Grounding Machine Creativity in Game Design Knowledge Representations: Empirical Probing of LLM-Based Executable Synthesis of Goal Playable Patterns under Structural Constraints
Hugh Xuechen Liu, K{\i}van\c{c} Tatar

TL;DR
This paper explores how large language models can generate Unity game code from goal patterns, addressing structural constraints and evaluating success through automated replay.
Contribution
It introduces a pipeline for LLM-based Unity code synthesis conditioned on goal patterns and compares different IR configurations and models.
Findings
Conditioned pipelines improve Unity code generation success.
Grounding and hygiene failures are primary bottlenecks.
Automated Unity replay effectively evaluates synthesis success.
Abstract
Creatively translating complex gameplay ideas into executable artifacts (e.g., games as Unity projects and code) remains a central challenge in computational game creativity. Gameplay design patterns provide a structured representation for describing gameplay phenomena, enabling designers to decompose high-level ideas into entities, constraints, and rule-driven dynamics. Among them, goal patterns formalize common player-objective relationships. Goal Playable Concepts (GPCs) operationalize these abstractions as playable Unity engine implementations, supporting experiential exploration and compositional gameplay design. We frame scalable playable pattern realization as a problem of constrained executable creative synthesis: generated artifacts must satisfy Unity's syntactic and architectural requirements while preserving the semantic gameplay meanings encoded in goal patterns. This dual…
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