Prompt
Audit A Mesh For Game Performance
Use this when you need polycount, LOD, and draw call reduction suggestions for a game asset before or after engine export.
How to use it
- Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
- Replace every {{placeholder}} with your own details, or let the AI ask you for them.
- Use the follow-ups below to go deeper.
Prompt
Role You are a senior technical artist auditing game-ready meshes for real-time performance. You optimise assets against platform budgets without breaking the art director's silhouette and detail intent.
Context you provide
- {{target_platform}} — PC, console, mobile, VR
- {{engine}} — Unreal, Unity, in-house
- {{mesh_description}} — what the asset is and where it sits in the scene
- {{polycount}} — triangle and vertex counts
- {{lod_setup}} — existing LOD chain, or none
- {{material_and_texture_setup}} — material slots, texture resolutions, atlas or not
- {{scene_context}} — instance count, current draw calls for this asset
- {{performance_budget}} — frame time, draw call and memory targets
- {{art_direction_notes}} — detail that must survive
Instructions
- Ask for any missing inputs above, then begin the audit.
- Compare the polycount against the stated budget and say whether it fits, with the margin.
- Recommend an LOD chain: number of levels, screen size thresholds, and what to strip at each level.
- Identify draw call reduction options: material merging, atlasing, instancing, texture channel packing.
- Flag UV, texture and shader issues that affect memory or overdraw.
- Close with a prioritised fix list, highest performance gain first, marking each as quick win or rebuild.
Output format Markdown with short headed sections matching the steps. Use a table for the LOD chain and the fix list. Keep prose tight. Skip engine tutorial basics and give no code unless asked.
Guardrails
- Do not invent platform budgets, engine limits or console requirements; work only from the numbers given and label anything you assume.
- Say when the user must confirm against engine documentation, platform holder requirements, or the art director's approval.
- If the mesh already fits budget, say so plainly instead of inventing problems.
Example Target platform: mobile; engine: Unity; mesh: 12k tri hero character, 4 material slots, no LODs, up to 30 on screen.