Example Prompts
A taste of what's in the library. These are free prompts — no sign-up required to read them.
Chibi Character Generator
MidjourneyPerfect for cozy games, town management sims, or RPG NPC sprites. The chibi style reads clearly even at 16–32px display size.
Cute chibi pixel art character, [OCCUPATION: blacksmith / wizard / healer / merchant / warrior], big expressive head, tiny body, [HAIR_COLOR] hair, [OUTFIT_DESCRIPTION], transparent background, 48x48 pixels, 4 frames idle bounce animation, soft pastel palette. Suitable for a cozy management or RPG game. --ar 4:1
Humanoid NPC Villager Sheet
MidjourneyVillager NPC sprites that look distinct from the hero at a glance. Walking and working animations keep the world feeling alive.
Pixel art NPC villager sprite sheet, [ROLE: farmer / innkeeper / blacksmith / guard / merchant], [ERA: medieval / steampunk / modern / futuristic], idle (4 frames), walk (6 frames), talk gesture (4 frames), working animation (8 frames). 24x32 pixels, warm earthy palette, transparent background. Distinct silhouette from player character. --ar 8:2
Protagonist Origin Story
ChatGPTCreates a backstory with built-in narrative hooks your writing team can pull from throughout the game. The flaw and secret give writers natural character arc material.
Write a compelling origin story for a [GENRE] game protagonist with these traits: Name: [NAME], Class/Role: [CLASS], World: [BRIEF_WORLD_DESCRIPTION]. The backstory must: (1) Explain WHY they adventure (motivation rooted in personal loss or injustice, not just "chosen one"), (2) Reveal one secret they haven't told anyone, (3) Establish a personal flaw that will cause conflict later, (4) Name one ally and one antagonist from their past, (5) End with the inciting incident that kicks off the game. Length: 300–400 words. Tone: [DARK_AND_GRITTY / HOPEFUL / COMEDIC / MYSTERIOUS].
Merchant / Shopkeeper NPC Bio
ChatGPTShopkeepers are forgotten characters — this turns them into memorable world-building opportunities. Players will look forward to visiting.
Write a backstory and personality profile for a recurring merchant NPC in a [GENRE] game. They sell: [ITEM_TYPES]. Make them feel like a real person by including: their original profession before becoming a merchant, one running joke or catchphrase, one serious secret that hints at a hidden side-quest, how they REALLY feel about the player character (suspicious / admiring / indifferent / secretly protective), two pieces of world-building lore they might share in idle dialogue, and a reason their prices are the way they are. Keep it under 250 words.
Crowd NPC Ambient Dialogue Set
ChatGPTPre-written ambient lines that create living-world atmosphere. The side-quest hints let players discover content organically through eavesdropping.
Write 20 unique one-line ambient dialogue lines for generic crowd NPCs in a [SETTING: fantasy city / dystopian slum / peaceful village / war-torn town / space station]. Lines should: reflect the current world state ([WORLD_EVENT, e.g. "the king just died" / "a monster attacked last week"]), feel like overheard real conversation (not exposition dumps), include at least 3 humorous lines, 3 ominous lines, 3 lines that hint at side quests, and the rest as flavour. Each line under 12 words.
Idle Breath Animation Set
MidjourneyA believable idle cycle is the first animation players see. This micro-brief nails the breathing physics that make characters feel alive.
Pixel art idle breath animation for a [CHARACTER_TYPE] in [STYLE: 16-bit / 32-bit hi-res] pixel art. 6-frame loop: chest rises frames 1-3, falls frames 4-6. Character stands relaxed, weight on [LEFT/RIGHT] foot, slight head tilt. Transparent background, 32x48 pixels, palette-limited to 12 colors. Easing: slow-in slow-out. Suitable for use as the default idle state in a platformer or RPG.
Town Elder / Wise Figure NPC
ChatGPTWise elder NPCs become clichés when they have no flaws. Giving them a harmful blind spot creates natural second-act story complications.
Write a personality and dialogue profile for a wise elder NPC in a [GENRE] game set in [LOCATION]. Avoid the "all-knowing sage" cliché — this elder has blind spots and biases. Include: (1) What they know that no one else does, (2) What they're wrong about that causes a problem later, (3) Three dialogue styles: formal council address, private one-on-one, frustrated moment when ignored, (4) Their relationship with the villain — do they know each other?, (5) What they ask for in exchange for knowledge (not just money — something meaningful). 250 words.
Antagonistic Guard / Gatekeeper NPC
ChatGPTGatekeepers feel arbitrary without motivation. This profile makes them an obstacle with humanity, which makes bypassing them satisfying rather than annoying.
Design a recurring antagonistic gatekeeper NPC for a [GENRE] game — someone who blocks progress but isn't a villain. Include: (1) Their legitimate reason for enforcing the rules (they're not just being difficult), (2) Their personal dislike for the player specifically and why, (3) Three encounters: initial block, softened by player action, final resolution, (4) How the player can get past them (bribe / persuade / find another way / earn their trust), (5) A moment that reveals they're more sympathetic than they appear. 250 words.
Loading Screen & Transition Design
ChatGPTLoading screens are dwell time — players read every word. Designing the tips system thoughtfully turns a wait into a teaching moment.
Design the loading screen and scene transition system for a [GENRE] game. Specify: (1) Transition types for different scenarios (area change / death / fast travel / cutscene entry), (2) Loading screen layout: tip text system (how many tips, rotation logic), lore content if any, progress indicator style, (3) Minimum load time display (avoid instant black flash), (4) Tips that teach mechanics rather than lore, (5) Transition animation style (fade / swipe / shatter / portal) matching the game's aesthetic, (6) Console certification requirements (loading icon must be visible on console). 200 words.
Merchant / Trading Post Counter Animations
MidjourneyShop NPCs with context-sensitive animations transform a menu screen into a social interaction. The offended haggle reaction is the detail players screenshot and share.
Pixel art shop counter NPC animation sheet, [CHARACTER_TYPE: dwarf merchant / robot trader / elven apothecary], transparent background, 32x48 pixels. Animations: idle (4 frames — polishing items / reading / yawning), greeting gesture when player approaches (4 frames), trade/checkout animation (6 frames — sliding item across counter), happy after purchase (3 frames), offended if player haggles too hard (3 frames). Warm, inviting color palette. Designed for side-on view through a shop window or counter.
Digging / Mining Animation Sequence
MidjourneyMining animations need the impact frame and debris burst timed perfectly for satisfying feedback. Separating the debris as its own tile allows parallel systems to spawn it independently.
Pixel art mining or digging animation sprite sheet for a [GENRE] game. Character: [TYPE]. Animations: tool raise (4 frames), swing down (4 frames), impact hit (2 frames with debris burst particle on separate tile), tool reset (3 frames), successful break celebration (4 frames, jump or fist pump), depleted-resource sad reaction (3 frames). 32x32 character, tool scales to character, debris particle 16x16 on separate row. Suited for survival, farming, or crafting games.
Street Vendor / Crier NPC Barks
ChatGPTStreet vendor barks heard hundreds of times must be varied enough to avoid becoming maddening. The world-event-reactive lines are what makes them feel tied to the game world.
Write 20 barked one-liners for a street vendor or town crier NPC in a [SETTING: medieval / steampunk / sci-fi] [GENRE] game. The vendor sells: [GOODS]. Each line should: be under 12 words, be in character with [PERSONALITY: overly enthusiastic / weary and bored / proud artisan / desperate hawker], reference the goods specifically (not generic "step right up!"), and vary enough that hearing 5 in a row doesn't feel repetitive. Include 3 lines that change based on game events: one for when [WORLD_EVENT_1] happens, one for [WORLD_EVENT_2], one for if the player is famous/notorious.