AI-accelerated Unity game architecture from concept to build
Unity Game Dev Framework encodes senior Unity engineer patterns into prompt sequences that generate production-quality C# game architecture. From GameManager singleton to enemy behavior trees, every prompt produces clean, maintainable code that follows Unity best practices. Used by 3,100+ indie developers and studio teams.
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All 52 prompts · All 6 modules
"Shipped my first Steam game using this framework. The architecture prompts saved me from the spaghet..."
Carlos M. · Indie Developer
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You will use ChatGPT or Claude to generate code and architecture, then paste it directly into your game engine (Unity or Unreal). No web development required — this is a game engine workflow.
Purchase & download the framework
Click the buy button on this page. After checkout, go to the and hit Download .zip. Unzip it — you'll get a .md file (all prompts) and a .pdf (easy reading reference). Keep both open alongside your game engine.
Write your Game Design Document (GDD) first
Every prompt uses your GDD as its source of truth. Before running any prompt, have these ready: game genre, player perspective (2D/3D, top-down/FPS/etc.), core mechanics, and target platform. Write them in a notes doc — you'll paste them into every [BRACKET] placeholder throughout the framework.
Open ChatGPT or Claude alongside your game engine
Go to chat.openai.com (GPT-4) or claude.ai — both work well for code generation. Open your game engine (Unity Editor) in a separate window. You'll run prompts in the AI chat and paste the generated code directly into your project. If you use Cursor, paste prompts directly into the editor's AI panel for even faster iteration.
Stage 1 — Game Architecture (managers, events, services)
Go to the and filter to Game Architecture (managers, events, services). Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Unity project's core scripts folder. Run each prompt in this stage before moving to the next.
Stage 2 — State Machine + Controller
Go to the and filter to State Machine + Controller. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Assets/Scripts/Player directory. Run each prompt in this stage before moving to the next.
Stage 3 — AI Behavior Trees
Go to the and filter to AI Behavior Trees. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Assets/Scripts/AI directory. Run each prompt in this stage before moving to the next.
Stage 4 — UI System
Go to the and filter to UI System. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Assets/Scripts/UI directory. Run each prompt in this stage before moving to the next.
Stage 5 — Save/Load Architecture
Go to the and filter to Save/Load Architecture. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Unity project's core scripts folder. Run each prompt in this stage before moving to the next.
Stage 6 — Shader Graph Effects
Go to the and filter to Shader Graph Effects. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your Assets/Shaders directory. Run each prompt in this stage before moving to the next.
Stage 7 — Performance Profiling Prompts
Go to the and filter to Performance Profiling Prompts. Copy the first prompt, paste it into GPT-4 or Claude, and replace every [BRACKET] with your game's specifics. The AI will generate production-ready code — copy it and paste it into your project settings and build configuration. Run each prompt in this stage before moving to the next.
Test, iterate, and ship
With all stages complete, you have a full Unity project architecture. Playtest each system — state machines, AI, UI, and save/load. Use the to iterate: if a system isn't behaving right, re-run its prompt with more specific details. When your build is stable, use the to scaffold a companion web app (analytics dashboard, player portal, or game backend) in an AI website builder.
6 modules · 52 prompts · 7 workflow stages
Game Architecture System
Generate the core game architecture: GameManager singleton, SceneLoader, EventBus, ServiceLocator, and ObjectPooling system.
9 promptsState Machine Generator
Hierarchical state machines for player (idle, walk, run, jump, attack, die), enemy, and game states. Clean, extensible C# with interface-based design.
8 promptsPlayer Controller System
Character controller prompts for 2D platformer, top-down, first-person, and third-person perspectives. Physics-based movement with coyote time and jump buffering.
10 promptsEnemy AI System
Behavior tree implementation for enemy AI: patrol waypoints, field-of-view detection, chase logic, attack patterns, and flee behavior.
9 promptsUI & Polish System
Unity UI Toolkit and uGUI prompts for health bars, inventory systems, dialogue trees, pause menus, and screen transitions.
8 promptsSave & Persistence Layer
Save/load architecture using JSON serialization, PlayerPrefs for settings, and cloud save integration patterns.
8 promptsGenerate a Unity C# GameManager singleton that manages game state for a [GENRE] game. Include: Singleton pattern with DontDestroyOnLoad, GameState enum (MainMenu, Playing, Paused, GameOver, Victory), state transition methods with validation, UnityEvent callbacks for state changes, and a static Instance property with null check. The GameManager should not directly reference scene-specific objects — use events instead. Add XML documentation comments.
Generate a Unity C# enemy AI behavior tree for a [ENEMY TYPE] in a [GENRE] game. States: Idle (wait at spawn), Patrol (move between waypoints), Alert (heard/saw something), Chase (target in range), Attack (in attack range), Flee (health below threshold). Include: NavMeshAgent integration, field-of-view detection using Physics.OverlapSphere, line-of-sight raycast, and smooth rotation toward target. Use a coroutine-based state machine pattern.
Generate a Unity C# save system for a [GENRE] game. Requirements: JSON serialization using JsonUtility, multiple save slots (3), auto-save on scene transition, save data includes: [LIST WHAT TO SAVE]. Include: SaveData class with [Serializable], SaveManager with Save(int slot), Load(int slot), Delete(int slot), and HasSave(int slot) methods, file path management using Application.persistentDataPath, and error handling for corrupted saves.
system
17 prompts
architecture
8 prompts
prompts
10 prompts
workflow
9 prompts
templates
8 prompts
"Shipped my first Steam game using this framework. The architecture prompts saved me from the spaghetti code I wrote on my last project."
Carlos M.
Indie Developer
"Won Ludum Dare 56 using the state machine generator. Generated a working player controller in 15 minutes."
Priya S.
Game Jam Veteran
All 52 prompts across 6 modules are unlocked for your account.
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