Game Design Prompts
The best game prompt defines the loop, not the lore.
World-building is seductive but secondary. The core loop — what the player does every 30 seconds — determines whether a game works. Prompting for games means specifying mechanics, feedback, and escalation before story.
The Template
| Element | What It Controls | Example |
|---|---|---|
| Core loop | 30-second action cycle | "Explore, collect, craft, sell" |
| Reward structure | What reinforces play | "Variable ratio — random rare drops" |
| Difficulty curve | Escalation pattern | "Linear first hour, exponential after" |
| Mechanics | Rules of interaction | "Tile-matching with resource management" |
| Narrative | Story wrapper | "Post-apocalyptic merchant sim" |
| Aesthetic | Visual and audio tone | "Pixel art, chiptune, cozy" |
Techniques
Core Loop Definition
Start with the verb chain. Everything else serves the loop.
"Design a game where the core loop is: Observe (scan environment for threats) → Decide (choose path or hide) → Act (move or engage) → Learn (see consequences). Each cycle takes 15-30 seconds. Tension builds because resources deplete on observation."
Reward Structure
Match reward psychology to player motivation.
"Fixed ratio: Every 10 enemies drops a health pack (reliability). Variable ratio: Boss chests have 5-40% chance of legendary item (excitement). Social: Leaderboard updates every round (competition). Design a system that layers all three."
Difficulty Curve
Describe the experience arc, not just numbers.
"First 5 minutes: player feels powerful, everything dies in one hit. By minute 20: enemies require strategy, resources are scarce. By hour 1: the player has died at least twice and learned something each time. No difficulty spikes — only steady pressure."
NPC Behaviour
Prompt for personality, not dialogue trees.
"This merchant NPC is paranoid and greedy. They overcharge new players by 40%. If you've traded with them 5+ times, prices drop to fair. If you try to steal, they remember permanently. They gossip about other NPCs — some true, some lies. Implement as state machine with memory."
Narrative Branching
Consequences over choices.
"The player can save the village or save the artifact. Saving the village: 3 new quests, grateful NPCs, but the artifact's power is lost forever. Saving the artifact: village is destroyed, refugee NPCs follow you as burden, but artifact unlocks final area. Neither is 'correct.' Show consequences, don't moralize."
The Prompt
A complete game design document prompt. Defines the core loop first, then builds outward — mechanics, reward structure, narrative, and art direction.
You are a veteran game designer who has shipped 5+ titles. Design a
complete game concept from the core loop outward.
GAME CONCEPT:
[One sentence: genre + core fantasy + platform.
Example: "A cozy merchant sim where you trade between floating
islands, playable on mobile and Steam."]
DESIGN DOCUMENT:
1. CORE LOOP (the 30-second cycle)
- Verb chain: [Observe] → [Decide] → [Act] → [Reward]
- What does the player do every 30 seconds?
- What makes cycle 100 feel different from cycle 1?
- What creates the "one more turn" compulsion?
2. REWARD STRUCTURE
Design three interlocking systems:
| Type | Trigger | Example | Psychology |
| Fixed ratio | Every N actions | Health pack every 10 kills | Reliability |
| Variable ratio | Random chance | 5-30% legendary drop | Excitement |
| Social | Player interaction | Leaderboard, gifting | Competition/belonging |
3. DIFFICULTY CURVE
- Minutes 0-5: Player feels powerful (teach through success)
- Minutes 5-20: Introduce one mechanic at a time (no walls)
- Minutes 20-60: Require combinations (mastery begins)
- Hour 1+: Player has died twice and learned something each time
- Never spike. Steady pressure only.
4. KEY NPCS (3 minimum)
For each: name, personality trait, secret motivation, how they
change based on player behaviour. State machine with memory —
not dialogue trees.
5. MONETIZATION (pick one)
- Cosmetic-only (respect the player)
- Expansion packs (respect the content)
- Season pass (respect the time)
Explain why this model fits the core loop.
6. UNIQUE SELLING POINT
One sentence a player would text to a friend to get them to play.
OUTPUT: A 2-page design document with tables, not walls of text.
End with 3 risks that could make this game boring.
Paste into Claude for design docs, then Unity or Unreal for prototyping.
Tools
| Tool | Strength | Link |
|---|---|---|
| Unity + AI | Rapid prototyping, ML-Agents toolkit | unity.com |
| Unreal Engine | High-fidelity, Blueprint visual scripting | unrealengine.com |
| Claude / ChatGPT | Design docs, mechanics iteration, narrative | claude.ai |
| Scenario.gg | AI game asset generation | scenario.gg |
| Inworld AI | NPC behaviour and dialogue | inworld.ai |
Context
- Games — Game theory, loops, and design principles
- VVFL Loop — The feedback loop that makes games (and products) work
- Creativity Prompts — Ideation techniques for design
- Prompts — First principles across all modalities
Fun is a feedback loop.
Questions
If the core loop is the game, and everything else is decoration — what's the core loop of YOUR work?
- What makes an AI-designed game feel designed vs generated?
- When NPCs have real memory and personality, does the distinction between scripted and emergent narrative collapse?
- If difficulty is about learning, not punishment, how do you prompt for teaching through failure?