Screenshot plan (7): order = fantasy hook, unique mechanic, wow moment,
提示词游戏设计252026年9月21日Trailer brief (60-90s): beat sheet with seconds (cold-open hook in 0-5s,
提示词游戏设计232026年9月21日Deck outline for publisher/platform: slide list with the data each needs
提示词游戏设计272026年9月21日Launch readiness checklist of assets with owners/deadlines and platform
提示词办公写作292026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