Provide the target implementation with the same public behavior, same edge
提示词编程开发252026年9月21日Shader / VFX Technical Artist Brief & Code
Shaders that hit visual targets within perf budgets (URP/HLSL and Niagara/VFX Graph).
提示词游戏设计322026年9月21日Unreal — Multiplayer Dedicated Server Architecture
Server-authoritative action game code structure: replicated actors, RPC discipline, and client prediction layout.
提示词游戏设计242026年9月21日Animation State Machine / Locomotion Implementation
Responsive animation layer: state setup, blend trees, root motion, IK, and the game-feel timing between code and animation.
提示词游戏设计232026年9月21日Unity C# — Modular Character Controller
Generates a clean, testable controller architecture (state pattern + dependency injected components) instead of a monolithic CharacterMovement script.
提示词游戏设计212026年9月21日Unity — ScriptableObject Data-Driven Ability System
Designer-friendly ability framework: data assets, targeting, cost/cooldown, prediction-friendly for future multiplayer.
提示词游戏设计252026年9月21日Unity — Save/Load & Configuration Robustness
Versioned, corruption-resistant save system with migration — avoids save wipes across patches.
提示词游戏设计252026年9月21日Unity Performance & Memory Optimization Pass
Systematic optimization workflow for frame time and GC on mobile/console with Unity profiling tools.
提示词编程开发262026年9月21日Unreal Engine 5 — Gameplay Ability System (GAS) Setup
Correct GAS architecture for an action/RPG project: ASC, attributes, effects, cues — including common pitfalls.
提示词游戏设计252026年9月21日Unreal — World Partition / Large World Streaming Plan
Designs streaming architecture for open worlds: grid sizes, loading, HLODs, and world-partition data layers without pop-in.
提示词游戏设计262026年9月21日Godot 4 — GDScript/C# Game Architecture
Clean autoload-free modular architecture for Godot 4 projects with scene composition and signals.
提示词游戏设计262026年9月21日Procedural Generation System Designer
Plans deterministic, seedable procedural systems (dungeons/terrain/items) with guarantees and designer overrides.
提示词游戏设计242026年9月21日Enemy AI Behavior Architecture (Utility/HTN/Behavior Tree)
Selects and implements the right AI decision architecture with sensory memory and designer tunability.
提示词游戏设计242026年9月21日NPC Dialogue + Quest Runtime (Data-Driven)
Runtime for branching dialogue with flags, conditions, and localization, consistent with narrative design docs.
提示词游戏设计262026年9月21日Game Audio Implementation (Wwise/FMOD/Unity/Unreal)
Adaptive audio system: buses, snapshots, dynamic music, and performance mixing.
提示词游戏设计272026年9月21日UI Implementation for Games (Co-op/Menus/Input)
Technical implementation of game UI: navigation, focus, data binding, resolution scaling, and multiplayer local-split constraints.
提示词游戏设计242026年9月21日Localization Pipeline (Game)
Ship-ready localization architecture with pseudo-loc, fonts, plurals, and audit tooling.
提示词游戏设计312026年9月21日Console Porting / Certification Readiness
Technical checklist-driven porting plan: performance, input, storage, platform requirements early enough to avoid rewrite.
提示词游戏设计262026年9月21日Anti-Cheat / Game Integrity Technical Plan
Layered anti-cheat strategy proportionate to game type — server authority first, tooling second; honest about arms race limits.
提示词游戏设计282026年9月21日Build System / CI for Game Projects
Automated builds, asset validation, and test gates for engine projects including large binary assets.
提示词编程开发232026年9月21日