文本创作
纯文本提示词:写作、对话、代码、角色设定等
7081 个提示词
Hero marketing image for store capsules; designed with title-safe zones.
Key Art / Capsule Marketing Image
2D pixel/sprite or hand-painted asset base art; specify orthographic and palette limits for animation consistency.
Sprite / 2D Game Asset Prompt
Cohesive game icon family; use style anchors and a single palette to keep the set uniform; generate in batches then manually normalize.
UI/Icon Art Prompt Set
Vehicle design consistent with world logic; includes ortho sheet and scale cues.
Vehicle / Mount Concepts
Hard-surface prop concept with orthographic views ready for modelers.
Prop / Weapon Design Sheet
Produces a cohesive set of 5 mood frames per level arc for art direction lock.
Biome Color Script / Level Mood Set
Establishes mood and composition for a biome; use as lighting/color target and skybox/HDRI inspiration.
Environment Concept / Key Art Matte
Menace-first boss concept with readable attacks suggested; pair with silhouette exploration before refinement.
Enemy/Boss Concept
Generates a character design sheet: turnaround, expressions, material callouts — the first asset in a character pipeline; feed selected result into img2img/3D.
Hero Character Concept (Multi-View Sheet)
Safe mod support: API boundary, sandboxing, content moderation, and update stability.
Modding / User-Generated Content Support Architect
Automated builds, asset validation, and test gates for engine projects including large binary assets.
Build System / CI for Game Projects
Layered anti-cheat strategy proportionate to game type — server authority first, tooling second; honest about arms race limits.
Anti-Cheat / Game Integrity Technical Plan
Technical checklist-driven porting plan: performance, input, storage, platform requirements early enough to avoid rewrite.
Console Porting / Certification Readiness
Ship-ready localization architecture with pseudo-loc, fonts, plurals, and audit tooling.
Localization Pipeline (Game)
Technical implementation of game UI: navigation, focus, data binding, resolution scaling, and multiplayer local-split constraints.
UI Implementation for Games (Co-op/Menus/Input)
Adaptive audio system: buses, snapshots, dynamic music, and performance mixing.
Game Audio Implementation (Wwise/FMOD/Unity/Unreal)
Responsive animation layer: state setup, blend trees, root motion, IK, and the game-feel timing between code and animation.
Animation State Machine / Locomotion Implementation
Runtime for branching dialogue with flags, conditions, and localization, consistent with narrative design docs.
NPC Dialogue + Quest Runtime (Data-Driven)
Selects and implements the right AI decision architecture with sensory memory and designer tunability.
Enemy AI Behavior Architecture (Utility/HTN/Behavior Tree)
Plans deterministic, seedable procedural systems (dungeons/terrain/items) with guarantees and designer overrides.
Procedural Generation System Designer
Shaders that hit visual targets within perf budgets (URP/HLSL and Niagara/VFX Graph).
Shader / VFX Technical Artist Brief & Code
Clean autoload-free modular architecture for Godot 4 projects with scene composition and signals.
Godot 4 — GDScript/C# Game Architecture
Server-authoritative action game code structure: replicated actors, RPC discipline, and client prediction layout.
Unreal — Multiplayer Dedicated Server Architecture
Designs streaming architecture for open worlds: grid sizes, loading, HLODs, and world-partition data layers without pop-in.