LLMs are the Ideal Candidate for Mixed-Initiative Game Design Pillar Workflows
Julian Geheeb, Marvin Julian Schwarz, Daniel Dyrda, Georg Groh

TL;DR
This paper explores how Large Language Models can support game design workflows centered on design pillars, introducing a prototype tool, SPINE, and evaluating its utility through a pre-study, case study, and expert interviews.
Contribution
It provides a formal definition of game design pillars, presents the SPINE prototype, and demonstrates the potential of LLMs to assist in early-stage game design processes.
Findings
Gemini-2.0-flash outperforms GPT-4o-mini in output variety and consistency.
SPINE received positive feedback during a local game jam.
Experts found value in integrating LLMs into design pillar workflows.
Abstract
Game Design Pillars are natural language artifacts commonly used in game development to communicate a project's core vision and ensure a coherent player experience. Their linguistic nature aligns well with the strengths of Large Language Models (LLMs), which excel at generating and interpreting natural language, making them strong candidates for supporting mixed-initiative workflows centered on design pillars. In this study, we introduce a formal definition of game design pillars, present an initial prototype -- SPINE -- and investigate the utility of LLMs in the creation and decision-making processes associated with pillar-driven workflows. We begin with a pre-study to identify an appropriate model, comparing \texttt{gemini-2.0-flash} and \texttt{GPT-4o-mini}. Results show that Gemini is better suited to our tasks due to its greater output variety and consistency. We then conduct a…
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