Game Development Prompts
3 categories · 15 workflows. The best community-tested game development prompts — proof-backed and ready to fork.
Top prompts in Game Development
Open-world (GTA-style) game build prompt
Scopes a 3D open-world prototype realistically — character controller + drivable vehicle + map first, bigger systems phased.
Design + build a game: from design doc to playable prototype in one conversation
Starts with a structured game design document (core loop, Bartle motivation type, the one mechanic that makes it unique), then prototypes the core loop first with playtest checkpoints — not just 'make me a game.'
2D platformer with tuned physics, juice, and progressive level design
Goes beyond 'make a platformer' — specifies the exact physics values that make jumps feel great (coyote time, input buffering, variable gravity), the juice layer (screen shake, squash-stretch, particles), and the level design methodology that teaches mechanics through play.
Generate a clean Unity C# character controller with the right architecture
Produces a maintainable Unity C# controller using proper component separation, the chosen input system, and inspector-tunable values — not a messy god-class in Update().
Build a modular Unity enemy AI with a behavior tree or state machine
Produces a decoupled Unity C# enemy AI driven by a behavior tree or finite-state machine with reusable nodes, inspector-tunable decision weights, and clean extension points for new behaviors.
Build a Unity interactable-object system driven by events
Produces a decoupled interactable system — a reusable interface, a player interaction component, and UnityEvents or a scriptable-object event channel — so doors, levers, and pickups all plug in without hard references.
Model a game economy's currency sinks and sources with a tuning sheet
Produces a sink/source balance model for an in-game currency — per-player generation vs spend, inflation risk, and a tuning spreadsheet you can rebalance without re-deriving the math each time.
Audit an F2P monetization design for fairness and friction
Reviews a free-to-play monetization design — pricing, gating, random rewards, and time pressure — and flags fairness risks, dark-pattern pressure, and retention traps before players or reviewers do.
Balance a crafting and resource tree with explicit progression math
Produces a balanced crafting or tech tree — resource costs, recipe yields, prerequisite depth, and time-to-milestone — with the math shown so you can rebalance a node without breaking the curve.