax.
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>Balance sheet
Stage: produce · Use when: you have units, weapons or cards, with or without numbers, and need formulas, a cost curve and the outliers.
Quick
Here is my [table: weapons | units | cards] as CSV: [paste]. Add burst
DPS, sustained DPS and time to kill against [targets, e.g. 100 and 250
HP], with spreadsheet formulas; fit a cost curve; list outliers and
dominant options. Recompute two rows by hand, and ask me rather than
invent a missing stat.Full
<materials>
[paste the stat table as CSV, or the list of stats and what each
does if there are no numbers yet]
</materials>
<context>
Game: [genre and mode, e.g. a top-down shooter, 10-minute matches].
Targets: [what they fight, e.g. enemy HP 100, 250, 600; armor 0, 20].
What each stat means: [e.g. "fire rate is shots per second"].
Suspicion: [e.g. "the shotgun wins every close fight"].
</context>
<task>
Build a balance sheet I can paste into a spreadsheet, to find
dominant options before the next balance pass.
</task>
<requirements>
- Derived columns with formulas: burst DPS, sustained DPS with
reload, shots to kill and time to kill (TTK) against each target.
- A power score with weights you justify, and a cost curve fitted
from it; flag outliers more than [tolerance, e.g. 15%] off it.
- Dominant options, options that are never the best pick, and the
situation where each option should be the right pick.
- The smallest stat changes that fix each problem.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] for any stat I didn't give, instead of filling it in.
</requirements>
<quality_bar>
Before answering, check your draft against:
- Every formula uses the columns given and runs as written.
- Two rows are recomputed by hand, with the working shown.
- Every option is the right pick in some situation.
- No fix creates a new dominant option.
</quality_bar>
<output_format>
The table with the new columns as CSV, the formulas in Google Sheets
syntax, an outlier list, and a fix table (option | change | effect
on TTK).
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>Art bible
Stage: produce · Use when: the art direction is chosen and you need the rules every asset, and every image prompt, must follow.
Quick
Draft an art bible for my [genre, e.g. top-down stealth] game from these
references: [references, e.g. Invisible, Inc. for vision cones]. Sections: one-line style,
shape language by role, palette per area with reserved gameplay colors,
value rules, rendering, lighting, UI, VFX, 5 dos and 5 don'ts, and a
40–60-word style block for image prompts. Check every rule against the
silhouette and grayscale tests.Full
<materials>
[paste the chosen art direction, e.g. the design picked in stage 2
of the chain]
</materials>
<context>
Game: [genre, e.g. top-down stealth], on [platform and resolution,
e.g. PC at 1080p].
Camera: [camera: top-down | side-on | isometric | third-person | first-person]
Art form: [art form: 2D sprites | 2D vector | 3D low-poly | 3D stylized | 3D realistic]
Rendering: [rendering: flat | cel-shaded | painted | physically based]
Team: [who makes art and the time per asset, e.g. one artist, one
day per enemy].
Must read in under a second: [e.g. guards, vision cones, the
player, cover].
</context>
<examples>
References I like: [3–10 images or games, each with what to take:
shape, palette or lighting, never "everything"]
One I don't: [one, with why, e.g. "texture noise everywhere"]
</examples>
<task>
Write an art bible that turns this direction into rules an artist
or an image generator can follow, before asset production starts.
</task>
<requirements>
- Sections: pillars and one-line style; references with what to
take; shape language by role; proportions; palette per area with
reserved gameplay colors; value rules; materials and rendering;
lighting; UI style; VFX style; 5 dos and 5 don'ts; asset specs.
- Readability first: the player and threats win the value contrast,
the background stays in the mid-values, no information by hue
alone.
- A style block of 40–60 words to paste, word for word, into every
image prompt.
- Styles described by visible traits, never by living artists' names.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing.
</requirements>
<quality_bar>
Before answering, check your draft against:
- Each rule says no to something.
- Reserved gameplay colors are never used for decoration.
- The style passes the silhouette, grayscale and in-game-size tests
at the camera above.
- An asset in this style fits the time per asset.
</quality_bar>
<output_format>
Markdown with one heading per section; tables for the palette (area
| colors as hex | reserved for) and the asset specs; the style block
last, in quotes.
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>Concept art sheet
Stage: produce · Use when: you need image-generator prompts for a character, prop or environment in the locked style, and the checks to run on what comes back.
Quick
Write 4 image-generator prompts for a [sheet type: thumbnails | turnaround | callout sheet | expression sheet]
of [subject, e.g. a heavy guard with a lantern], with this style block
word for word: [paste]. Vary one thing per prompt; plain light
background; no text. Then list the 3 signature details to check in
every result.Full
<materials>
[paste the art bible's style block and palette]
[attach the approved reference image, if there is one]
</materials>
<context>
Asset: [subject, role and 3 key features, e.g. "a heavy guard who
blocks doorways: slow, armored, carries a lantern"].
Sheet: [sheet type: thumbnails | turnaround | callout sheet | expression sheet | color key]
Next step: [who uses it, e.g. a 3D modeler builds from the
turnaround].
Image tool: [tool, e.g. Midjourney, Firefly or a chat assistant's
image mode].
</context>
<examples>
Approved images: [attach or describe 1–3, with what makes them right]
Rejected: [one, with why, e.g. "views disagree; too much detail"]
</examples>
<task>
Write the concept art brief for this asset and 4 prompts for the
image tool, so I can generate, pick one and hand it on.
</task>
<requirements>
- Each prompt in this order: sheet type; subject and role; the style
block word for word; shape and proportion; palette and value;
view and camera; lighting; background and framing; exclusions;
aspect ratio.
- Turnarounds: orthographic front, side and back at the same height,
flat even lighting, no cast shadows, full body with margin.
- Vary one thing per prompt (silhouette, proportion, palette or
detail), never the style block.
- A character description of at most 60 words: silhouette,
proportions, 3 signature details, palette as hex, what must never
change.
- No other studios' characters, no living artists' names, no text
or logos in the image.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing.
</requirements>
<quality_bar>
Before answering, check your draft against:
- The design reads in solid black (the silhouette test) at its
in-game size.
- Its values set the figure apart from the background.
- Nothing asks the generator for what it gets wrong: legible text,
exact counts, hands doing mechanical work.
</quality_bar>
<output_format>
The brief (purpose, sheet type, specs, references) in 5 lines; the
60-word description; the 4 prompts in separate text blocks; a
checklist for each result (signature details, views agree,
silhouette, palette).
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>Sprite sheet spec
Stage: produce · Use when: an artist or a generator is about to make character animations and the frames must fit the engine.
Quick
Write a sprite sheet spec for [character, e.g. the heavy guard] in a
pixel-art game: base resolution [e.g. 480×270], height [e.g. 32 px],
palette, animations with frame counts and fps, cell size, padding,
pivot, file naming and export format. Check that the base resolution
integer-scales to 1080p, and end with a checklist for the artist.Full
<context>
Game: [genre and engine, e.g. a 2D platformer in Godot].
Base resolution: [base: 320×180 | 384×216 | 480×270 | 640×360], integer-scaled to 1920×1080.
Character: [who, e.g. the heavy guard], about [height, e.g. 32 px]
tall.
Palette: [e.g. 16 colors, or a named palette from Lospec].
Animations: [list, e.g. idle, walk, alert, attack, hurt, death].
Artist: [who, e.g. a freelancer paid per frame].
</context>
<task>
Write a sprite sheet spec the artist can deliver against and I can
check on arrival.
</task>
<requirements>
- Per animation: frame count, fps, loop or one-shot, the key poses,
and the frame the gameplay event happens on (the hit frame).
- Fixed cell size, 1–2 px padding, pivot at the feet, transparent
PNG, one sheet per character, names like chr_guard_walk_01.png.
- Nearest-neighbor filtering and integer scaling; no mixed pixel
sizes; no anti-aliased edges against transparency.
- Readability at real size: the silhouette test on each key pose;
attacks telegraph with a wind-up before the hit frame.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing.
</requirements>
<quality_bar>
Before answering, check your draft against:
- The cell fits the widest and tallest pose with margin.
- Frame counts and fps give a wind-up long enough to react to.
- Everything the engine needs to import the sheet is stated.
</quality_bar>
<output_format>
A spec table (animation | frames | fps | loop | key poses | event
frame), a file-settings list, and a 10-point acceptance checklist.
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>Playtest plan
Stage: produce · Use when: you are about to put a build in front of people, and want the session and its report planned so the notes turn into decisions.
Quick
Write a playtest plan for [game, e.g. my stealth prototype] to answer
one question: [e.g. "do players understand distraction?"]. Give a
setup script with no hints, 5 tasks, an observation sheet, 6
non-leading questions, the telemetry to log and how I'll decide.
Check that no question names the mechanic being tested.Full
<materials>
[optional: notes from the last playtest, quoted exactly]
</materials>
<context>
Build: [what is in it, e.g. levels 1–3 of the stealth game, graybox
art].
Stage: [stage: paper prototype | graybox | vertical slice | alpha | beta]
Question: [one, e.g. "do players use distraction after level 2, and
if not, why not?"].
Players: [number and who, e.g. 6 Kleenex testers who play stealth
games and have never seen the build].
Session: [length and setting, e.g. 45 minutes, in person, recorded].
</context>
<task>
Write a playtest plan and an empty report template, so I can run the
session and turn what I see into design decisions.
</task>
<requirements>
- A setup script I read aloud, with no hints about the mechanics.
- 5 tasks or goals; think-aloud instructions; an observation sheet
(time, place, what they tried, quotes); 6 post-session questions
about their experience, not my design.
- Telemetry events, each with the question it answers.
- A decision rule set now: which result means the design works and
which means it doesn't.
- A report template: issue; testers who hit it; severity (blocks
progress, hurts fun, cosmetic); likely cause in the design; 2
candidate fixes; what to measure next time.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing; quotes in the report are only
what testers said.
</requirements>
<quality_bar>
Before answering, check your draft against:
- No question leads the player or names the mechanic.
- Every task and telemetry event serves the one question.
- The decision rule is fixed before the test, not after.
</quality_bar>
<output_format>
One page: script, tasks, observation sheet as a table, questions,
telemetry table, decision rule. Then the report template as an empty
table.
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>Readability audit
Stage: review · Use when: playtesters miss enemies, hazards or pickups, or before you lock the art style.
Quick
Audit this gameplay screenshot [paste a description, or attach it] at
[resolution, e.g. 1080p] for readability. Players must notice, in order:
[list, e.g. guards, vision cones, the exit]. Check value
contrast, silhouettes, reliance on color, visual noise near the player
and VFX covering threats. Give the 5 fixes with the biggest effect,
cheapest first, and don't redesign the style.Full
<materials>
[attach the screenshot, or describe it: camera, every element, its
colors and position]
[paste the art bible's palette and value rules, if you have them]
</materials>
<context>
Game: [genre and camera, e.g. top-down stealth, characters about
80 px tall].
Display: [display: 1080p monitor | 4K TV across a room | phone | handheld]
Must notice, in priority order: [e.g. guards, vision cones, the
player, the exit, pickups].
Seen in playtests: [e.g. "4 of 6 testers walked into vision cones
they didn't see"].
</context>
<examples>
Games that read well at this camera: [1–2, each with what it does,
e.g. "Into the Breach: every enemy attack shown on the grid before
it lands"]
</examples>
<task>
Audit the screenshot for readability and rank the fixes, so I can
change the art before the next playtest.
</task>
<requirements>
- The readability tests: silhouette; value (grayscale); squint or
blur; in-game size; color vision (no information by hue alone);
in motion and under VFX.
- For each element on the priority list: whether it wins the
contrast it should, and what competes with it.
- Fixes cheapest first, each a concrete change ("darken the floor
tiles by one value step", "add a white rim light to guards").
- Don't rewrite the style or the art bible.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing.
</requirements>
<quality_bar>
Before answering, check your draft against:
- The read order you found is compared with the priority list,
element by element.
- Each fix names the element, the change and the test it fixes.
- No fix depends on color alone.
</quality_bar>
<output_format>
A table (element | priority | passes | fails | what competes), then
the top 5 fixes ranked, cheapest first.
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>Worked example
Weak prompt
Make my roguelike more fun. Add some cool mechanics.What's wrong
- No game is described, so the model can only offer generic features.
- "Fun" has no target: no pillars, no player fantasy.
- No problem statement: what isn't fun now, and how do you know?
- No constraints (team, time, platform) and no numbers to reason from.
- No output format, so you get an essay: a list of popular features (crafting, pets, daily challenges) that may fight your design.
Strong prompt
<materials>
Playtest notes, 12 sessions: by room 8, 11 of 12 players took a
damage relic every time; 9 of 12 never parried after room 3; 7 said
runs "feel the same" in the post-session questions.
Relic pool: 30 relics; 12 add damage, 10 add defense, 8 are utility.
</materials>
<context>
Game: a top-down roguelike for PC, 20-minute runs; 2 people, 8
months left, Godot.
Pillars: decisive fights; builds that feel different every run; no
grinding between runs.
Verbs: dash, attack, parry, pick a relic.
Core loop: clear room → pick 1 of 3 relics → next room; a boss every
5 rooms.
</context>
<task>
Diagnose why every run converges on damage relics and propose fixes,
so I can choose what to build before the next playtest.
</task>
<requirements>
- Diagnose with MDA: which mechanics produce this dynamic?
- Say whether "always take damage" is a dominant strategy, and why.
- 4 fixes, each with: the change, the dynamic it should create, the
pillar it serves, cost to build (S, M or L), and the playtest
result that would show it worked.
- One fix must make parrying worth it without forcing it.
- No new systems unless a fix needs one.
- Never invent numbers, names, quotes or sources: write [NEEDS
SOURCE] where support is missing.
</requirements>
<quality_bar>
Before answering, check your draft against:
- Each fix traces to a pillar.
- No fix creates a new dominant strategy.
- Every fix can be tested in one playtest.
</quality_bar>
<output_format>
The MDA diagnosis in 3–5 bullets, then a table: # | change |
expected dynamic | pillar | cost | playtest signal.
</output_format>
<process>
Ask me up to 3 questions first if anything missing would change
your answer; otherwise go on. End with a list of the assumptions you
made.
</process>What came back
The reply, illustrative, abridged:
MDA diagnosis
- Mechanics: relics stack additively, and 12 of 30 add damage, so a
1-of-3 offer holds at least one damage relic about 80% of the time.
- Dynamics: more damage shortens every fight, which also shortens
the time you can be hit, so damage doubles as defense; defense
and utility relics rarely win a pick.
- Aesthetics lost: expression (builds) and challenge (parrying).
- Dominant strategy: yes. Damage is the best pick in almost every
room because it also does defense's job.
# | Change | Expected dynamic | Pillar | Cost | Playtest signal
1 | Damage relics give diminishing returns | a 4th damage pick loses | builds differ | S | under 60% damage picks
| after the third | to utility | | | after room 8
2 | Every offer holds one relic per category | every pick is a choice | builds differ | S | 3+ categories in final builds
3 | A perfect parry gives +5% damage for 3 s,| parrying pays off | decisive fights | S | parries per room rise
| stacking | | | | after room 3
4 | Elite rooms whose enemies resist damage | some fights reward | decisive fights | M | fewer pure-damage runs
| relics | other builds | | | reach boss 2
All four fixes checked: none creates a new dominant strategy.
Assumptions: players judge relics by the numbers shown; no relic
interacts with parrying today.How an expert judged it
Checked against the prompt's <quality_bar>:
- Diagnosis: good. It traces the dynamic to two mechanics (additive stacking and the pool's share of damage relics), and the 80% is right: 1 − C(18,3)/C(30,3) ≈ 0.80.
- Traces to a pillar: pass. Every fix names one.
- Testable: pass. Every fix has a playtest signal with a number.
- No new dominant strategy: fail on fix 3, despite the claim. A parry that pays out in stacking damage rewards the damage build most: the player already stacking damage gains the most from it, so the fix deepens the dominant strategy it was meant to break. Parrying needs a payoff in a different currency: time, safety or options.
- No new systems: borderline on fix 4. Damage resistance is a new system; the reply is honest about the cost (M), and it is the fix to drop first.
The follow-up
Fix 3 pays parries in damage, which feeds the damage stack the
other fixes are trying to break. Replace it with a parry reward in a
different currency (safety, time or options, e.g. a free reroll of
the next relic offer, or a short stagger on nearby enemies). Keep
fixes 1, 2 and 4 as they are. Give the new fix in the same columns,
then check all four fixes together: which build would a min-maxer
pick by room 8, and is it still a dominant strategy?Judge the output
The same checks are the ones in every <quality_bar> on this sheet. Use the tables to judge any answer, and paste
them into the review stage when a model should score a draft for you in a fresh chat.
Mechanics rubric
| Check | Good | Red flag |
|---|---|---|
| Serves the pillars | each feature traces to a pillar | features that sound fun but serve none |
| Loop closes | every reward feeds back into the next cycle | rewards that go nowhere, or a loop with a dead step |
| Decisions are interesting | trade-offs with no single right answer | one option always best (dominant strategy) |
| Numbers, not adjectives | rates, costs, timings, formulas | "balanced", "engaging", "rewarding" with no numbers |
| Economy holds | sinks keep pace with faucets at hour 1, 10 and 40 | currency that piles up, or no meaningful sinks |
| Difficulty breathes | sawtooth with breathers; new mechanics taught safely | constant ramp; mechanics first seen in a hard test |
| Learnable | each mechanic has an onboarding moment | depends on text tutorials for everything |
| Testable | says what playtest result would prove it wrong | no way to tell if it worked |
| In scope | fits the team and time | needs content, netcode or tech you don't have |
Visual rubric
| Check | Good | Red flag |
|---|---|---|
| Silhouette | identifiable in solid black | blobs that only read through color detail |
| Value | the important things win in grayscale | everything mid-gray; background brighter than the player |
| Shape language | consistent with role (enemy, ally, neutral) | random shapes; friendly enemies |
| Palette discipline | reserved gameplay colors used only for gameplay | the danger color used for decoration |
| Readable at real size | works at in-game pixel size | only reads full-screen |
| Consistent | same proportions, details and rendering across assets | drifting buttons, scars, line weights |
| Buildable | views agree; specs met | contradictory views; wrong sizes or format |
Pitfalls
| Pitfall | Why it hurts | Instead |
|---|---|---|
| Asking for features instead of experiences | you get a feature list, not a design | describe the feeling and the problem |
| Trusting balance numbers you can't check | models make arithmetic and assumption errors | ask for formulas and assumptions; recompute in a spreadsheet |
| Treating the model as a playtester | it can't play your game; it predicts typical reactions | test with people; feed observations back |
| Copying a reference game wholesale | its systems fit its pillars, not yours | say what to take from each reference |
| Scope creep from brainstorming | every brainstorm adds systems | ask the model to cut, not just add: "which 30% can we drop?" |
| Style before readability | beautiful art that hides threats | silhouette and value tests first |
| Regenerating instead of iterating | each new image drifts further from the design | lock one approved image and edit from it |
| Mixed AI styles in one game | assets look like they came from different games | one style block, references and a final human pass |
| Vague asset requests | images at the wrong size, view or background | state sheet type, view, size, background, format |
References
- MDA: A Formal Approach to Game Design and Game Research (opens in a new tab): Hunicke, LeBlanc and Zubek's paper; mechanics, dynamics, aesthetics and the eight kinds of fun
- Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs (opens in a new tab): Richard Bartle's original player-types paper
- The Motivational Pull of Video Games: A Self-determination Theory Approach (opens in a new tab): Ryan, Rigby and Przybylski (2006)
- Center for Self-Determination Theory (opens in a new tab): the theory's home, with papers on autonomy, competence and relatedness
- Gamer Motivation Model (opens in a new tab): Quantic Foundry's 12 motivations
- Flow in Games (opens in a new tab): Jenova Chen's thesis site on flow and difficulty
- The Chemistry of Game Design (opens in a new tab): Daniel Cook on skill atoms
- One-Page Designs (opens in a new tab): Stone Librande's GDC 2010 talk
- The Anatomy of a Design Document (opens in a new tab): Tim Ryan on concept docs and proposals
- Game Balance Concepts (opens in a new tab): Ian Schreiber's free course on cost curves, economies and spreadsheets
- Machinations (opens in a new tab): a tool for simulating game economies and loops
- Illustrative Rendering in Team Fortress 2 (opens in a new tab): Valve's paper on silhouettes, value and readable style
- Game Accessibility Guidelines (opens in a new tab): color, text size, controls and more
- Lospec palette list (opens in a new tab): limited palettes for pixel art
- Midjourney: Style Reference (opens in a new tab): style references and codes for a consistent look
- ComfyUI documentation (opens in a new tab): node-based local image generation with LoRAs and structure control