游戏设计
游戏策划、资产生成、玩法关卡设计等提示词
642 个提示词
生成游戏设计文档(GDD),涵盖玩法、系统、关卡和进度。
Game Design Document Generator
Practical pipeline rules for using generative art/audio tools in commercial game dev: approvals, licensing, human-in-the-loop, disclosure.
AI-Asset Pipeline Ethics / Legal Workflow
Launch-ready community structure and content calendar for a small dev team.
Community Management / Discord Launch Kit
Complete sound list with triggers, priority, and guidance for asset sessions/ synth design.
SFX List & Foley Design Doc
Turns emotional gameplay arc into a composer brief with stems and interaction rules.
Adaptive Music Brief Generator
Structured DM persona for in-game tabletop-style mode: rulings, not railroads, with hidden rolls and fairness.
AI Dungeon Master for Tabletop Mode
Defines the content-safety layer spec for shipped generative NPCs (ratings, abuse handling, moderation).
LLM Dialogue Safety & Guardrail Spec
Bulk-generates contextual ambient barks for a faction/biome with strict format for audio pipeline ingestion.
NPC Bark / Ambient Dialogue Generator
NPC that adapts quest handout based on shared history; structure for memory injection rather than infinite chat.
Dynamic Quest Giver with Memory
Production-style system prompt card for an in-game LLM-driven NPC; keeps voice, lore, and safety while preventing world-breaking. Adapt and pair with guardrails.
LLM NPC Character System Prompt
Cohesive game icon family; use style anchors and a single palette to keep the set uniform; generate in batches then manually normalize.
UI/Icon Art Prompt Set
Vehicle design consistent with world logic; includes ortho sheet and scale cues.
Vehicle / Mount Concepts
Produces a cohesive set of 5 mood frames per level arc for art direction lock.
Biome Color Script / Level Mood Set
Menace-first boss concept with readable attacks suggested; pair with silhouette exploration before refinement.
Enemy/Boss Concept
Safe mod support: API boundary, sandboxing, content moderation, and update stability.
Modding / User-Generated Content Support Architect
Layered anti-cheat strategy proportionate to game type — server authority first, tooling second; honest about arms race limits.
Anti-Cheat / Game Integrity Technical Plan
Technical checklist-driven porting plan: performance, input, storage, platform requirements early enough to avoid rewrite.
Console Porting / Certification Readiness
Ship-ready localization architecture with pseudo-loc, fonts, plurals, and audit tooling.
Localization Pipeline (Game)
Technical implementation of game UI: navigation, focus, data binding, resolution scaling, and multiplayer local-split constraints.
UI Implementation for Games (Co-op/Menus/Input)
Adaptive audio system: buses, snapshots, dynamic music, and performance mixing.
Game Audio Implementation (Wwise/FMOD/Unity/Unreal)
Responsive animation layer: state setup, blend trees, root motion, IK, and the game-feel timing between code and animation.
Animation State Machine / Locomotion Implementation
Runtime for branching dialogue with flags, conditions, and localization, consistent with narrative design docs.
NPC Dialogue + Quest Runtime (Data-Driven)
Selects and implements the right AI decision architecture with sensory memory and designer tunability.
Enemy AI Behavior Architecture (Utility/HTN/Behavior Tree)
Plans deterministic, seedable procedural systems (dungeons/terrain/items) with guarantees and designer overrides.