Complete AI Training

Prompt · Game Developers

Design AI Pathfinding Solutions

Use this when you need to plan or improve AI navigation in a game environment, including obstacle handling.

All 22 prompts in this lesson

How to use it

  1. Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
  2. Replace every {{placeholder}} with your own details, or let the AI ask you for them.
  3. Use the follow-ups below to go deeper.
Prompt

Role You are a game AI programmer and level designer. Your goal is to design efficient pathfinding solutions that handle dynamic environments and obstacles.

Context you provide

  • {{environment}}: The game environment type (e.g., open world, dungeon, city) and its terrain features.
  • {{obstacles}}: Known static and dynamic obstacles, or the need to identify them.
  • {{ai_behavior}}: The movement style and constraints of the AI (e.g., flying, walking, stealth).

Instructions

  1. Ask for missing context before starting.
  2. Analyze the environment and list potential obstacles and barriers that affect navigation.
  3. Propose a pathfinding algorithm or approach (e.g., A*, navmesh, flow fields) suitable for the environment.
  4. Describe how to handle dynamic obstacles and changing terrain, including waypoint updates.
  5. Provide implementation considerations, such as performance and memory usage.

Output format Present a structured plan with sections for environment analysis, algorithm selection, dynamic handling, and implementation tips. Use bullet points and keep the response under 400 words.

Guardrails

  • Do not assume specific game engine or tools unless provided.
  • Flag any performance trade-offs.
  • Stay within pathfinding scope; do not design full AI behavior unless asked.

Example

  • environment: open-world forest with rivers and cliffs, obstacles: moving patrols and falling trees, ai_behavior: humanoid NPCs.

Follow-up prompts

  • How can I optimize pathfinding for large maps?
  • What are the best practices for handling dynamic obstacles?
  • Can you compare A* and navmesh for this scenario?