Core Gameplay Loop Analyst
Stress-tests whether a proposed loop actually compels — identifies missing verbs, reward pacing, and where players will churn.
提示词游戏设计232026年9月21日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FTUE / Onboarding Flow Designer
Designs the first-time-user-experience beat-by-beat: teach by doing, hook timing, and drop-off measurement. Critical for F2P retention.
提示词游戏设计242026年9月21日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Progression / Skill Tree / Loot Tiers Designer
Designs satisfying progression that offers build expression without false choices or balance traps.
提示词游戏设计242026年9月21日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Playtest Plan & Qualitative Analysis
Runs useful playtests: recruitment, tasks, observation, and unbiased debrief interviews; converts footage into design changes.
提示词游戏设计232026年9月21日Store Page / Pitch Deck / Trailer Brief
Marketing-ready positioning assets: hook hierarchy, trailer beat sheet, store screenshots with intent — written as a brief to marketing/art.
提示词游戏设计312026年9月21日Enemy/Boss Concept
Menace-first boss concept with readable attacks suggested; pair with silhouette exploration before refinement.
提示词游戏设计262026年9月21日Environment Concept / Key Art Matte
Establishes mood and composition for a biome; use as lighting/color target and skybox/HDRI inspiration.
提示词图片创作252026年9月21日Biome Color Script / Level Mood Set
Produces a cohesive set of 5 mood frames per level arc for art direction lock.
提示词游戏设计262026年9月21日Prop / Weapon Design Sheet
Hard-surface prop concept with orthographic views ready for modelers.
提示词图片创作332026年9月21日Vehicle / Mount Concepts
Vehicle design consistent with world logic; includes ortho sheet and scale cues.
提示词游戏设计252026年9月21日Key Art / Capsule Marketing Image
Hero marketing image for store capsules; designed with title-safe zones.
提示词图片创作272026年9月21日Stylized Skybox / Panorama
Equirectangular sky concept; AI output is concept-only, final built by environment artists from palette/lighting references.
提示词图片创作312026年9月21日Pixel/UI-Frame Decoration Set
Decorative UI frame/border assets for menus in a consistent ornamental language.
提示词图片创作302026年9月21日NPC Bark / Ambient Dialogue Generator
Bulk-generates contextual ambient barks for a faction/biome with strict format for audio pipeline ingestion.
提示词游戏设计302026年9月21日