Copy-paste prompts for game dev with Claude. Each one is opinionated, scoped to a single feature, and tested in a real project. Click any prompt for the full breakdown, copy button, and a one-click "open in Claude" link. Prefer to browse by what you are stuck on? Try the prompts-by-problem view. New here? Read the 5 prompts every solo game dev should bookmark, or our take on Claude vs. general-purpose AI assistants for game development.
Grouped by what you're trying to solve: character feel, persistence, level loading, collision, polish. Engine becomes a filter, not the primary axis.
Patrols a platform, turns at ledges and walls, optionally spots and chases the player. Raycast checks, single C# MonoBehaviour, no navmesh.
Loads conversations from JSON, typewriter reveal, advance on input, branching choices, finish signal. Single GDScript + scene note.
ScriptableObject item assets, stacking across a slot limit, add/remove with overflow, on-change event for the UI. Clean serializable C#.
Run, gravity, jump with coyote time, and tile collision via map flags. Compact Lua for _update and _draw, token-aware.
States as tables with enter/exit/update/draw, a push/pop stack for overlays like pause, clean love-callback routing. Single Lua module.
Reusable pool: prewarm, Get/Return, auto-expand, IPooled reset hook. Kills Instantiate/Destroy GC hitches. Single generic C# component.
Camera2D shake on the trauma model: add_trauma on hits, trauma-squared shake, smooth noise offset, auto-decay. Single GDScript.
Arcade-physics player: run, jump with coyote time and buffer, variable height. TypeScript, no install. Drop-in class.
Single GDScript on a CharacterBody2D. 8-way movement, normalized diagonals, accel/friction, sprite flip. No plugins.
SmoothDamp follow, a deadzone box so small movements do not jitter, optional level-bounds clamp. Single C# MonoBehaviour, no Cinemachine.
Autoload singleton: versioned JSON in user://, migration on load, safe defaults on missing keys or a corrupt file. Single GDScript.
Single C# MonoBehaviour. WASD, sprite flip, animator hooks, input buffer so dashes feel snappy. Drop-in ready, no packages.
Serialize a SaveData class to JSON, persist via PlayerPrefs. Auto-versioned, migrates gracefully on schema change. Handles missing keys.
Idle / Run / Jump / Fall states with clean transition logic and a debug overlay. GDScript, no plugins. Easy to bolt extra states onto.
Parses a CSV grid (numbers as tile IDs) and populates a TileMap node. Handles bounds, missing tiles, autotiles. One-shot script.
Snaps the camera to integer pixel coords so sprites never sub-pixel jitter. Configurable deadzone, smooth follow. TypeScript-ready.
Bump.lua-style sweep test against a tile grid. Handles slopes, one-way platforms, and push-out. Single love.update hook.
The "feel" details that make a platformer playable: coyote-time grace window, jump input buffer, variable jump height. Single C# MonoBehaviour.
Token-budget Pico-8 helper for runtime sprite recolor. Same enemy at 3 colors without doubling the sheet.
Custom emitters with lifetimes, gravity, color tween. Drop-in module. Hit sparks and pickup glitter for free.
These are being written now. Bookmark this page and check back. New prompts ship roughly weekly.