Prompts for Game Assets
Game art is production art. A sprite, a prop, a tile or an item icon is not the final picture — it is a component that has to be cut out, dropped into an engine, and sit next to a hundred other components without looking like it came from somewhere else. Prompting for game assets is mostly about making the output easy to process, and that is a different goal from making it look good on its own.
The practical consequence is that you should be prompting for isolation. One object, plain flat background, no ground plane, no environmental context, no atmospheric haze. “A single wooden barrel, centred, on a flat neutral background, no shadow” is an asset. The same barrel in a moody tavern is a painting, and cutting it out of that painting will take longer than generating it properly did.
Say the Projection Out Loud
Games have fixed viewing angles, and a prompt that ignores this produces assets that cannot be placed. Say which one you need: straight-on side view for a platformer, top-down for a dungeon crawler, two-to-one isometric for a strategy game, three-quarter orthographic for something in between. Then add that it is orthographic rather than perspective, because perspective foreshortening that changes across your asset set is what makes a tile map look broken.
Scale matters just as much. Assets generated independently drift in apparent size, so it helps to anchor them — describe the object’s real dimensions, or generate several objects in one image so they share a scale, then separate them afterwards. A sword and a shield that were never told about each other will rarely fit the same character.
Tiles Need Different Instructions From Props
For ground textures and backgrounds, the requirement is seamlessness, and you have to ask for it: “seamless tileable texture, edges continue, no visible seams, evenly lit, no directional shadow”. The last two clauses matter more than they look — a strong light direction baked into a texture becomes a repeating stripe of highlight the moment it is tiled.
For props and characters, the requirement is the opposite: a clean silhouette that reads instantly against gameplay. Ask for a distinct outline, a limited palette and no fine detail smaller than the asset will actually be displayed at. Detail below the pixel budget is not lost gracefully; it turns into mush.
Consistency Is a Fixed Prefix
An asset set lives or dies on looking like one set. The way to get there is to write a style prefix once — medium, palette, line weight, projection, background — and reuse it verbatim across every generation, changing only the object description at the end. “Flat vector, thick black outline, six-colour palette, orthographic side view, plain grey background:” then barrel, then crate, then lantern.
Resist the urge to improve the prefix halfway through a batch. An improved prefix produces better assets that no longer match the earlier ones, and you will end up regenerating everything to catch up. Fix the style, run the whole set, and only then decide whether the style was right.
