LLMs are the Ideal Candidate for Mixed-Initiative Game 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 promising candidates for supporting mixed-initiative pillar workflows. 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 comparing gemini-2.0-flash and GPT-4o-mini. Results show that Gemini is better suited to our tasks due to 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.
Fields of Study & Subjects
Educational Games and Gamification
Spreadsheets and End-User Computing
Software Engineering Techniques and Practices
Publication details
- Journal / source
- Proceedings of the 21st International Conference on the Foundations of Digital Games
- Publisher
- ACM
- Pages
- 1–16
- Publication date
- 30 July 2026