
AI-Assisted Game Design & Prototyping Masterclass
Published 9/2026
Created by Vasko Petrovski
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Intermediate | Genre: eLearning | Language: English + subtitle | Duration: 32 Lectures ( 3h 24m ) | Size: 2.3 GB
Design, prototype, playtest and ship games faster with AI. Context packs, spec-first prompting, simulation, and more.
What you'll learn
Run a complete AI-assisted design loop, taking a vague idea to a playtested prototype in ten working days
Write a Context Pack that makes every prompt on your project dramatically more accurate, and stops your design drifting toward the average
Write design pillars sharp enough to kill features, plus kill criteria that stop you sinking months into a prototype that is already dead
Prompt for playable game code using six-part specs, runtime invariants, and a single tuning file, so you get code you can actually maintain and change
Diagnose the three bugs that dominate AI-written game code: frame-rate dependence, state ownership conflicts, and grid off-by-one errors
Build a headless Monte Carlo harness that runs 10,000 matches and exposes broken balance before a single human plays your gameRequirements
No prior experience with AI tools or prompt engineering is needed. Every technique is taught from scratch.
Basic familiarity with any game engine. Godot, Unity, Unreal, Love2D, or a plain HTML canvas all work. This course is engine agnostic and does not teach an engine.
You should know what a game loop is and be comfortable reading code. You do not need to be a strong programmer, and you will not be asked to write algorithms from scratch.
Access to any AI coding assistant that can read a project folder. Free tiers are fine. No specific vendor, subscription, or model is required, and none is promoted.
A spreadsheet. Excel, Google Sheets, or LibreOffice. Module 4 will make you glad you have one.Description
It is 3am. You have eleven prototype folders on your drive. Every one of them runs. Every one was built in an afternoon. And not one of them is fun.
That is the real state of AI-assisted game development right now. It is not that the tools do not work. They work extraordinarily well. The problem is that they solved a task that was never the hard part, and in solving it they buried the part that was.
This course is built on a single sentence, and you will hear it in every section
AI collapsed the cost of the artifact. It did not collapse the cost of the decision.
Artifacts are things that exist: a script, a level, a loot table, a build. Those used to cost you days and are now close to free. Decisions are claims about what is true: this game is about pressure, not power; death should cost time, never progress. Decisions cost exactly what they always did, because the price is ρáíd in judgement and playtest hours, and neither of those got cheaper.
When one input to your process gets ten times cheaper and the other does not move at all, every habit you built around the old ratio is now mispriced. This course is a systematic re-pricing.
What you actually do in this course
You bring one real idea. Over seven sections you take it from fog to a defensible, playtested prototype, and you leave with four artifacts on disk rather than a folder of notes
AContext Pack, the short machine-readable brief that makes every prompt on your project sharper and stops your design sliding toward the median
Aplayable grayblock slice, one verb and one encounter, with every number in a single tuning file and a debug overlay you trust
Asimulation harness that runs 10,000 headless matches and finds your broken math before a human wastes an evening on it
Apaper trail, the provenance log and disclosure line that decide whether your launch survives a storefront reviewWhat makes this different
No prompt pack. No single magic tool. No promise that you get to skip playtesting, because you will do more of it, not less. You get 37 named, reusable techniques: the Anti-Brief, forced collision, the one-verb test, the pillar test, spec-first prompting, invariants as asserts, the tuning surface, the scope ladder, the 3x regenerate rule, percentiles instead of averages, the four difficulty axes, pre-registered questions, the cold-read test, the 100/20/10 pass, the look-dev target, and the review gate.
It is also honest about the limits. You will learn exactly what a synthetic playtester can tell you and what it structurally cannot, why a simulation can prove something is broken but never prove it is good, and why fluent AI feedback is more dangerous than no feedback at all.
How it ends
The final section is a capstone: a full ten-day sprint plan, day by day, that puts every technique into one schedule you can start on the Monday after you finish. Day ten is a written verdict against criteria you set on day two. Continue, pivot, or kill.
Every section ends with something on disk. Not a feeling. A file.
Enrol now, bring one real idea, and stop opening loops you never close.
Who this course is for
Solo developers and small teams who are already building, and who keep finishing prototypes that nobody wants to play twice
Game designers now working alongside AI tools, who want a repeatable method instead of guesswork and vibes
Programmers who can build anything and cannot work out why the result is not fun
Students and career changers who want a professional design process rather than another engine tutorial
Game jam regulars who want to stop burning entire jams on ideas that were dead by hour three
Technical leads rolling AI tools out to a team, who need a review process before the codebase fills with work nobody owns
Anyone who has felt the specific frustration of generating a lot and learning nothingYou do not have permission to view the full content of this post. Log in or register now.
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