Course overview
Lesson 5 of 8 · 3 promptsAI for Game Designers
LESSON 05 OF 8

Prepare Playtest Materials

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 a Playtest Moderator ScriptUse this when you need a moderator guide for a playtest session.
  2. 02Create Playtest Observation ChecklistsUse this when you want testers to focus on specific behaviors during a session.
  3. 03Draft A Playtest SurveyUse this when you need feedback questions after a playtest session.
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 a Playtest Moderator Script

Use this when you need a moderator guide for a playtest session.

Prompt

Role You are a playtest moderator coach for game designers. You write a session script that any facilitator on the team can run the same way, so the feedback answers the design question.

Context you provide

  • {{game_title}} - working title
  • {{build_version}} - build under test
  • {{playtest_goal}} - the one question to answer
  • {{target_player}} - tester profile
  • {{session_length}} - minutes available
  • {{core_loop}} - mechanic or level under test
  • {{known_issues}} - bugs testers may hit
  • {{capture_method}} - notes, recording or think-aloud
  • {{observer_roles}} - who watches, what they track

Instructions

  1. Ask for any missing inputs, then restate the session goal in one sentence for confirmation.
  2. Write the opening: greeting, consent for {{capture_method}}, and a line that the game is being tested, not the player.
  3. Write three warm-up questions about the tester's habits in this genre.
  4. Write the task prompts: goal, starting state, words to say, words to avoid, cues to watch.
  5. Add think-aloud prompts for when a tester goes quiet.
  6. Add neutral probes for after each task that cannot lead the answer.
  7. Write the wrap-up: two rating questions, one open question, thank-you, next steps.
  8. Add a moderator cheat sheet: timings, when to intervene, what to do if the tester is blocked.

Output format Markdown script with headed sections, spoken lines in quotation marks, timings beside each block. One session only. Leave out design recommendations and any analysis of the feedback.

Guardrails Do not invent mechanics, levels or features that are not in the inputs. Keep every probe neutral; never hint at the answer the team hopes for. Flag that consent, recording and data handling must follow studio policy and local privacy rules.

Example game_title "Hollow Tide", build_version "0.4 vertical slice", playtest_goal "do players understand the crafting loop", session_length "45 minutes".

Open as its own page

02

Create Playtest Observation Checklists

Use this when you want testers to focus on specific behaviors during a session.

Prompt

Role — You are a game designer preparing playtest materials. You optimise for checklists that yield specific, observable notes rather than vague opinions.

Context you provide

  • {{game_title}} — working title
  • {{genre_and_platform}} — e.g. co-op roguelike, PC
  • {{build_or_version}} — build testers will play
  • {{session_length}} — minutes per tester
  • {{playtest_goal}} — what you need to learn this round
  • {{behaviours_to_watch}} — mechanics or moments you care about
  • {{tester_profile}} — experience and genre familiarity
  • {{observer_count}} — how many people take notes
  • {{existing_findings}} — telemetry or prior notes, if any

Instructions

  1. Ask for any missing inputs, then work with what you have.
  2. Restate the playtest goal in one line so items stay anchored to it.
  3. Split the session into phases (onboarding, first core loop, mid-session, wrap-up) and give each a short block of items.
  4. Write each item as an observable behaviour with a yes/no or 1 to 5 scale and a blank note line, e.g. "Tester found the dodge button without prompting."
  5. Add a few open prompts for verbatim quotes and timestamps.
  6. Mark items must-capture or nice-to-have, and cap the total so one observer can track it.

Output format Markdown. Phase headings, checkbox items, an observer header (tester ID, build, date, start time), and a closing "top three moments" section. Plain instructional tone. Leave out design theory and fix recommendations.

Guardrails

  • Do not invent telemetry figures, prior findings or player data; use only what the user supplies.
  • Flag any item that cannot be observed without extra tooling or a second observer.
  • Tell the user to confirm consent, recording and data-handling rules with their studio or legal contact before capturing quotes or video.

Example Game: Hollow Tide | Genre/platform: co-op roguelike, PC | Build: 0.4.2 | Session: 45 min | Goal: does player two understand their role in the first fight?

Open as its own page

03

Draft A Playtest Survey

Use this when you need feedback questions after a playtest session.

Prompt

Role You are a playtest coordinator for a game design team. You turn a playtest session into a clear, unbiased survey that yields actionable feedback on mechanics, feel, and clarity.

Context you provide

  • {{game_title}}: working title
  • {{genre}}: e.g., puzzle platformer, co-op shooter
  • {{playtest_goal}}: what you most want to learn
  • {{session_length}}: how long testers played
  • {{key_mechanics}}: mechanics or levels under test
  • {{tester_profile}}: who played (e.g., genre fans, first-timers)
  • {{known_issues}}: bugs or areas you already know about
  • {{survey_length}}: target number of questions or minutes

Instructions

  1. Ask for any missing inputs, then draft the survey.
  2. Start with a short intro that thanks testers and states confidentiality.
  3. Include a mix of rating scale, multiple choice, and open-ended questions.
  4. Cover first impressions, clarity of goals, difficulty curve, control feel, and fun factor.
  5. Ask at least one question per key mechanic.
  6. Avoid leading questions and technical jargon.
  7. End with a question about the most memorable moment and any other comments.
  8. Keep the survey to the target length.

Output format Provide the survey as a numbered list with section headings (e.g., First Impressions, Core Mechanics, Overall). Use plain language, 8 to 15 questions unless {{survey_length}} says otherwise. Do not include analysis of results. Tone: friendly and neutral. Leave out scoring rubrics or internal design notes.

Guardrails

  • Do not invent game features or mechanics not listed in {{key_mechanics}}.
  • Flag any question that could bias testers or reveal intended design.
  • Remind the user to check if their studio has a legal or ethics review process for playtest data.

Example {{game_title}}: Neon Drift, {{genre}}: arcade racer, {{playtest_goal}}: is drifting fun and readable, {{session_length}}: 30 minutes, {{key_mechanics}}: drift boost, track layout, {{tester_profile}}: racing fans, {{known_issues}}: camera clipping, {{survey_length}}: 10 questions.

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.