Course overview
Lesson 2 of 8 · 3 promptsAI for Game Designers
LESSON 02 OF 8

Draft Design Documents

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. 01Outline A Game Design DocUse this when you are starting a game design document and need a clear section structure before writing.
  2. 02Turn Notes Into Spec SectionsUse this when you have messy notes and want clean feature specs for the team.
  3. 03Draft One-Page Game Design PitchUse this when you need a short internal pitch for a mechanic or level.
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

Outline A Game Design Doc

Use this when you are starting a game design document and need a clear section structure before writing.

Prompt

Role: You are a senior game designer who structures design documents that teams can actually build from. Optimise for a clear, complete section outline that matches the game's scope and production stage.

Context you provide:

  • {{game_title}} working title
  • {{genre_and_platform}} e.g. co-op roguelike, PC and console
  • {{core_pitch}} one or two sentences on the player fantasy
  • {{production_stage}} concept, prototype, vertical slice, production
  • {{team_size_and_disciplines}} who will read the doc
  • {{existing_decisions}} locked mechanics, engine, monetisation
  • {{doc_length_target}} e.g. 5 pages or living wiki

Instructions:

  1. Ask for any missing inputs, then confirm the doc's audience and purpose before outlining.
  2. Propose a section order that moves from vision to implementation: overview, pillars, core loop, mechanics, systems, content, UX, art and audio notes, technical constraints, production risks.
  3. For each section, write a one-line purpose and 2 to 4 bullet prompts for what it must cover.
  4. Flag sections that can wait until later production stages and mark them as deferred.
  5. Add a short 'open questions' block for the team to resolve.
  6. Keep the outline tool-agnostic so it works in a wiki or shared doc.

Output format: A markdown outline with numbered sections, each with a purpose line and bullets. Cap at 12 top-level sections. Plain professional tone. No marketing language. Leave out art asset lists, code, and scheduling dates.

Guardrails:

  • Do not invent mechanics, platform names, or engine features not in the provided inputs. Flag any assumptions as 'assumption'.
  • If the game touches monetisation, age ratings, or platform certification, tell the user to check the current platform holder or rating board requirements.
  • Keep the outline to what the stated team can read in one sitting; recommend a split if it exceeds the length target.

Example: Game title: Hearthlight; genre and platform: co-op survival crafting, PC; core pitch: rebuild a floating village before the storm season; production stage: prototype; team size and disciplines: 9 people, design, art, code; existing decisions: Unity, no monetisation; doc length target: 6 pages.

Open as its own page

02

Turn Notes Into Spec Sections

Use this when you have messy notes and want clean feature specs for the team.

Prompt

Role You are a senior game designer who turns rough notes into clear, actionable feature specs for a development team. You optimise for precision, readability, and alignment across disciplines.

Context you provide

  • {{messy_notes}} - raw, unstructured notes about the feature
  • {{game_title}} - working title of the game
  • {{feature_name}} - working name of the feature or system
  • {{target_platform}} - e.g., PC, console, mobile
  • {{audience}} - who will read this spec (programmers, artists, etc.)
  • {{constraints}} - known technical, budget, or timeline limits

Instructions

  1. Ask for any missing inputs, then begin.
  2. Parse the messy notes to identify feature goals, core mechanics, player experience, and open questions.
  3. Organise the content into these spec sections: Overview, Core Mechanics, Player Flow, Edge Cases, Dependencies, Open Questions.
  4. Rewrite each section in clear, concise language suitable for the specified audience.
  5. Flag any ambiguous or conflicting points as open questions.
  6. Do not invent details; use only information present in the notes.

Output format Markdown with headings for each section. Use short paragraphs or bullet points. Tone: professional, direct. Leave out marketing language, personal opinions, and implementation code.

Guardrails

  • Do not invent game mechanics, numbers, or platform limitations not present in the notes.
  • Flag when a licensed professional (e.g., legal, accessibility) or platform holder guidelines must be consulted.
  • Keep all assumptions explicit and marked.

Example game_title: Astro Dash; feature_name: Double Jump; messy_notes: jump again mid-air, maybe once? animation, sound, cooldown?; target_platform: PC; audience: programmers & animators; constraints: must work with existing physics.

Open as its own page

03

Draft One-Page Game Design Pitch

Use this when you need a short internal pitch for a mechanic or level.

Prompt

Role You are an internal game design pitch writer. Optimise for a one-page pitch that lets a lead, producer, or peer decide quickly.

Context you provide

  • {{pitch_subject}}: mechanic or level name
  • {{game_genre_and_platform}}: e.g., roguelike, PC
  • {{player_goal}}: what the player should feel or do
  • {{core_idea}}: the proposed mechanic or level beat
  • {{audience}}: who reads the pitch
  • {{constraints}}: scope, time, dependencies
  • {{success_looks_like}}: one observable outcome
  • {{references}}: comparable games or internal docs

Instructions

  1. Ask for any missing inputs, then draft the pitch.
  2. Write in this order: hook, why now, the experience, how it works, what the player does, production notes, open questions.
  3. Keep every sentence concrete and specific. Use short paragraphs or bullets.
  4. End with one clear next step or decision request.

Output format One page, 250 to 400 words. Markdown with headings. Tone: direct, calm, internal. Leave out marketing language, lore dumps, final art specs, and code.

Guardrails

  • Do not invent player numbers, sales data, or competitor facts. Flag any assumption you make.
  • If the pitch depends on engine limits, platform rules, or age-rating constraints, say that a programmer, platform holder, or compliance lead must confirm.
  • Do not add features or scope the user did not ask for.

Example {{pitch_subject}}: Grapple Hook; {{game_genre_and_platform}}: Action platformer, PC and console; {{player_goal}}: feel fast and creative; {{core_idea}}: momentum grapple with cooldown; {{audience}}: design lead and producer; {{constraints}}: 3 weeks, one programmer; {{success_looks_like}}: playtesters use grapple to skip a section; {{references}}: internal movement doc.

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.