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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

QuestionWhy it comes firstExample 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 worldsneak, distract, pick a lock, sprint
What is the core loop?the cycle the player repeats most decides whether minute 5 and hour 50 are funscout → 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 oneknock 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 tuningmostly strategy, some execution, little chance
How does the player learn it?each mechanic needs a safe place to learn before it is testedlock-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 complexityPC, 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 forone level, three guard types, plain boxes for art

Visuals: the first questions

QuestionWhy it comes firstExample answer
What must the player read in under a second?gameplay readability beats beauty: threats, hazards, pickups, things you can useguards, 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-uptop-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 skills2D 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 gameat 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.

FrameworkWhat it saysAsk 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 pillars3–5 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."
designer: writes the rules, aims at a feeling MECHANICS DYNAMICS AESTHETICS the rules behavior in play what the player feels guard vision cones noise radius lockpick timer players bait guards with noise, improvise when a patrol turns challenge, fantasy: a heist planner whose plan barely holds player: feels the aesthetics first, learns the rules last you change the mechanics; playtests show whether the feeling follows
Designers change the rules and playtest for the feeling. Name the target aesthetic in a prompt and ask which mechanics produce it.

Vocabulary

Mechanics

TermWhat it meansSay it like
Mechanica rule the player interacts with: jumping, a cooldown, a shop"List every mechanic and the verb that triggers it."
Verban action available to the player"The verbs are dash, parry and throw; design enemies that test each one."
Core loopthe shortest repeated cycle of play"Describe the core loop in 4–6 steps, each feeding the next."
Meta loopthe 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, juicemoment-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."
Feedbackhow the game tells the player what just happened"For each action, list its visual, audio and UI feedback."
Positive feedback loopsuccess makes more success easier (snowballing)"Find positive feedback loops that let a leader run away with a match."
Negative feedback loopsuccess 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."
Progressionhow power, options or knowledge grow over time"Separate vertical progression (bigger numbers) from horizontal (new options)."
Gatingblocking content until a condition is met: a key, an ability, a level"Gate the second region behind an ability, not a level requirement."
Economythe 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."
Sinkwhere resources leave: purchases, repairs, crafting costs, fees"Add sinks so gold still matters after 20 hours."
Inflationfaucets outpace sinks, so prices and rewards lose meaning"Check for inflation at hours 10, 30 and 100."
Soft and hard currencyearned in play vs bought with real money (free-to-play games)"Soft currency only; no real-money purchases."
Difficulty curvehow challenge changes across the game"Shape the difficulty as a sawtooth: ramp, peak, breather."
Intensity curvethe rise and fall of tension within a level or session"Plot intensity per room; never two peaks back to back."
Flow channelthe 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/rewardbigger payoffs for riskier choices"Every shortcut should trade more risk for more reward."
Dominant strategya choice that is always best, which removes the decision"Find dominant strategies in this weapon table."
Counterplaya way for the other side to respond to a tactic"Give every enemy ability a readable counter."
Telegraphingsignaling an attack or event before it lands"Each boss attack telegraphs with a pose and a sound before it hits."
Emergent gameplaysituations that arise from systems interacting, not authored by hand"Which two systems could combine into unscripted moments?"
Scripted sequencean authored, predictable event"Keep scripted sequences for story beats; make the rest systemic."
Systemic designobjects 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 randomnessluck 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."
Balanceno option is strictly better than another; costs match benefits"Balance these units so each is the right pick in some situation."
Cost curvea formula relating an item's cost to its power"Fit a cost curve to these 10 cards and flag the outliers."
DPS, TTKdamage per second; time to kill a target"Compute TTK for each weapon against each armor type."
Onboardinghow the game teaches itself to a new player"Teach the parry through level layout, without tutorial text."
Vertical slicea short piece of the game at final quality that proves the whole"Plan a 10-minute vertical slice and what it must prove."
Graybox, blockouta level built from plain shapes to test layout and timing"Describe the level as a graybox: rooms, sizes in meters, sightlines."
Playtestwatching real players play to find problems"Write a playtest script with tasks and questions."
Kleenex testera tester who sees the game once, so their first impression is fresh"Assume Kleenex testers who have never seen the tutorial."
Telemetrylogged play data: deaths, time spent, choices made"List the telemetry events we need for the first hour."
GDDgame design document: the reference for what the game is and how it works"Write the combat section of the GDD."

Visual design

TermWhat it meansSay it like
Art directionthe 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 guidethe document that records the art direction as rules with examples"Draft an art bible: shape language, palette, value rules, materials, dos and don'ts."
Readabilityhow fast the player understands what they see"Rank everything on screen by how fast it must be read."
Silhouettethe outline filled solid; a strong one is recognizable in pure black"Each enemy must be identifiable from its silhouette alone."
Shape languagebasic shapes used for personality: circles read friendly, squares sturdy, triangles dangerous or fast"Triangle-dominant shapes for enemies, round shapes for allies."
Valuehow light or dark a color is, separate from its hue"Check the design in grayscale first."
Value hierarchythe strongest light-dark contrast goes to what matters most"Highest value contrast on the player and hazards; backgrounds in the mid-values."
Color scripta 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 keya painting that sets the lighting and colors of one scene"Describe a color key for the night market: light sources, palette, mood."
Palettethe limited set of colors in use"Each area gets a 5-color palette plus one accent reserved for interactables."
Saturation hierarchyhigh saturation reserved for important things"Keep environments muted; saturate only gameplay objects."
Visual noisedetail that competes with gameplay information"Remove visual noise behind the player's path."
HUDheads-up display: health, ammo, minimap drawn over the game"Keep the HUD to the screen corners; nothing in the center third."
Diegetic UIUI 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 UIan 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."
Affordancea visual cue that suggests what something does"Climbable ledges need one consistent affordance, like a worn light edge."
VFX telegrapha visual effect that warns before an effect lands"Show the blast radius on the ground before the explosion."
Concept artimages made to decide a design, not to ship"This is concept art for the designer, not marketing art."
Thumbnaila tiny, fast sketch exploring silhouette or composition"Give me 12 thumbnail ideas that vary the silhouette, not the detail."
Callout sheeta design with zoomed-in details and notes on parts and materials"Callout sheet: the gauntlet's mechanism, materials and wear."
Turnaroundthe same design from front, side and back (often three-quarter) at the same scale"Orthographic turnaround, front, side, back, same height."
Expression sheetone character's face in several emotions"Expression sheet: neutral, angry, scared, smug, laughing, hurt."
Mood boarda collage of references that sets the tone"List 15 mood board references: films, games, photos, art movements."
Key arta finished illustration of an important moment, often for marketing"Key art for the store page: the crew mid-heist."
Paintoverpainting over a screenshot or render to show the target look"Describe a paintover of this graybox screenshot."
Sprite sheetanimation frames packed in a grid in one image"Sprite sheet: 8 frames of run, 64×64 cells, pivot at the feet."
Texture atlasmany textures packed into one image so the engine draws more per call"Pack all UI icons into one atlas."
Texel densitytexture 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-neighborscaling by whole numbers without smoothing so pixels stay square and crisp"Nearest-neighbor filtering, integer scaling only."
Nine-slicea UI image cut into 9 parts so corners stay sharp when it stretches"Panels are nine-slice with 12 px corners."
Trim sheetone texture of reusable strips (moldings, edges, panels)"Use a trim sheet for all building edges."
Cel shadingflat bands of light and shadow, often with outlines (also toon shading)"Two-tone cel shading, dark outlines on characters only."
Rim lighta 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
scout plan execute escape loot CORE LOOP seconds to minutes spend payout upgrade crew harder jobs META LOOP across sessions payout pick a job 3–5 core loops SESSION LOOP one run funds upgrades each step feeds the next; the last feeds the first

Each step feeds the next and the last feeds the first; the deeper the loop, the slower it turns.
Loop typeWhat it doesExampleRisk
Positive feedbackrewards winners with more powerMonopoly: more property, more rent, more propertythe match is decided early; losers quit
Negative feedbackhelps whoever is behindracing games that give stronger items to players further backskill feels pointless if it is too strong
Compulsion loopanticipation → action → reward, repeatedopening loot boxes, pulling a slot leverengagement 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.

faucets sinks enemy drops quest rewards daily bonus upgrades repairs crafting costs +300 / h +500 / h +100 / h −400 / h −150 / h −100 / h STOCKPILE the player's gold hour 40: 10,000 hour 10: 2,500 hour 1: 250 if sinks win instead, players feel starved example, per hour: in +900 gold out −650 gold net +250 gold the pile keeps growing: prices stop mattering (inflation)
Example rates. List every faucet and sink with a rate per hour, then check the stockpile at a few points in the game.
Resource flowExamplesWatch for
Faucetsenemy drops, quest rewards, selling items, daily bonuses, passive incomerates that scale with power faster than costs do
Sinksshops, upgrades, repairs, crafting, fees, consumables, cosmetic purchasessinks players can skip, so they hoard
Converterscrafting (wood → planks), tradingloops that turn a resource into more of itself
Stockpilesthe player's wallet and inventorythe size of the pile at hour 10, 30, 100
Progression kindWhat growsExample
Verticalnumbers: health, damage, level+10% damage per upgrade
Horizontaloptions, not powera grappling hook that opens new routes
Skillthe player's own masterylearning enemy patterns
Knowledgewhat the player knows about the worldOuter Wilds: knowledge is the only progress
Cosmetic, sociallooks, status, rankskins, titles, leaderboards
Narrativestory revealednew 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.
challenge player skill, which grows as they play ANXIETY challenge above skill BOREDOM skill above challenge FLOW CHANNEL straight ramp flat difficulty peak breather sawtooth
Skill grows as people play, so challenge has to keep rising, in waves, to stay inside the channel.

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

DocumentLengthContentsWhen
Pitch or concept doc1–2 pageshook, player fantasy, pillars, core loop, references, audience, scopebefore anything is built
One-page design1 page per featurethe feature as a diagram with short notes, rules, numbers, open questionsper feature, before building it
GDDa living wikievery system, with rules, numbers and edge cases; links to the one-pagerspre-production onward
Level design document1–3 pages per levelgoal, beats, mechanics introduced, layout sketch, intensity curveper level; template on game world design
Art bibleas long as needed, mostly imagessee art bible contentsbefore asset production
Balance sheeta spreadsheetstats, formulas, curves, outlierswhenever numbers change
Playtest report1–2 pages per sessionwhat players did, where they struggled, quotes, decisionsafter each playtest

Playtesting

MethodWhat it findsRule
Observation with think-aloudconfusion, wrong mental modelsask the player to say what they are thinking; never explain the game
Silent observationwhere players stall, die, quitnote time, place and what they tried
Post-session questionshow it felt, what they would tell a friendask about their experience, not your design: "what was the goal?"
Telemetrypatterns across many playersdecide the events before the test
Kleenex testersfirst-time experience and onboardinguse 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.

SectionWhat it specifies
Pillars and one-line style"readable first, warm handmade feel, 1960s spy poster"
References10–20 images with what to take from each (shape, palette, lighting, not everything)
Shape languagewhich shapes for heroes, enemies, environments, UI
Proportionshead heights, scale of characters to doors and props
Palette and color scriptper area and per story beat; reserved colors (danger red, interactable cyan)
Value ruleswhere the lightest lights and darkest darks may go
Materials and renderingflat, cel-shaded, painted, physically based; outline rules; texture detail
Lightingkey light direction, time of day, rim light rules
UI stylefonts, icon style, panel shapes
VFX styleshapes, palette, timing
Dos and don'tsside-by-side right and wrong examples
Asset specssizes, budgets, naming, file formats (asset specs)

Readability: silhouette, value, shape, color

TestHowPasses when
Silhouettefill each character or prop solid blackyou can name it from the outline; Valve's paper on Team Fortress 2 shows its nine classes designed to be told apart this way
Valueconvert a screenshot to grayscalethe player, threats and interactables still stand out
Squint or blursquint, or blur the image heavilythe first thing you see is the most important thing
In-game sizeshrink the art to its real size on screenthe design still reads at that size
Color visionview through a color-blindness simulatorno information relies on hue alone
In motiontest it moving, in a crowd, under VFXit 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:

KindIn the game world's space?In the fiction?Example
Diegeticyesyesthe ammo count on the gun; a map the character holds
Spatialyesnoan outline around a usable item; a waypoint in the world
Metanoyesblood or frost on the screen edges; a phone call overlay
Non-diegeticnonothe 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

TypeWhat it isWhenAsk the image tool for
Mood boardreferences collected, not drawnfirstyou collect; ask a chat model for search terms
Thumbnailsmany tiny rough designsexploring silhouettes and compositions"grid of 9 small black silhouettes of [character] varied in shape"
Rough sketches3–5 picked thumbnails worked upchoosing a direction"rough concept sketch, loose lines, gray markers"
Color keyssmall paintings of lighting and colorper scene or area"color key painting, simple shapes, no detail, [mood] lighting"
Callout sheetapproved design with details and notesbefore modeling"detail sheet of [item], close-ups of parts, white background"
Turnaroundfront, side, back, same scalebefore 3D modelingthe turnaround templates on AI 3D generation
Expression sheetfaces in several emotionsbefore rigging or animation"expression sheet, same character, 6 emotions, grid"
Environment concepta place, its landmarks and lightingbefore level art"environment concept art, wide shot, [place], [time of day]"
Key artpolished moment, often marketinglatedetailed 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.

AssetStateTypical values
Pixel artbase resolution, sprite size, palette, scalingbase 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 sheetcell size, frames per animation, frame rate, pivot, paddingfixed cells (e.g. 64×64), 1–2 px padding, pivot at the feet, transparent PNG
Texturessize, texel density, mapspower-of-two sizes (512, 1024, 2048); one density per project, e.g. 512 px/m (see texel density)
3D modelstriangle budget, materials, scale, pivotbudgets on polygon budgets; real-world scale; pivot at the base
UIdesign resolution, scaling, nine-slice margins, icon sizesdesign at 1920×1080 or 3840×2160 and scale; icons on a fixed grid such as 32 or 64 px
Namingprefix, name, variant, numberchr_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

PartExample
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 blockthe 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
Settingsaspect 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

TechniqueHowLimits
Style blockpaste the same style paragraph, word for word, into every promptwording alone drifts between subjects
Style referencesgive approved images as style references (an image or style reference input; syntax in the box below)copies surface look, can leak subject matter
Seedsreuse the seed number with the same prompt and settings to reproduce or vary one resulta seed does not carry a style to a different prompt
Character sheet as referenceapprove one turnaround, then feed it as the reference image for every new pose or scenedetails still drift: count buttons, check the belt, the scar, the colors
Edit, don't regenerateuse 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 itneeds a set of consistent images and local tools (such as ComfyUI) or a service; check licenses
Structure controlguide the composition with a pose, depth map or line drawing (ControlNet-style inputs)setup time; mostly in open-model tools
Paintoveran artist corrects and unifies the pickscosts time, but the result is yours and consistent

To lock one character across many images:

  1. Have a chat assistant write a 60-word character description: silhouette, proportions, 3 signature details, palette with hex values, and what must never change.
  2. Generate a front, side and back turnaround from the style block plus that description; make 4 and pick one.
  3. Fix drift by hand or by editing the chosen image. That sheet is now the reference.
  4. 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

ProblemWhy it mattersFix
Views that disagreethe 3D modeler can't build a design whose side view contradicts the frontregenerate, or fix one view and redraw the others
Over-detailed designsbusy art fails the silhouette and in-game size testsask for "simple shapes, large forms, minimal detail"; test at in-game size
Fake pixel artmixed pixel sizes, blur, too many colors, off-grid edgesuse it as reference and redraw on the real grid with your palette
Perspective in "orthographic" sheetsmeasurements are wrongask for "orthographic, no perspective"; check with a ruler
Hands, straps, mechanical partsmangled or impossiblecallout sheets drawn or corrected by hand
UI mockups with textinvented words and inconsistent fontsgenerate the art; set the UI text yourself
Look-alikes of famous designslegal risk and no identitycheck 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.

InputSlotWhy it mattersExample
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 guessthe 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

StageDeliverableContents
Conceptpitch dochook, fantasy, pillars, core loop, references, audience, scope
core loop diagramthe three loops as text or a Mermaid diagram
competitor table5–8 similar games: what they do well, what we do differently
art direction options3 directions, each with a one-liner, references, risks, cost per asset
Pre-productionone-page designsone per system
economy modelsinks and faucets per hour at three points in the game
balance sheet skeletoncolumns, formulas, target values
prototype planthe smallest build that tests the fun, with what would count as success
art bible draftthe sections in art direction
concept art brief listeach asset: purpose, sheet type, specs, references
Productioncontent tablesenemies, items, abilities with stats and roles
level beat chartsper level: beats, mechanics introduced, intensity
HUD and UI specelements, priority, position, states
VFX listeffect, gameplay meaning, color, timing, budget
asset list with specssize, format, budget, naming
Testing and polishplaytest script and surveytasks, observation sheet, questions
telemetry planevents, properties, the questions they answer
tuning planwhat 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.

TaskCompletion 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

CheckGoodRed flag
Serves the pillarseach feature traces to a pillarfeatures that sound fun but serve none
Loop closesevery reward feeds back into the next cyclerewards that go nowhere, or a loop with a dead step
Decisions are interestingtrade-offs with no single right answerone option always best (dominant strategy)
Numbers, not adjectivesrates, costs, timings, formulas"balanced", "engaging", "rewarding" with no numbers
Economy holdssinks keep pace with faucets at hour 1, 10 and 40currency that piles up, or no meaningful sinks
Difficulty breathessawtooth with breathers; new mechanics taught safelyconstant ramp; mechanics first seen in a hard test
Learnableeach mechanic has an onboarding momentdepends on text tutorials for everything
Testablesays what playtest result would prove it wrongno way to tell if it worked
In scopefits the team and timeneeds content, netcode or tech you don't have

Visual rubric

CheckGoodRed flag
Silhouetteidentifiable in solid blackblobs that only read through color detail
Valuethe important things win in grayscaleeverything mid-gray; background brighter than the player
Shape languageconsistent with role (enemy, ally, neutral)random shapes; friendly enemies
Palette disciplinereserved gameplay colors used only for gameplaythe danger color used for decoration
Readable at real sizeworks at in-game pixel sizeonly reads full-screen
Consistentsame proportions, details and rendering across assetsdrifting buttons, scars, line weights
Buildableviews agree; specs metcontradictory views; wrong sizes or format

Pitfalls

PitfallWhy it hurtsInstead
Asking for features instead of experiencesyou get a feature list, not a designdescribe the feeling and the problem
Trusting balance numbers you can't checkmodels make arithmetic and assumption errorsask for formulas and assumptions; recompute in a spreadsheet
Treating the model as a playtesterit can't play your game; it predicts typical reactionstest with people; feed observations back
Copying a reference game wholesaleits systems fit its pillars, not yourssay what to take from each reference
Scope creep from brainstormingevery brainstorm adds systemsask the model to cut, not just add: "which 30% can we drop?"
Style before readabilitybeautiful art that hides threatssilhouette and value tests first
Regenerating instead of iteratingeach new image drifts further from the designlock one approved image and edit from it
Mixed AI styles in one gameassets look like they came from different gamesone style block, references and a final human pass
Vague asset requestsimages at the wrong size, view or backgroundstate sheet type, view, size, background, format

References