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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. Dynamic Quest Giver with Memory

    NPC that adapts quest handout based on shared history; structure for memory injection rather than infinite chat.

    提示词游戏设计302026年9月21日
  19. 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
  20. LLM Dialogue Safety & Guardrail Spec

    Defines the content-safety layer spec for shipped generative NPCs (ratings, abuse handling, moderation).

    提示词游戏设计282026年9月21日