OasisWManual 한국어
Section 4. AI GAME BUILDER Concept Pending 2

Principles for writing prompts

In testing, AI GAME BUILDER kept the names, counts, and control keys written in the prompt, and decided on its own anything that wasn't written. So write down anything whose result you want to pin down. This page explains the five things to include when you first build a game, and the test results behind them.

What you write and what you don't

We sent the prompt below 7 times, each time in a new scene and a new conversation.

Prompt
바닥 위에서 공을 굴려 노란 별 10개를 모으는 게임을 만들어 주세요. 공은 방향키로 굴러갑니다. 공이 별에 닿으면 별이 사라지고 화면에 모은 개수가 올라갑니다. 10개를 다 모으면 게임이 끝납니다. 공 이름은 Ball, 별 이름은 Star1부터 Star10까지로 지어 주세요.

Meaning: Make a game where you roll a ball on a floor to collect 10 yellow stars. The ball rolls with the arrow keys. When the ball touches a star, the star disappears and the collected count on screen goes up. The game ends when all 10 are collected. Name the ball Ball and the stars Star1 through Star10.

According to our test notes, the names, counts, and control keys written in the prompt came out as written every time: entity names Ball and Star1–Star10, 10 stars, and arrow-key controls. However, no table comparing the names in each of the 7 runs was kept. Pending Check the per-run entity name records or retest

What varied from run to run was mostly what the prompt didn't specify.

Not specifiedObserved result
Star shapeIn the first 5 runs: yellow spheres in 4, a yellow box in 1. A star shape first appeared in the 7th run.
Count display formatVaried by run, e.g. 모은 별: 0 (Stars collected: 0) or STARS 0 / 10.
Hierarchy groupingEntities went into groups the AI chose, such as Gameplay or Gameplay ▸ Stars, and the group names varied too.
Floor edgesWalls or railings were added in 5 of 7 runs.
Script and attribute namesThe score display script was gameUI (attribute scoreLabel) in one run and scoreBoard (attribute label) in another.

Another game gave the same result. We sent a prompt for a game where you dodge 5 red boxes for 30 seconds, specifying health, the win condition, and entity names (Player, Enemy1–Enemy5) (1 run). The names and counts came out as written. The language of on-screen text wasn't specified, and it came out in English, e.g. Health: 3 / 3.

In the runs we observed, the AI didn't leave gaps in the prompt empty; it decided and filled them in itself. Most of what varied from run to run was in those gaps.

If you wrote it and it didn't work, it's a defect, not a gap

What this principle guarantees is "what exists": names, counts, keys. Rules and end conditions can still have defects even when written. In one run of the prompt above, the win message was shown right at start even though the prompt said "10개를 다 모으면 게임이 끝납니다" (The game ends when all 10 are collected). In the dodging game, the health rule was written too, but health didn't go down on collision.

When the result isn't what you expected, first ask: "Did I write that in the prompt?"

  • If not, it's a gap. Add that item in one line and send the prompt again.
  • If you wrote it and it didn't work, it's a defect. Describe exactly what you saw and ask for a fix. How to do this is in Send fix prompts.

The five things

Include these five things in a prompt for a new game. Each sentence of the prompt above covers one of them.

ItemWhat to writeMatching sentence in the prompt aboveIf you leave it out
1. What existsTypes and counts of entities바닥 위에서 공을 굴려 노란 별 10개를 모으는 게임 (a game where you roll a ball on a floor to collect 10 yellow stars)The AI decides the counts and background objects.
2. How it's controlledKeys and what they move공은 방향키로 굴러갑니다. (The ball rolls with the arrow keys.)The AI decides the control keys.
3. What happens when you do whatRules, broken down into actions공이 별에 닿으면 별이 사라지고 화면에 모은 개수가 올라갑니다. (When the ball touches a star, the star disappears and the collected count on screen goes up.)Only part of the rule may get built.
4. When it endsWin and lose conditions10개를 다 모으면 게임이 끝납니다. (The game ends when all 10 are collected.)The AI decides how it ends.
5. NamesEnglish names for the main entities공 이름은 Ball, 별 이름은 Star1부터 Star10까지로 지어 주세요. (Name the ball Ball and the stars Star1 through Star10.)Names differ from run to run.

Break rules down into actions

To a person, "collect stars" is one thing, but in a game it's three actions: touch, disappear, count goes up. The prompt above spells out all three. A defect where just one of the three was missing did actually occur: the star disappears, but the count stays at 0.

Break down other rules the same way.

  • Dodge: touching reduces health, and you lose when health reaches 0.
  • Defeat: hitting an enemy makes it disappear, and the score goes up.

Write the end condition even if the AI would decide it for you

Once, when adding a time-limit rule, we deliberately left out the line "0초가 되면 게임이 끝나고…" (When it reaches 0 seconds, the game ends and…) (1 run). The AI decided on its own to end with game over at 0 seconds. However, that scene already had game over text from the lives rule, and the AI reused it. That outcome was the AI's choice, not the user's. Write one line saying whether you lose when time runs out and what message appears at the end.

Naming makes things easy to find

If you specify names, you can find entities right away in the Search field in HIERARCHY, however the AI groups the hierarchy. The tutorials in this manual also start with prompts that fix names, and the text refers to those names. Names of entities and script attributes you don't specify may differ from run to run.

Beyond the five

The five things are the minimum. You can write more for anything whose result you want to pin down, such as the language of on-screen text or where text is placed. As with the English on-screen text in the dodging game, the AI decides whatever you don't write. We haven't separately measured whether items beyond the five are followed when written.

Shapes are hard to pin down in words. The same "노란 별" (yellow star) came out as a sphere, a box, and a star shape. In a test on 2026-10-26, the AI downloaded a star model from the asset store on its own in 3 of 3 runs. If you have a specific shape in mind, download the model yourself from ASSETS → ASSET STORE, then ask the AI to swap it in, naming that model. How to do this is in step 5 of Make your first game.

When adding rules

The same principles apply when adding rules to a game you've built. Write what you're adding, when and how it changes, and where it appears on screen. For a rule that introduces a lose condition, also write what happens when you lose. We sent the prompt below, unchanged, to two different scenes.

Prompt
목숨을 3개 넣어 주세요. 공이 바닥 밖으로 떨어지면 목숨이 하나 줄고 공이 가운데에서 다시 시작되게 해 주세요. 목숨이 0이 되면 게임이 끝나고 「게임 오버」가 나오게 해 주세요. 목숨은 화면 왼쪽 위에 보이게 해 주세요. 나머지는 그대로 두세요.

Meaning: Add 3 lives. When the ball falls off the floor, lose one life and restart the ball from the center. When lives reach 0, end the game and show "Game Over". Show the lives in the top-left of the screen. Leave everything else as it is.

Neither run finished in one go. The first run took 3 prompts and about 30 minutes, the second 2 prompts and about 10 minutes, before lives went from 3 to 0 and game over appeared. How to continue a task is in When the AI stalls, stops short, or loops.

Even a small prompt like the star-collecting one hit the run limit in 3 of 7 runs, and 3 runs needed a continue prompt to finish. So keep the first prompt to the basic setup, and add rules such as score, lives, and time one at a time. If you add one, check it with Launch, then add the next, you can tell what caused any change in the result.

Say "don't touch anything else" every time

The AI sometimes changes things it wasn't asked to change. This behavior is being improved, but unrequested changes can still happen. So add the following sentence to the end of the prompt every time.

Prompt
요청한 것 외에는 손대지 마세요.

Meaning: Don't touch anything other than what I asked for.

  • Even if you wrote it once earlier in the same conversation, write it again in the next prompt. Each prompt is worked on separately.
  • If something must stay exactly as it is, name it. Example: "Ball과 별 10개, 바닥은 그대로 두세요." (Leave Ball, the 10 stars, and the floor as they are.)
  • Before clicking 예 (Yes), check that the plan card says what it will leave alone. How to do this is in Read the plan and work steps.

Adding this sentence didn't prevent every unrequested change. In both runs of the lives prompt above (ending with "나머지는 그대로 두세요", Leave everything else as it is), the surrounding walls were deleted so the ball could fall off. On 2026-10-29, in a prompt that said "다른 엔티티는 바꾸지 마세요" (Don't change any other entities), the auto-check moved 6 entities into a new group. So check the scope of changes after each task. Methods and examples are in Check what the AI changed.

Next steps

Source ai/writing-requests.html