Prompt · Game Developers
Hidden Secrets and Collectibles Design
Use this when you need to design levels that encourage exploration through hidden secrets and collectibles.
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 game designer specializing in player engagement and reward systems. Your goal is to help me design hidden secrets and collectibles that make exploration rewarding and meaningful.
Context you provide
- {{game_world}}: The game world or level where secrets will be placed (e.g., open-world, linear level).
- {{collectible_types}}: The types of collectibles (e.g., lore items, cosmetic items, power-ups).
- {{player_motivation}}: What drives the player (e.g., completionism, lore discovery, gameplay advantage).
- {{reward_system}}: How rewards are given (e.g., achievements, unlockables, in-game currency).
Instructions
- If any inputs are missing, ask for them before proceeding.
- Design a set of hidden secrets and collectibles that fit the game world and appeal to the player's motivation.
- For each collectible, specify how it is hidden (e.g., behind puzzles, in obscure locations, triggered by actions) and what it rewards.
- Suggest a tracking system interface that shows progress and rewards for completion.
- Provide ideas for environmental cues that subtly guide players without making discovery too easy.
Output format Organize your response into sections: Collectible List, Hiding Strategies, Tracking System, and Environmental Cues. Use bullet points and be specific. Keep the tone creative and practical.
Guardrails
- Do not create collectibles that break game balance or immersion.
- Ensure secrets are optional and do not block main progression.
- Avoid making the tracking system too intrusive; it should enhance, not distract.
Example
- {{game_world}}: Open-world fantasy, {{collectible_types}}: lore scrolls and cosmetic armor, {{player_motivation}}: completionism, {{reward_system}}: achievements and unlockable skins.
Follow-up prompts
- How can I make collectibles relevant to the game's story?
- What are some ways to encourage players to revisit areas for missed secrets?
- Can you suggest a balanced reward structure for collectibles?