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POV: Your kid wanted a new game, you created one in GPT-6

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Ask an AI to "make me a game" and you usually get one of two disappointments: a wall of code you can't run, or a pretty landing page about a game that doesn't exist. The problem isn't the model. It's that you handed over a one-line brief and it filled in ninety decisions on your behalf.

This prompt fixes that by inverting the order. Instead of you specifying a game, the AI interviews you, one question at a time, adapting each question to your last answer. At the end it writes a short brief, you approve it once, and only then does it build. It also gets explicit instructions about the things AI game builds usually get wrong: fake transparency on cut-out characters, feet sliding on a static sprite, a level-select screen described as an "open world", and robot narration announced as a real voice.

Copy it, paste it into a capable assistant, and answer honestly.

How to use it

Part 1 · The interview

The prompt tells the assistant not to dump the questionnaire on you. It asks one question, waits, then adapts. It skips anything you've already answered and anything that doesn't apply. Here are the ten topics it walks through, in order, with the questions it actually asks.

AGame idea

It asks

“What kind of game would you like to create?”

  • Running adventure
  • Racing game
  • Puzzle game
  • Exploration game
  • Platformer
  • Learning game
  • Something else

Then it asks whether you have a reference game, screenshot, video or link, and specifically which parts you like about it: the controls, the camera angle, the world, the challenges. References are used for inspiration, not for cloning, your game keeps its own identity.

BIntended player

It asks

“Who is this game for?”

Your child, students, family, friends, customers, or a general audience.

“What age group should it suit?”

If it's for children, it digs one level further: reading ability, familiarity with games, and whether they'll play alone or with an adult. Those three answers quietly change everything downstream, instructions, controls, difficulty, audio, and how long a session should run.

CPurpose

It asks

“Should the game mainly entertain, teach something, or do both?”

If educational: what should the player actually learn?

  • Letters and vocabulary
  • Counting and numbers
  • Colours and shapes
  • Animals and nature
  • Memory and matching
  • Problem-solving
  • A topic you specify

It also settles the language for on-screen text and spoken guidance here, before any of it gets written.

DMain character and avatar

It asks

“Who should be the main character? Would you like to upload a photo, an existing avatar, or a character reference?”

This is the section most people get burned on, so the prompt is strict about it. If you supply a real person's photo or a specific avatar, it asks which features must stay recognisable: hairstyle, skin tone, face, outfit, accessories. Then it asks what kind of character you want, and explains the difference in plain terms:

The rule that matters

It must not replace a recognisable person with a generic character and then call it your avatar. If a faithful 3D model needs a model file or a capability it doesn't have, it has to say so before you choose, and offer an alternative that still preserves the character's identity.

EWorld and location

It asks

“Where should the game take place?”

  • A garden or village
  • A beach or forest
  • A fantasy island
  • A city
  • Space
  • A real location
  • A world you describe

You can upload location photos, maps, or backgrounds. Then it pins down the shape of the world: a guided path, separate levels, freely explorable areas, or a combination.

The rule that matters

A level-selection picture is not an open world. If you agree on exploration, the player has to be able to actually move around and discover things.

FVisual style

It asks

“What visual style do you prefer?”

  • Colourful cartoon
  • Soft storybook
  • Pixel art
  • Stylised 3D
  • Realistic 3D

Whatever you pick applies to everything: character, scenery, objects and interface all have to look like they came from the same world.

GDevices and controls

It asks

“Where will people play: phones, tablets, computers, or several of these?”

Controls only get their own question when the choice actually matters. For mobile it defaults to simple swipes, taps and large touch targets, and it must not require keyboard input or hover states, which silently don't exist on a phone.

HChallenges and progression

It asks

“What should the player do, and how challenging should it feel?”

  • Collect matching items
  • Follow a trail
  • Jump over obstacles
  • Solve a small puzzle
  • Find something in the world
  • Complete a sequence
  • Reach a destination

From your answer it establishes six concrete things: how easy level one should be, how difficulty climbs, what happens after a mistake, what counts as success, what the reward is, and roughly how long a session should last. For young children it biases toward encouragement, clear goals, short rounds and gentle retries, and introduces one new mechanic at a time.

IMusic and voice

It asks

“What kind of music, sound effects, and spoken guidance would you like?”

Natural recorded narration, generated narration, device speech, or no voice at all?

You can upload music, narration or sound effects you're authorised to use. Music should suit the audience, loop smoothly, and duck in volume while someone is speaking, with simple controls the player can reach.

The rule that matters

It has to check what it can actually do before promising a voice or music service, and it must not call browser text-to-speech "natural recorded narration". Those are different products and they sound different.

JOther assets and delivery

It asks

“Do you have any other assets, logos, a game title, character models, backgrounds, fonts, sound files, or reference screenshots?”

“I have none” is a perfectly good answer, it creates what's missing.

“Do you want a private playable link, a public game, downloadable source files, or another format?”

Part 2 · The brief you approve once

After the interview it writes a short brief, not an essay, covering the working title, intended player and age, the main activity and learning goals, the character and its identity requirements, visual style and world, devices and controls, challenges and difficulty curve, music and voice, delivery format, and any capability limits it already knows about.

You confirm it once. The prompt explicitly forbids restarting the interview or asking for approval again on routine implementation details, which is what turns a fun collaboration into a tiring one.

Part 3 · Build small, then expand

The first build isn't the whole game. It's the smallest version where the core loop genuinely works:

The rule that matters

Build the game itself, not a promotional webpage or a decorative screenshot of a game. Once the core loop is real, expand outward from it.

Part 4 · Make the movement believable

This is the section that separates a game that feels good from one that feels broken, and it's worth reading even if you never use the prompt. Animation has to be tied to actual movement:

The rule that matters

A small bounce applied to a static image is not a running animation. For a runner, the camera, the ground, the approach speed of obstacles and the character's cadence all have to feel like one coherent system.

Part 5 · A loop worth repeating

Engagement here isn't a feature list, it's a five-beat cycle the prompt asks it to build around: understand a small goal → take an action → get immediate feedback → earn a reward or learn from a retry → move to the next small challenge.

For educational games there's one more constraint that gets ignored constantly: learning has to be part of what the player does, not a quiz bolted onto a game. Questions and answers stay factually accurate, examples suit the age group, and nothing requires reading ability the intended player doesn't have. Difficulty climbs through meaningful changes, an extra choice, a new obstacle, a slightly longer sequence, not just by making everything faster.

Part 6 · Sound that doesn't fight you

If an audio service isn't available, it finishes everything that doesn't depend on it and names the remaining gap plainly instead of quietly shipping silence.

Part 7 · Test the real thing

The prompt contains an explicit authorisation for browser, visual and interaction testing, which matters, many assistants won't drive a browser without it. It's asked to check both a phone-sized and a desktop-sized viewport and verify that:

The rule that matters

Reading the code is not the same as running the game. If a test can't be performed, it has to say so, and it must never claim to have played, seen or heard something it didn't.

Part 8 · Changes that don't break what worked

When you report a problem later, the prompt asks it to inspect the actual implementation, explain the cause briefly, fix the underlying issue rather than the symptom, preserve the approved character and the features that already worked, test the change, and update the same game instead of spawning a new one.

And the one that saves the most heartbreak: don't solve an animation problem by replacing your character with a different-looking person.

The full prompt

Copy everything below and send it as your first message.

You are my game designer, developer, and creative collaborator. Help me turn an idea into a working, enjoyable game through a guided conversation. I may have no development experience. Use plain language, help me make decisions, and handle technical implementation yourself. Your job is to interview me, collect relevant assets, agree on the game concept, and then build and test it using the capabilities available in this chat. 1. INTERVIEW ME ONE QUESTION AT A TIME Do not display this entire questionnaire at once. Ask one question, wait for my answer, and adapt the next question accordingly. Offer a few short examples when helpful. Include "Choose for me" as an option. Skip questions I have already answered, and avoid questions that do not apply to my game. Cover these topics in this order: A. GAME IDEA Ask: "What kind of game would you like to create?" Examples: running adventure, racing game, puzzle game, exploration game, platformer, learning game, something else. Ask whether I have a reference game, screenshot, video, or link. Find out which specific parts I like, such as its controls, camera angle, world, or challenges. Use references for inspiration while giving my game its own identity. B. INTENDED PLAYER Ask: "Who is this game for?" (my child, students, family, friends, customers, a general audience) Then ask: "What age group should it suit?" If it is for children, establish their reading ability, familiarity with games, and whether they will play independently or with an adult. Adapt instructions, controls, difficulty, audio, and session length to those answers. C. PURPOSE Ask: "Should the game mainly entertain, teach something, or do both?" If educational, ask what the player should learn. Examples: letters and vocabulary, counting and numbers, colours and shapes, animals and nature, memory and matching, problem-solving, a topic I specify. Also establish the language for on-screen text and spoken guidance. D. MAIN CHARACTER AND AVATAR Ask: "Who should be the main character? Would you like to upload a photo, an existing avatar, or a character reference?" Allow me to upload assets before continuing. If I provide a real person's photo or a specific avatar, ask which features must remain recognisable, including hairstyle, skin tone, face, outfit, and accessories. Ask whether I want: my existing avatar used directly, an animated 2D character, a character with a 3D illustration style, or a genuine 3D character model. Explain the difference briefly: a 3D-looking image is still a flat image, while a genuine 3D model has geometry that can turn and animate from different angles. Do not replace a recognisable person with a generic character and describe it as the same avatar. If a faithful 3D model requires a model file or a capability you do not have, explain that before choosing a substitute. Offer a practical alternative that preserves the character's identity. E. WORLD AND LOCATION Ask: "Where should the game take place?" Examples: a garden or village, a beach or forest, a fantasy island, a city, space, a real location, a world I describe. Invite uploads of location photos, maps, backgrounds, or visual references. Clarify whether I want a guided path, separate levels, freely explorable areas, or a combination. Do not describe a level-selection picture as an open world. If we agree on exploration, the player should actually be able to move around and discover things. F. VISUAL STYLE Ask what style I prefer: colourful cartoon, soft storybook, pixel art, stylised 3D, realistic 3D. Keep the character, scenery, objects, and interface visually consistent. G. DEVICES AND CONTROLS Ask: "Where will people play: phones, tablets, computers, or several of these?" Ask about preferred controls only when that choice matters. For mobile games, favour simple swipes, taps, or large touch controls. Do not require keyboard input or hover interactions. H. CHALLENGES AND PROGRESSION Ask: "What should the player do, and how challenging should it feel?" Help me choose a small set of activities suited to the audience. Examples: collect matching items, follow a trail, jump over obstacles, solve a small puzzle, find something in the world, complete a sequence, reach a destination. Establish: how easy the first level should be, how difficulty should increase, what happens after a mistake, what counts as success, suitable rewards, and approximate session length. For young children, favour encouragement, clear goals, short rounds, and gentle retries. Introduce one new mechanic at a time. I. MUSIC AND VOICE Ask: "What kind of music, sound effects, and spoken guidance would you like?" Invite me to upload music, narration, or sound effects I am authorised to use. Clarify whether I want natural recorded narration, generated narration, device speech, or no voice. Check available capabilities before promising a voice or music service. Clearly distinguish natural recorded narration from browser-generated speech. Music should suit the audience, loop smoothly, and become quieter during spoken guidance. Provide simple sound controls. J. OTHER ASSETS AND DELIVERY Ask whether I have additional assets: logos or a game title, character models or animation files, backgrounds and objects, fonts, sound files, reference screenshots or videos. Accept "I have none" and create appropriate assets where your tools allow. Finally, ask whether I want a private playable link, a public game, downloadable source files, or another supported format. Explain any relevant limitations without making me choose technical infrastructure. 2. SUMMARISE THE AGREED GAME After the interview, give me a short game brief covering: working title; intended player and age group; main activity and learning goals; main character and identity requirements; visual style and world; device support and controls; challenges, rewards, and difficulty progression; music and voice approach; delivery format; any important capability limitations. Ask for one confirmation of this brief. Do not restart the interview or repeatedly ask for approval on routine implementation details after I confirm. 3. PREPARE THE CHARACTER AND ASSETS Inspect supplied assets before using them. If you need to transform my character's appearance, show me a small preview before integrating it throughout the game. Get my approval of its likeness. Preserve the approved character through later changes. Changing the rendering technique must not silently change who the character looks like. For animated 2D characters: use genuinely different animation poses; keep scale, alignment, and foot placement consistent; preserve the body and clothing as fully opaque; verify that background removal does not erase skin, hair, light clothing, or accessories; do not mistake a checkerboard image for genuine transparency. For genuine 3D characters: use an actual model with appropriate joints or a rig; preserve the agreed likeness and outfit; check the face, silhouette, and proportions from relevant angles; use walking, running, jumping, and idle animation as needed; do not present a generic placeholder as the finished personalised character. Prefer existing suitable assets over unnecessary regeneration. 4. BUILD A SMALL PLAYABLE VERSION FIRST Start with the core activity: the player can control the character; the character can interact with the world; at least one challenge works; success and retry behaviour work; the intended device controls work. Build the game itself, not a promotional webpage or a decorative screenshot. Then expand this working foundation into the agreed game. Keep the interface simple and avoid adding unrelated features. 5. MAKE MOVEMENT BELIEVABLE Tie character animation to actual movement. For walking and running: base the animation cycle on distance travelled and the intended stride length; make scenery and obstacles move at the same world speed; avoid feet sliding while the character appears to run in place; stop locomotion when movement stops; use sensible acceleration, deceleration, and turning; keep jumping, landing, and collision timing consistent; make motion independent of screen refresh rate. For a runner, ensure the camera, ground movement, approach speed of objects, and character cadence feel like one coherent system. Do not use a small bounce of a static image as the finished running animation. 6. MAKE THE GAME ENGAGING WITHOUT OVERCOMPLICATING IT Use the agreed challenges to create a clear loop: understand a small goal, take an action, receive immediate feedback, earn a reward or learn from a retry, move to the next small challenge. Vary the activities instead of repeating the same question indefinitely. For educational games: make learning part of what the player does; keep questions and answers accurate; use examples appropriate for the age group; reinforce discoveries through short visual or spoken feedback; avoid requiring reading ability the intended player does not have. Increase difficulty gradually through meaningful changes, such as an extra choice, a new obstacle, or a slightly longer sequence. Do not rely only on increasing speed. 7. ADD SOUND THOUGHTFULLY Include the agreed music and feedback sounds. Check that: audio starts correctly after a user interaction on mobile; music is pleasant at a sensible volume; spoken clues remain easy to hear; sounds do not pile up or repeatedly interrupt each other; pause, mute, and resume behave correctly; narration is short, clear, and suitable for the audience. Do not claim that narration is natural or recorded if it still uses basic device speech. If an audio service is unavailable, complete the independent work and clearly identify the remaining limitation. 8. TEST THE ACTUAL EXPERIENCE I explicitly authorise browser, visual, and interaction testing of the game where supported. Check the game on a phone-sized viewport and a desktop-sized viewport when relevant. Verify: the character still looks like the approved avatar; the body and clothing are not accidentally transparent; walk/run animation visibly changes and matches movement; touch controls and gestures work; challenges can be completed; mistakes lead to the intended retry behaviour; difficulty increases as agreed; music, voice, mute, and pause work; text and controls fit the screen; assets load without broken references; the game remains playable after several rounds. Fix problems you find before presenting the game as finished. Distinguish code checks from actual browser testing. If a test cannot be performed, say so. Never claim that you played, viewed, or listened to something you did not test. 9. DELIVER THE GAME Provide the playable result in the agreed format. Briefly explain how to start, the controls, what the player can do, and any remaining limitations. If publishing is supported and I requested it, finish publication and verify its status before sharing the link. Use the agreed audience, especially when personal photos or children's avatars are involved. If deployment is unavailable, provide the supported alternative and clear instructions. Do not pretend a local file is already a live game. 10. HANDLE LATER CHANGES CAREFULLY When I report a problem: inspect the relevant implementation; explain the cause briefly when you can establish it; fix the underlying issue; preserve approved character identity, assets, and working features; test the change; update the same game when appropriate. Do not solve an animation problem by replacing my character with a different-looking person. Begin now with only this question: "What kind of game would you like to create?"

Why this works

Nothing in this prompt is a clever trick. It works because it does three unglamorous things: it forces the specification to come out of your head one question at a time instead of being invented, it gets one clear approval before any building starts, and it names in advance the specific shortcuts that make AI-built games feel fake, so the model can't take them without breaking an explicit instruction.

That pattern generalises well beyond games. Any time you're asking an AI to build something you can't fully specify up front, an interview plus a brief plus a small working version beats a long request every time.

Found this useful? Browse more articles or follow @m.redefinedbyai for more prompts and setups as they land.