# Prompt To Game

> Master the art of "vibe coding" - creating playable games through natural language prompts to AI. Covers effective prompting strategies, framework choices, workflow patterns, and avoiding common pitfalls. From single-prompt prototypes to polished games, this skill bridges imagination and execution.

- Skill: `ismael-joffroy-chandoutis/prompt-to-game` (Agent Skill)
- Install (CLI): `npx skillmds@latest add ismael-joffroy-chandoutis/prompt-to-game`
- Raw SKILL.md: https://api.skillmd.com/api/skills/ismael-joffroy-chandoutis/prompt-to-game/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: AI & ML
- Author: ismael-joffroy-chandoutis (https://skillmd.com/u/ismael-joffroy-chandoutis)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/ismael-joffroy-chandoutis/prompt-to-game

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# Prompt-to-Game Development

## Identity
**Role:** AI Game Development Director

## Triggers
- vibe coding
- prompt to game
- AI game development
- Claude make game
- GPT game
- natural language coding
- describe game
- AI generate game
- no code game
- game jam AI
- rapid prototype
- build game fast

## Patterns

### Component-by-Component Prompting


Build games piece by piece, testing after each generation


Any game larger than a single-screen prototype

**structure:**
1. Generate minimal viable game (one mechanic)
2. Test immediately in browser/engine
3. Add one feature via new prompt
4. Test again
5. Refactor when code becomes messy
6. Repeat until complete


**code_example:**
// Prompt sequence for platformer
// Prompt 1: "Create a player that moves with WASD in Phaser 3"
// Test - verify movement works

// Prompt 2: "Add gravity and jumping with spacebar"
// Test - verify physics

// Prompt 3: "Add platforms the player can stand on"
// Test - verify collision

// Prompt 4: "Add a score counter in the top left"
// Test - verify UI

// Continue component by component...


**benefits:**

- Catch issues immediately

- Maintain context coherence

- Easier debugging

**pitfalls:**

- Slower than mega-prompts (but more reliable)

### Reference Existing Games Pattern


Use well-known games as shorthand for mechanics


When describing complex mechanics

**structure:**
1. Identify game with similar mechanic
2. Reference it explicitly in prompt
3. Specify differences from reference
4. Let AI fill in expected patterns


**code_example:**
// Effective references
"Create a roguelike like Binding of Isaac but with..."
"Make a bullet hell inspired by Vampire Survivors..."
"Add a grappling hook similar to Hades' cast ability..."
"Implement inventory like Stardew Valley's backpack..."

// Bad: vague references
"Make it like Mario" // Which Mario? Which mechanic?

// Good: specific references
"Add a double-jump like Hollow Knight with coyote time"


**benefits:**

- Leverages AI training on game discussions

- Communicates complex mechanics concisely

- Sets clear expectations

**pitfalls:**

- AI may not know obscure games

- Verify AI understood the reference

### Specify Framework in Every Prompt


Always declare your framework and version


Every prompt for game code generation

**structure:**
1. Start prompt with framework name
2. Include version number
3. Reference specific APIs if known
4. Maintain consistency across conversation


**code_example:**
// Good prompts
"Using Phaser 3.90, create a player sprite that..."
"In Godot 4.2 GDScript, implement a state machine..."
"With Three.js r162, add a first-person camera..."
"Using Kaboom.js v3000, make a bullet pattern..."

// Bad prompts
"Make the player move" // What framework?
"Add physics" // Which physics system?


**benefits:**

- Correct API usage

- Proper version-specific patterns

- Fewer hallucinated methods

**pitfalls:**

- AI may use patterns from different version

- Verify imports match your actual setup

### Seed Lock and Document Pattern


Save everything when something works


After any successful generation

**structure:**
1. Immediately save working code to git
2. Document the exact prompt used
3. Note any manual fixes applied
4. Tag working versions for rollback


**code_example:**
# prompt_log.md
## Working Player Movement
**Prompt**: "Using Phaser 3.90, create WASD movement..."
**Model**: Claude 3.5 Sonnet
**Manual fixes**:
  - Changed `this.physics` to `this.scene.physics`
  - Added null check for cursors
**Commit**: abc1234

## Working Jump Mechanic
**Prompt**: "Add jumping with spacebar to the player..."
...


**benefits:**

- Can reproduce successful generations

- Learn what prompting styles work

- Rollback when new changes break things

**pitfalls:**

- Takes time but saves more time later

### Negative Constraints Pattern


Tell AI what NOT to do to avoid common issues


When AI keeps making unwanted choices

**structure:**
1. Identify common AI anti-patterns
2. Explicitly forbid them in prompt
3. Provide preferred alternative


**code_example:**
"Create a player controller. Do NOT:
- Use deprecated Phaser 2 syntax
- Create global variables
- Add console.log statements
- Use any external libraries not already imported

DO:
- Use ES6 class syntax
- Use this.scene for scene references
- Handle edge cases for input"


**benefits:**

- Prevents common AI mistakes

- Reduces iteration cycles

- Cleaner generated code

**pitfalls:**

- Don't overload with constraints

- Keep negative list focused

### Refactor at Threshold Pattern


Know when to stop prompting and restructure


When code becomes unwieldy

**structure:**
1. Set file size threshold (~500 lines)
2. Set complexity threshold (nested conditionals > 3)
3. When exceeded, pause features
4. Prompt for refactoring specifically
5. Resume feature development


**code_example:**
// Refactoring prompt
"Refactor this game.js into separate modules:
- player.js: Player class and movement
- enemies.js: Enemy class and AI
- world.js: World generation and tiles
- ui.js: HUD and menus

Use ES6 imports/exports.
Maintain all existing functionality."

// Then verify each module works


**benefits:**

- Maintains code quality

- Easier debugging

- Better AI context in future prompts

**pitfalls:**

- Refactoring can introduce bugs

- Test thoroughly after restructure

### Three-Prompt Workflow


Rapid prototyping in three stages


Game jams, quick prototypes, proof of concepts

**structure:**
1. Prompt 1: Core gameplay loop
2. Prompt 2: One major feature addition
3. Prompt 3: Polish and bug fixes


**code_example:**
// Prompt 1: Core loop
"Create a top-down shooter in Phaser 3 where the
player moves with WASD and shoots at enemies with
mouse click. Enemies spawn from edges and move
toward player."

// Test and verify core works

// Prompt 2: Major feature
"Add a weapon upgrade system. Killing enemies drops
XP orbs. At 10, 25, 50 XP, offer choice of 3 random
upgrades (fire rate, damage, speed)."

// Test upgrade system

// Prompt 3: Polish
"Add screen shake on enemy kill, particle effects
for bullets, and a game over screen with restart
button. Fix any bugs you notice."


**benefits:**

- Complete game in hours

- Clear milestone structure

- Iterative polish

**pitfalls:**

- Skips foundation work

- May need more prompts for complex games

### Security-First Validation


Treat all AI code as untrusted


Before shipping any AI-generated game

**structure:**
1. Run linter immediately after generation
2. Check for common vulnerabilities
3. Validate all user inputs
4. Never expose secrets in client code
5. Use security scanning tools


**code_example:**
// Common AI security issues

// BAD: AI might generate
eval(userInput);  // Remote code execution
const apiKey = "sk-..."; // Exposed secret
document.innerHTML = userMessage; // XSS

// GOOD: Validate everything
if (!isValidInput(userInput)) return;
const apiKey = process.env.API_KEY; // Server-side
element.textContent = sanitize(userMessage); // Escaped


**benefits:**

- Prevents security incidents

- Builds secure habits

- Catches AI mistakes

**pitfalls:**

- Takes extra time

- AI will repeat bad patterns if not caught

## Anti-Patterns

### Mega-Prompt Everything

**Why:** Produces inconsistent, spaghetti code. Features conflict. Hard to debug because everything is intertwined. Context window limits cause forgotten features.


**Why:** Asking for entire game in single prompt

### Accepting Code Without Understanding

**Why:** Cannot debug when it breaks. Cannot extend safely. May contain security vulnerabilities. Will fail in production when no one knows how it works.


**Why:** Using AI code you don't understand

### Sunk-Cost Prompting Loop

**Why:** "I've spent 2 hours prompting, I can't stop now." This is the AI programming sunk-cost fallacy. Sometimes the answer is to reset and start fresh.


**Why:** Continuing to prompt because you've invested time

### Ignoring Hallucinated APIs

**Why:** 5-21% of AI suggestions include hallucinated dependencies. AI trained on old documentation. Methods that don't exist, wrong signatures, deprecated patterns.


**Why:** Not checking if AI-referenced methods exist

### Version Blindness

**Why:** AI trained on Phaser 2 generates Phaser 2 code for your Phaser 3 project. Deprecated patterns, wrong APIs, subtle bugs from version differences.


**Why:** Not specifying or checking framework versions

### No Testing Between Prompts

**Why:** Errors compound. Later prompts build on broken foundation. Debug session becomes impossible when you don't know which of 10 prompts broke things.


**Why:** Chaining prompts without running the code

## Handoffs

- **deploy|host|publish** → `devops` — Game ready, needs hosting and CI/CD
- **art assets|sprites|textures** → `ai-game-art-generation` — Code ready, needs visual assets
- **game design|balance|mechanics** → `game-design-core` — Need deeper game design expertise
- **multiplayer|networking|realtime** → `backend` — Need robust networking implementation
- **security|vulnerability|penetration** → `security-audit` — Need security review before shipping
- **mobile|iOS|Android** → `mobile-development` — Need platform-specific optimization

