Game Design Document (GDD) Section Writer
Generates structured, production-usable GDD sections (mechanics specs) instead of a vague narrative bible. One section at a time keeps it actionable.
提示词游戏设计282026年9月21日Production / Sprint Planning for Game Teams
Turns a milestone goal into a dependency-aware plan for art/design/engineering, with vertical-slice logic and risk spikes.
提示词游戏设计262026年9月21日Game UI/UX & HUD Design Brief
Designs readable, diegetic-aware HUD and menu UX with console/mobile constraints.
提示词游戏设计232026年9月21日Combat System Deep Design
Frame-precise combat spec (action games): timing, hitboxes, cancel rules, and game feel — the details that make combat land.
提示词游戏设计262026年9月21日Game Concept / One-Pager Generator
Creates the classic publisher/team one-pager from a rough idea — forces genre, pillars, hook, and market positioning decisions before detailed design.
提示词游戏设计262026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Game Balance / Economy Designer
Builds tunable, auditable economies: sinks/sources, curves, and spreadsheet-ready formulas with inflation controls.
提示词游戏设计232026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Game Analytics / KPI Instrumentation Plan
Defines the events and funnels a game team actually needs — without drowning in data or violating privacy.
提示词游戏设计232026年9月21日Game feel: input buffering window, coyote-time-equivalents, plinking/
提示词游戏设计262026年9月21日Game Story Bible / Lore Bible Writer
Builds a consistent lore reference writers/designers/marketing can use; tracks canon and voice.
提示词游戏设计282026年9月21日Milestone intent: what fun hypothesis or production risk this milestone kills
提示词游戏设计212026年9月21日Break into epics with dependency graph (what art needs design locks, what code
提示词游戏设计242026年9月21日Sprint-by-sprint backlog table: feature | owner | design lock date | asset
提示词游戏设计282026年9月21日Script: welcome/neutral framing (don't sell the game), warm-up, 3-5 task goals
提示词游戏设计252026年9月21日