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
15-20% buffer, and sequence content so a cuttable scope list (must/should/cool) is…
Capacity reality: account for {{holidays/sick/context-switch/support}}, leave
due | code due | integration day | QA | buffer; include integration weeks, not just…
Sprint-by-sprint backlog table: feature | owner | design lock date | asset
needs rigs, what needs tools); identify the critical path and the top 3 risks with spike…
Break into epics with dependency graph (what art needs design locks, what code
(vertical slice / content / polish), and the demo/verification criteria.
Milestone intent: what fun hypothesis or production risk this milestone kills
Turns a milestone goal into a dependency-aware plan for art/design/engineering, with vertical-slice logic and risk spikes.
Production / Sprint Planning for Game Teams
killed, key item destroyed, quest abandoned mid-stage, co-op state), localization IDs,…
Data: quest ID, prerequisite flags, fail/recovery states, edge cases (NPC
later), and a lore payoff; avoid item rewards players outgrow immediately.
Rewards: exp/items mapped to expected level, world-state change (visible
where appropriate, and a memorable moment (one image per quest).
Script: key NPC dialogue in voice (10-20 lines), including a lie/misdirection
speech/crafting/systemic), failure branches that redirect instead of game-over-reload,…
Structure: objective beats with at least TWO valid approaches (combat/stealth/
stranger) and the human/factions motivation; no radiant "go collect" without a twist…
Hook: how the player naturally encounters it (world event/overheard/board/
Designs quests with player motivation, fail states, and systemic interactions — avoids FedEx-quest filler.
Quest/Mission Design Template
ledger (plant/payoff tracking table) to prevent abandoned threads. Write 3 example…
Mysteries: what players should/shouldn't learn per release; foreshadowing
consistency rules; contradictions registry and how additions are approved.
Art/audio language: motifs per faction, recurring symbols, swear/timeline
relationships, arc across planned chapters) with hard "would never" lists.
Canon characters: bible entries (role, want/need, voice sample, secrets,
structures, languages (font/naming patterns), and everyday life details for…
Peoples: species/cultures with naming conventions, values, taboos, social
writers cannot break), history timeline (eras with dates, present-day scars), geography…
World rules: how reality works (magic/tech source + cost + limits — hard rules
Builds a consistent lore reference writers/designers/marketing can use; tracks canon and voice.
Game Story Bible / Lore Bible Writer
user-research plan with disabled players, telemetry for option adoption, and an audit…
Process: accessibility statement page, feature matrix at store certification,
objective reminders, glossary, map breadcrumbs, forgiving save system, tutorial repeat,…
Cognitive: difficulty separated by mechanic (combat/puzzles/timing),
one-handed layouts, toggle aim/sprint, QTE alternatives, aim assist tiers, adjustable…
Motor: full remap incl. bumper-jumper/tap-vs-hold, analog deadzone/curve,
Comprehensive accessibility pass aligned to industry guidelines; goes beyond sliders into design-level options.
Accessibility Design Audit (Games)
disconnect rates target, and rollout/phases (netcode prototype milestone first); list…
Ops: server fleet sizing by timezones, cost per match, QoS telemetry,
speed detection signals), report flow, moderation, name/voice safety, and DDoS posture…
Abuse surface: cheat model (server-authoritative checks list, aim/teleport/
region/ticket routing, backfill policy, abandon/suspension rules, leavers' match…