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游戏设计

游戏策划、资产生成、玩法关卡设计等提示词

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Shaders that hit visual targets within perf budgets (URP/HLSL and Niagara/VFX Graph).

游戏设计文本创作

Shader / VFX Technical Artist Brief & Code

社区用户33
游戏制作EN-02-Unity-Unreal-Engine-Code-Technical

Clean autoload-free modular architecture for Godot 4 projects with scene composition and signals.

游戏设计文本创作

Godot 4 — GDScript/C# Game Architecture

社区用户30
游戏制作EN-02-Unity-Unreal-Engine-Code-Technical

Server-authoritative action game code structure: replicated actors, RPC discipline, and client prediction layout.

游戏设计文本创作

Unreal — Multiplayer Dedicated Server Architecture

社区用户27
游戏制作EN-02-Unity-Unreal-Engine-Code-Technical

Designs streaming architecture for open worlds: grid sizes, loading, HLODs, and world-partition data layers without pop-in.

游戏设计文本创作

Unreal — World Partition / Large World Streaming Plan

社区用户30
游戏制作EN-02-Unity-Unreal-Engine-Code-Technical

Correct GAS architecture for an action/RPG project: ASC, attributes, effects, cues — including common pitfalls.

游戏设计文本创作

Unreal Engine 5 — Gameplay Ability System (GAS) Setup

社区用户32
游戏制作EN-02-Unity-Unreal-Engine-Code-Technical

Versioned, corruption-resistant save system with migration — avoids save wipes across patches.

游戏设计文本创作

Unity — Save/Load & Configuration Robustness

社区用户28
游戏制作EN-02-Unity-Unreal-Engine-Code-Technical

Designer-friendly ability framework: data assets, targeting, cost/cooldown, prediction-friendly for future multiplayer.

游戏设计文本创作

Unity — ScriptableObject Data-Driven Ability System

社区用户29
游戏制作EN-02-Unity-Unreal-Engine-Code-Technical

Generates a clean, testable controller architecture (state pattern + dependency injected components) instead of a monolithic CharacterMovement script.

游戏设计文本创作

Unity C# — Modular Character Controller

社区用户27
游戏制作EN-02-Unity-Unreal-Engine-Code-Technical

(market context, metrics if live, scope/milestones, team, ask, budget use), with…

游戏设计文本创作

Deck outline for publisher/platform: slide list with the data each needs

社区用户34
游戏制作EN-01-Game-Design-Production

no logo intro, establish world → show verb → escalation → story/emotion → social…

游戏设计文本创作

Trailer brief (60-90s): beat sheet with seconds (cold-open hook in 0-5s,

社区用户26
游戏制作EN-01-Game-Design-Production

customization/depth, content variety, co-op/emotional, world scale — with exact…

游戏设计文本创作

Screenshot plan (7): order = fantasy hook, unique mechanic, wow moment,

社区用户29
游戏制作EN-01-Game-Design-Production

3 proof points, 30-word store description, short description variants (Steam 300 char /…

游戏设计文本创作

Positioning: target player statement ("for players who love X but want Y"),

社区用户32
游戏制作EN-01-Game-Design-Production

Marketing-ready positioning assets: hook hierarchy, trailer beat sheet, store screenshots with intent — written as a brief to marketing/art.

游戏设计文本创作

Store Page / Pitch Deck / Trailer Brief

社区用户33
游戏制作EN-01-Game-Design-Production

compliance, and the telemetry-review checklist before shipping an event.…

游戏设计文本创作

Privacy/process: data retention, opt-out/child accounts, platform policy

社区用户26
游戏制作EN-01-Game-Design-Production

per-feature (menu opens, loadout changes), economy per cohort; give 25 concrete event…

游戏设计文本创作

Funnel/heatmap tables: per-level (enters/retries/death-cause/loot/clear times),

社区用户28
游戏制作EN-01-Game-Design-Production

progression funnel step conversion, level attempts/deaths/quits, economy source/sink…

游戏设计文本创作

KPIs that drive decisions: D1/D7/D30 retention, session length/frequency,

社区用户29
游戏制作EN-01-Game-Design-Production

Defines the events and funnels a game team actually needs — without drowning in data or violating privacy.

游戏设计文本创作

Game Analytics / KPI Instrumentation Plan

社区用户25
游戏制作EN-01-Game-Design-Production

designing for loud individuals.…

游戏设计文本创作

Cadence: rolling weekly tests, hypothesis per change, and how to avoid

社区用户29
游戏制作EN-01-Game-Design-Production

matrix, separate preference from usability bugs, triangulate 3+ players before trusting…

游戏设计文本创作

Analysis: affinity-map observations into issues with severity/frequency

社区用户26
游戏制作EN-01-Game-Design-Production

missed), note-taking schema per timestamp, metric logging hooks to add in build, and the…

游戏设计文本创作

Observation: timing targets (time-to-first-verb, deaths per room, checkpoints

社区用户25
游戏制作EN-01-Game-Design-Production

phrased as player intentions not instructions ("try to reach the boss" not "press X"),…

游戏设计文本创作

Script: welcome/neutral framing (don't sell the game), warm-up, 3-5 task goals

社区用户33
游戏制作EN-01-Game-Design-Production

(5-8 finds most issues; more for balancing), screening criteria, consent and recording…

游戏设计文本创作

Recruitment: target players vs convenience testers, sample size per round

社区用户26
游戏制作EN-01-Game-Design-Production

Runs useful playtests: recruitment, tasks, observation, and unbiased debrief interviews; converts footage into design changes.

游戏设计文本创作

Playtest Plan & Qualitative Analysis

社区用户26
游戏制作EN-01-Game-Design-Production

(internal then external), and the exact build that will be shown; provide a burndown…

游戏设计文本创作

Risks register (probability × impact, owner, mitigation), playtest schedule

社区用户25
游戏制作EN-01-Game-Design-Production