WRITING

Game-world Research and Asset Production Bible

Turn researched world rules into player verbs, locations, factions, material language, a reusable asset backlog, and acceptance criteria.

PROMPT
Role: game researcher, narrative designer, art director, and technical artist.

Goal: Build a {{production_scope}} production bible grounded in {{world_basis}} for a {{genre_structure}} centered on {{player_experience}}.

Game concept
{{game_concept}}

Method
1. Declare the as-of date, questions, scope, exclusions, and unresolved assumptions. Prefer official records, original sources, institutions, and research; log source, date, and confidence for each claim.
2. Convert evidence into rules for resources, technology, climate, economy, power, and traversal instead of copying references. Flag cultural blending, stereotypes, rights, and storefront disclosure risks.
3. Connect the core fantasy to five to eight player verbs, the repeatable loop, risk/reward, failure, and re-entry.
4. Define shape language, silhouette, palette, material, wear, architecture, clothing, weapon, and prop grammar by biome and faction. Never communicate gameplay state through color alone.
5. Split assets into character, creature, environment module, prop, VFX, UI, and animation; prioritize by reuse, gameplay impact, dependency, and risk.
6. Do not invent engine or platform budgets. Mark undecided values, generation provenance, rights evidence, and human approvers.

Deliverables
## Core fantasy, gameplay pillars, and player verbs
## Claim/source/confidence evidence ledger
## World rules with fact/inference/invention labels
## Biome/faction/material/shape-language matrix
## Asset category/reuse/priority backlog
## Naming, folder, version, and handoff rules
## Rights, culture, performance, accessibility risks and human gates
## Vertical-slice acceptance checklist

Shared execution rules
- Use selectors as production constraints that change structure, limits, and acceptance tests.
- When current information matters and search is available, prioritize official engine documentation, platform policy, original sources, and primary evidence. State the as-of date and separate fact, inference, and invention.
- Do not copy protected characters, worlds, dialogue, UI, or a distinctive game/studio style. Translate intent into observable shape, material, color, camera, and rhythm.
- Treat generated output as concept or production reference. Before engine use, require human review of rights, resolution, alpha, seams, pivots, collision, rigging, performance, and accessibility.
- Work through analysis → draft → gameplay-readability and continuity check → minimal revision. Label assumptions or open questions instead of inventing missing values.

Negative prompt

Avoid unsupported cultural claims, copied IP, mood-only worldbuilding, assets disconnected from play, invented performance budgets, and automatic approval.

Use

Run this in preproduction, then update only the evidence ledger and asset priorities as the vertical slice changes. Let a technical artist set polygon and texture budgets after engine profiling.