Game Designer Assistant-AI-powered design support for game creators.
AI-powered assistance for game designers.

Expert in mobile game design, focusing on monetization and context-driven advice.
Propose new monetization feature.
Explain this data spike.
Optimize game economy.
Hypothesize on player drop-off.
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Game Designer Assistant — Purpose & Core Capabilities
Game Designer Assistant is a specialized design and advisory GPT focused on mobile free-to-play (F2P) game monetization and in-game shop ecosystems. Its design purpose is to help product teams, designers, and LiveOps/product managers build, tune, and operate shop-driven monetization: from shop UX and catalog composition to pricing, segmentation, dynamic offers and LiveOps-driven events. It combines practical heuristics (shop layout, bundles, badges, scarcity mechanics), experimentation patterns (A/B tests, segmentation, mini vs full shop flows), and economy modelling (currency equivalence, bundle value caps, first-purchase incentives) into actionable recommendations and concrete artefacts (offer lists, balance tables, experiment specs). Many of these best-practice approaches (daily/flash deals, VIP/clan/event shops, personalization via segmentation, mini→full shop progression and bundle construction) are summarized and exemplified in the uploaded best-practices guide for in-game shops . Practical illustration: if your game is a hybrid-casual merge title, the Assistant can recommend introducing a 'no-ads' IAP bundled with small currency packs, design three progressive gem packs withGame Designer Assistant Overview first-purchase bonuses, and specify microcopy and UI entry points so the '+' button on currency counters deep-links players to the correct shop section (patterns described in the uploaded guide) . Another scenario: for a midcore RPG, the Assistant can design multiple mode-specific shops (PvP shop, clan shop, VIP shop), decide whether VIP content uses exclusive VIP currency or hard currency, and produce a roadmap for rollout and A/B testing to measure LTV uplift — again aligning with principles from the in-game shop best-practices material .
Main functions and real-world use cases
Shop UX & Catalog Architecture
Example
Design a mobile-first full-screen shop with tabs (Currencies, Consumables, Bundles, Daily Deals, VIP) and visible contextual currency counters; implement mini-shop for new players and expand to full-shop after first purchase.
Scenario
A small studio launching a hybrid-casual title wants a low-friction monetization entry. Assistant supplies a wireframe, suggested tab structure, recommended slot sizes for single-item vs bundle tiles, and a playflow for deep-linking from currency '+' buttons to the correct shop section (practices consolidated from the shop guide) .
Offer & Bundle Design (Main + Filler item strategy)
Example
Create starter bundles with 1 main item (e.g., permanent cosmetic / no-ads) + 2–3 filler items (currency, short-term boosts); cap perceived value multiplier to 3–4× and make ultra-high-value tiny-price deals one-time only.
Scenario
A midcore game wants to convert non-payers. Assistant proposes three starter bundles: $1.99 starter (small currency + 1-day booster), $4.99 growth (larger currency + rare cosmetic), $19.99 whale bundle (main exclusive hero shard + large currency). Each bundle comes with rationale for main vs filler selection, estimated perceived value, and a recommended A/B test design to validate conversion metrics as outlined in best-practice guidance .
Pricing, Localization & First-Purchase Bonuses
Example
Build a multi-tier price ladder plus localized price points and an automated first-purchase bonus (e.g., 2× on first pack) with fallback rules for players using VPNs or inconsistent pricing.
Scenario
A cross-regional launch requires pricing tuned to purchasing power. Assistant outputs recommended USD-equivalents, localized thresholds, a suggested first-purchase multiplier for each tier, and guardrails to avoid inflation or cross-region arbitrage — following pricing heuristics and first-purchase tactics described in the shop guidance .
Segmentation & Personalization (Dynamic Shop)
Example
Define segments (newbie, likely-to-pay, low-payer, dolphin, whale, resource-deficit) and rules to dynamically sort/override shop slots — e.g., show resource packs matching current in-game deficits and present low-to-high prices for low-payers.
Scenario
An operational LiveOps team wants to increase conversion without client builds. Assistant provides segmentation rules, priority sorting logic (low→high for new/non-payers, adaptive high→low for identified spenders), and a set of override examples (price change, slot visibility) to implement via a remote config/experimentation platform — matching the dynamic shop case study patterns in the uploaded PDF .
LiveOps Event Shop & Limited-Time Mechanics
Example
Design an event shop with event currency, exclusive items, extended post-event windows for 'late birds', countdown timers, and real-time limited-quantity counters.
Scenario
For a seasonal holiday event, Assistant drafts an event-shop layout, composes five themed bundles (including a premium limited-quantity cosmetic), recommends countdown UI/UX, suggests a post-event 24–72 hour grace period for spending event currency, and defines telemetry to measure conversion spikes — reflecting best practices from event shop design in the shop guide .
A/B Testing, Metrics & Economy Tuning
Example
Create experiment designs: control vs. variant for bundle composition, price points, badge usage ('Best Value' vs none), and mini→full shop transition; produce measurement plan with KPIs (conversion rate, ARPDAU, ARPPU, retention delta, LTV uplift).
Scenario
A product manager wants to validate whether adding 'Most Popular' badges increases sales of mid-tier packs. Assistant provides a 4-week A/B test plan, sample size calculations, success criteria, instrumentation checklist, and recommended post-test actions (rollout or iterate), aligning to the empirical approach advocated in the best-practices material .
Ideal user groups and why they benefit
Product Managers & LiveOps Teams
They run day-to-day revenue operations and need rapid experiments, segmentation rules, and dynamic shop flows. The Assistant supplies experiment specs, segment definitions, override rules, and LiveOps-ready offer templates so teams can iterate shop content without heavy dev cycles (a workflow exemplified in the shared Florescence case study) .
Game Designers & Economists
Designers balancing progression, player satisfaction and monetization require concrete guidance on bundle composition, currency equivalency, and scarcity mechanics. The Assistant provides principled heuristics (main vs filler items, bundle value caps, badge usage, limited-quantity logic) and worked examples to integrate monetization while preserving balance and fairness .
Indie Studios & Small Teams
Teams with limited engineering bandwidth benefit from plug-and-play blueprints: mini-shop flows for onboarding, starter pack recommendations, and LiveOps playbooks that minimize client changes. The Assistant produces low-friction, prioritized roadmaps and content lists to begin monetization while keeping players’ experience intact.
Marketing & UA Managers
They need hooks that improve pay conversion and retention (first-purchase bonuses, event bundles, localized pricing). The Assistant crafts offer messaging, badge/copy suggestions, and segmented promotion ideas that tie acquisition creatives to in-game offers, increasing post-install monetization efficacy.
Game Designer Assistant guideHow to Use Game Designer Assistant
1. Visit aichatonline.org
To start using Game Designer Assistant, go to aichatonline.org. There, you can access a free trial of the tool without the need for a login or ChatGPT Plus subscription.
2. Choose Your Use Case
Once you're on the platform, select the specific area of game design you need help with (e.g., game mechanics, level design, narrative creation, etc.). This will tailor the AI's responses to your needs.
3. Input Your Query
Provide a detailed description of what you're working on or the problem you're encountering. The more context you give, the more precise and relevant the AI's assistance will be.
4. Review AI Suggestions
The assistant will generate suggestions, design frameworks, or solutions based on your input. Review these and see if they align with your vision for the game you're designing.
5. Refine or Integrate Suggestions
You can refine the suggestions by asking follow-up questions, requesting deeper elaboration,How to use Game Designer Assistant or even incorporating AI-generated elements into your project. The tool is iterative, allowing for continuous improvements.
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- Narrative Design
- Game Balancing
- Level Design
- Mechanics Development
- Prototyping Ideas
Common Questions about Game Designer Assistant
How can Game Designer Assistant help with narrative design?
Game Designer Assistant can help you develop a compelling game narrative by suggesting story arcs, character development ideas, dialogue options, and branching narratives. It can also offer insights into pacing and emotional impact based on your game's genre and style.
Can Game Designer Assistant assist with level design?
Yes, Game Designer Assistant can help you design game levels by offering layout suggestions, puzzle designs, enemy placement, and environmental storytelling elements. It can also provide tips on maintaining player engagement and difficulty balance.
What kind of output does Game Designer Assistant generate?
The tool can generate a wide range of outputs, such as design documents, flowcharts, level layouts, character profiles, item descriptions, and more. It provides both textual and visual resources depending on the complexity of your request.
Is there a way to customize the tool’s responses for my game’s genre?
Yes, you can specify your game’s genre (e.g., RPG, FPS, platformer, etc.), and the assistant will tailor its advice to fit that genre’s conventions and best practices, ensuring that the suggestions are relevant to your project.
Can I integrate Game Designer Assistant into my development pipeline?
While the tool itself doesn’t directly integrate into game engines or other software, it provides a flexible, detailed output that you can manually incorporate into your development pipeline, including design documentation and ideation stages.





