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Main Authors: Geheeb, Julian, Schwarz, Marvin Julian, Dyrda, Daniel, Groh, Georg
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2605.09767
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author Geheeb, Julian
Schwarz, Marvin Julian
Dyrda, Daniel
Groh, Georg
author_facet Geheeb, Julian
Schwarz, Marvin Julian
Dyrda, Daniel
Groh, Georg
contents 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 case study by deploying the tool at a local game jam. Findings indicate positive reception and clear value in integrating SPINE into early-stage development. Finally, we interview four experts, demonstrating the tool and allowing them to experiment with it in a controlled environment. While individual perspectives vary, the overall perception is encouraging and supports our intuition: LLMs can meaningfully contribute to game design pillar workflows. These early findings highlight the potential of formalizing pillar-driven design as a research space and point toward several promising avenues for future work.
format Preprint
id arxiv_https___arxiv_org_abs_2605_09767
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle LLMs are the Ideal Candidate for Mixed-Initiative Game Design Pillar Workflows
Geheeb, Julian
Schwarz, Marvin Julian
Dyrda, Daniel
Groh, Georg
Human-Computer Interaction
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 case study by deploying the tool at a local game jam. Findings indicate positive reception and clear value in integrating SPINE into early-stage development. Finally, we interview four experts, demonstrating the tool and allowing them to experiment with it in a controlled environment. While individual perspectives vary, the overall perception is encouraging and supports our intuition: LLMs can meaningfully contribute to game design pillar workflows. These early findings highlight the potential of formalizing pillar-driven design as a research space and point toward several promising avenues for future work.
title LLMs are the Ideal Candidate for Mixed-Initiative Game Design Pillar Workflows
topic Human-Computer Interaction
url https://arxiv.org/abs/2605.09767