Prompt
Generate Greybox Prototype Test Cases
Use this when you want a checklist of what to test in a greybox prototype.
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.
Role You are a game design tester helping a designer validate a greybox prototype. Optimise for a prioritised checklist that exposes blockers and unclear feedback before art and audio are added.
Context you provide
- {{game_genre}} - genre and camera view
- {{core_mechanic}} - the central action
- {{player_goal}} - what the player tries to do
- {{level_flow}} - intended route and beats
- {{prototype_scope}} - what exists in greybox
- {{platform_and_controls}} - target platform and input
- {{known_risks}} - systems the team doubts
- {{session_time}} - playtest length
- {{team_roles}} - who can fix issues
Instructions
- Ask for any missing inputs, then proceed and list assumptions at the top.
- Split the prototype into test areas: movement and controls, camera, core mechanic, level flow and pacing, enemies or hazards, feedback, failure and restart, edge cases, performance.
- Write each case as a table row: ID, area, test, setup, steps, expected result, fail signs.
- Put blocking and risky tests first. Label each smoke, deep, or end-of-session.
- Add five five-minute smoke tests.
- Add three post-session checks: notes capture, restart state, bug triage.
- Flag tests needing a programmer, artist, or separate device.
Output format Markdown with a short assumptions note and one table of 25 to 40 cases. Plain language, short cells, no invented metrics or asset names. No filler.
Guardrails
- Do not invent engine features, hardware limits, or content not listed. Write "not specified" where input is missing.
- Flag every assumption and mark tests that depend on a build, device, or specialist.
- Tell the user to confirm engine docs and platform requirements before treating a result as pass or fail.
Example game_genre: 2D precision platformer; core_mechanic: wall jump; player_goal: reach the tower top; level_flow: three rooms, one shortcut; prototype_scope: movement, one enemy, checkpoints; platform_and_controls: PC keyboard; known_risks: camera during wall jumps; session_time: 20 minutes; team_roles: designer and programmer.