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“EN-01-Game-Design-Production”

1017 条结果
  1. Game Design Document (GDD) Section Writer

    Generates structured, production-usable GDD sections (mechanics specs) instead of a vague narrative bible. One section at a time keeps it actionable.

    提示词游戏设计282026年9月21日
  2. Production / Sprint Planning for Game Teams

    Turns a milestone goal into a dependency-aware plan for art/design/engineering, with vertical-slice logic and risk spikes.

    提示词游戏设计262026年9月21日
  3. Game UI/UX & HUD Design Brief

    Designs readable, diegetic-aware HUD and menu UX with console/mobile constraints.

    提示词游戏设计232026年9月21日
  4. Combat System Deep Design

    Frame-precise combat spec (action games): timing, hitboxes, cancel rules, and game feel — the details that make combat land.

    提示词游戏设计262026年9月21日
  5. Game Concept / One-Pager Generator

    Creates the classic publisher/team one-pager from a rough idea — forces genre, pillars, hook, and market positioning decisions before detailed design.

    提示词游戏设计262026年9月21日
  6. Multiplayer / Matchmaking & Netcode Design

    Design decisions before netcode code: model (P2P/dedicated), tickrate, rollback, RRO, and anti-cheat surface. Pairs with technical prompt in Volume 2.

    提示词游戏设计272026年9月21日
  7. Enemy / Boss Design Spec

    Designs a boss as a taught exam of player skills: phases, tells, and fair challenge — with accessibility tiers.

    提示词游戏设计242026年9月21日
  8. Quest/Mission Design Template

    Designs quests with player motivation, fail states, and systemic interactions — avoids FedEx-quest filler.

    提示词游戏设计302026年9月21日
  9. Game Balance / Economy Designer

    Builds tunable, auditable economies: sinks/sources, curves, and spreadsheet-ready formulas with inflation controls.

    提示词游戏设计232026年9月21日
  10. Level Design Plan / Whitebox Spec

    Produces a buildable level flow spec: pacing graph, player reads, encounter spacing — usable before any art exists.

    提示词游戏设计252026年9月21日
  11. Narrative Design / Branching Dialogue Structuring

    Produces branching narrative structure that stays writable: conversation states, flags, and branching shape (not exponential bloat).

    提示词游戏设计312026年9月21日
  12. Monetization Design (Ethical F2P / Battle Pass / IAP)

    Designs monetization that respects players while hitting revenue targets — with hard pay-to-win audit.

    提示词游戏设计252026年9月21日
  13. Accessibility Design Audit (Games)

    Comprehensive accessibility pass aligned to industry guidelines; goes beyond sliders into design-level options.

    提示词游戏设计272026年9月21日
  14. Game Analytics / KPI Instrumentation Plan

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

    提示词游戏设计232026年9月21日
  15. Game feel: input buffering window, coyote-time-equivalents, plinking/

    提示词游戏设计262026年9月21日
  16. Game Story Bible / Lore Bible Writer

    Builds a consistent lore reference writers/designers/marketing can use; tracks canon and voice.

    提示词游戏设计282026年9月21日
  17. Milestone intent: what fun hypothesis or production risk this milestone kills

    提示词游戏设计212026年9月21日
  18. Break into epics with dependency graph (what art needs design locks, what code

    提示词游戏设计242026年9月21日
  19. Sprint-by-sprint backlog table: feature | owner | design lock date | asset

    提示词游戏设计282026年9月21日
  20. Script: welcome/neutral framing (don't sell the game), warm-up, 3-5 task goals

    提示词游戏设计252026年9月21日