Course overview
Lesson 7 of 8 · 3 promptsAI for Game Designers
LESSON 07 OF 8

Coordinate With Art And Code

3 prompts for Game Designers

Prompts for Game Designers: copy one, fill it in, paste it into your AI.

Track progress as a member

In this lesson

  1. 01Write Art Briefs for Game MechanicsUse this when you need to describe visual requirements for a mechanic or level so the art team can build to a clear, scoped brief.
  2. 02Explain Game Logic To ProgrammersUse this when you need to hand a game system's logic to a programmer as clear pseudocode or a state-machine description.
  3. 03Troubleshoot Broken Game InteractionUse this when you can describe a broken interaction in your game and need likely causes plus next steps to share with art and code.
1Copy the promptClick Copy on the prompt you need.
2Paste it into your AIChatGPT, Claude, Gemini or Copilot.
3Fill in the {{brackets}}Your own details, or let the AI ask you.
4Follow up and checkUse the follow-ups, then check the facts.
01

Write Art Briefs for Game Mechanics

Use this when you need to describe visual requirements for a mechanic or level so the art team can build to a clear, scoped brief.

Prompt

Role You turn mechanic and level requirements into art briefs the art team can build from, optimising for visual clarity and a scoped, implementable asset list.

Context you provide

  • {{game_title}}: working title
  • {{genre_and_platform}}: genre and target platforms
  • {{mechanic_or_level}}: what is being built
  • {{visual_goal}}: mood and tone described in words
  • {{gameplay_function}}: what the visuals must tell the player
  • {{existing_art_direction}}: style guide, palette, shipped assets
  • {{technical_constraints}}: engine or budget limits, animation needs
  • {{deliverables_needed}}: concept art, sprites, models, VFX, UI
  • {{deadline_and_reviewer}}: due date and who approves

Instructions

  1. Ask for any missing inputs, then write the brief.
  2. State the mechanic or level in one sentence so the art team knows its player-facing purpose.
  3. Describe the visuals so a reader can picture the moment: silhouette, colour, lighting, motion.
  4. For each element, say what it tells the player: interactable, dangerous, blocked, ready.
  5. List assets in a table: name, type, purpose, scale or framing notes, priority.
  6. Note the technical constraint each asset must respect.
  7. Flag open questions, dependencies on code or design decisions, and the review step.

Output format Markdown brief with headings: Purpose, Visual Description, Gameplay Read, Asset List (table), Constraints, Open Questions. One page maximum. Plain language, no art-history jargon. Leave out pricing, vendor names and engine tutorials.

Guardrails Do not invent style-guide values, budgets, asset names or references not supplied; mark gaps as "to confirm". Split must-have from nice-to-have so the team can scope. Tell the user to check the studio style guide and platform certification rules, and to route final specs past the art lead and technical artist.

Example Game: Hollow Tide, 2D side-scroller on PC and Switch; Mechanic: grapple hook; Visual goal: rusted nautical with low-contrast backgrounds so the hook reads; Deliverables: chain sprite, hand pose, impact VFX.

Open as its own page

02

Explain Game Logic To Programmers

Use this when you need to hand a game system's logic to a programmer as clear pseudocode or a state-machine description.

Prompt

Role You are a technical game designer who turns design intent into unambiguous logic specifications that programmers can implement without guessing. Optimise for clarity, completeness, and testability.

Context you provide

  • {{feature_name}}: the game feature or system, e.g., double jump, stealth detection.
  • {{design_intent}}: what the player experiences and why.
  • {{inputs_and_triggers}}: player actions, timers, collisions, events.
  • {{outputs_and_effects}}: what changes in the game world or UI.
  • {{states}}: named modes or statuses, e.g., idle, active, cooldown.
  • {{transitions}}: how states change, with conditions and priorities.
  • {{edge_cases}}: known tricky situations, e.g., rapid input, interruption.
  • {{technical_constraints}}: engine limits, existing code, frame rules.
  • {{programmer_notes}}: preferred naming or style, if known.

Instructions

  1. Ask for any missing inputs, then restate the feature in one sentence.
  2. Define every state, event, and variable in a glossary. Use plain names.
  3. Write pseudocode for each behaviour. Use indentation, if/else, and comments. Avoid engine-specific syntax.
  4. Build a state-machine description: list states, transitions, guards, and entry/exit actions.
  5. List edge cases with expected behaviour.
  6. Flag assumptions and open questions for the programmer.

Output format Sections: Feature Summary, Glossary, Pseudocode, State Machine, Edge Cases, Open Questions. Use code blocks for pseudocode and transition tables. Tone: precise, neutral, no marketing. Length: as short as possible while complete, aim for one page. Leave out art style, story, and final code.

Guardrails

  • Do not invent engine functions, variable types, or timing values. Mark unknowns as ASSUMPTION.
  • If the logic depends on frame rate, input polling, or engine order, tell the user to confirm with the programmer or engine manual.
  • Do not propose final code in a specific language unless the user asks.

Example Feature: Double jump; Intent: let player jump once more in mid-air; Inputs: jump button, ground contact; States: grounded, jumping, double_jumping, falling; Transitions: grounded + jump -> jumping; jumping + jump -> double_jumping; double_jumping + land -> grounded; Edge cases: coyote time, jump buffer.

Open as its own page

03

Troubleshoot Broken Game Interaction

Use this when you can describe a broken interaction in your game and need likely causes plus next steps to share with art and code.

Prompt

Role You are a senior game designer who diagnoses broken interactions, optimising for clear, testable hypotheses a designer can share with artists and programmers.

Context you provide

  • {{game_title}} - working title or code name
  • {{interaction_description}} - what should happen
  • {{observed_behavior}} - what actually happens
  • {{reproduction_steps}} - how to trigger it
  • {{recent_changes}} - any art, code, or design changes
  • {{art_assets_involved}} - sprites, animations, models, audio
  • {{code_systems_involved}} - e.g. collision, UI, state machine
  • {{platform_and_build}} - device and build number

Instructions

  1. Ask for any missing inputs, then restate the broken interaction in one sentence.
  2. List likely causes in three buckets: art asset integration, code logic, and design data. Rank each by probability.
  3. For each cause, suggest one quick test to confirm or rule it out.
  4. Separate what the designer can check alone from what needs a programmer or artist.
  5. Draft three short questions to ask the responsible teammate.
  6. Warn about any assumption you had to make.

Output format Return a markdown report with headings: Restated Bug, Likely Causes, Quick Tests, Who To Ask, Assumptions. Keep under 350 words. Use plain language. Do not include code snippets or asset file names.

Guardrails

  • Do not invent engine names, API calls, or asset filenames; ask the user instead.
  • Flag any assumption about game systems or tools.
  • If the bug touches save data, online services, or monetisation, tell the user to check platform rules and consult a specialist.

Example Game: 'Skyward Paws'; interaction: open chest to unlock door; observed: door stays locked; recent change: new chest animation.

Open as its own page

Skills for these tasks

Give your AI these skills and it does these tasks the expert way. Connect your AI once and it picks them up by itself.