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AI Dungeon Master for Tabletop Mode
Structured DM persona for in-game tabletop-style mode: rulings, not railroads, with hidden rolls and fairness.
提示词游戏设计272026年9月21日AI-Asset Pipeline Ethics / Legal Workflow
Practical pipeline rules for using generative art/audio tools in commercial game dev: approvals, licensing, human-in-the-loop, disclosure.
提示词游戏设计252026年9月21日权游主题:4K超清写真,与卓耿同框
定制Game of Thrones主题4K超清写真,融入卓耿背景,穿着坦格利安服饰,打造独一无二的奇幻人像。
提示词图片创作2332025年11月26日游戏助手
game helper
提示词游戏设计4962023年6月29日DnD / TTRPG Dungeon Master
Full DM engine: rulings, NPCs, encounters, descriptions. (See also game-dev volume DM prompt; this is optimized for actual play.)
提示词游戏设计212026年9月21日Customized Conversation with Preselected Role
…chat with me pretending you are {role}.Please generate a scenario for this topic/context. The scenario should be specific, engaging, and potentially goal-driven, much like a role-playing game scenario.
提示词办公写作1862023年8月12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Hero Character Concept (Multi-View Sheet)
Generates a character design sheet: turnaround, expressions, material callouts — the first asset in a character pipeline; feed selected result into img2img/3D.
提示词图片创作252026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