GDD Generation for Hyper-Casual Games Using Large Language Models: A Comparative Evaluation

dc.contributor.authorAydınalp, Muhammed Emin
dc.contributor.authorDoğan, Buket
dc.contributor.authorBal, Abdullah
dc.contributor.authorAydınalp, Muhammet Emin
dc.contributor.department-temp
dc.date.accessioned2026-01-23T10:40:59Z
dc.date.issued2025
dc.departmentMühendislik ve Doğa Bilimleri Fakültesi
dc.description.abstractGame Design Documentation (GDD) is a critical document that includes the design and mechanical details of the game to be developed. These documents create a common understanding among team members by including details such as the game's progress, story, and design features. In order for the game development process to proceed and be completed healthily, these documents must be prepared in a high-quality, clear, and detailed manner. However, the creation of this documentation is a time-consuming and error-prone process. Especially in game genres that require rapid prototyping, incomplete or insufficient GDDs can cause delays in the project process. This study was conducted to examine the effectiveness of LLMs in GDD production. The hyper-casual game Pool Wars was selected as a reference, and for this example game, the GDD created by a human expert and the GDD produced by ChatGPT-4 using various prompt methods were evaluated by four experts in the field according to eight different criteria using a five-point Likert scale. In addition to structural and creative aspects, visual elements were also included in the evaluation process. ImageFX, developed by Google, was used to add visual content to the GDD created by ChatGPT-4. As a result, it was seen that LLMs were more successful in many criteria in GDD production. As a result of the scoring made by an academician and three experts from the sector, GDD created by LLM received an overall average score of 4.71 out of 5, while GDD prepared by human expert received 3.29 points. GDD produced by LLM showed a clear superiority especially in terms of understandability and level of detail. However, it showed a similar performance to human expert in terms of creativity and visual content and it was observed that there was room for improvement in these areas.
dc.identifier.citationAYDINALP, M. E., DOĞAN, B., BAL, A. (2025). GDD Generation for Hyper-Casual Games Using Large Language Models: A Comparative Evaluation. Bitlis Eren Üniversitesi Fen Bilimleri Dergisi, 14(3),1469-1486. doi.org/10.17798/bitlisfen.1664312
dc.identifier.doi10.17798/bitlisfen.1664312
dc.identifier.endpage1486
dc.identifier.issn2147-3188
dc.identifier.issue3
dc.identifier.orcid0009-0004-9423-0217
dc.identifier.orcid0000-0003-1062-2439
dc.identifier.orcid0000-0002-4525-8254
dc.identifier.startpage1469
dc.identifier.trdizinid1351739
dc.identifier.urihttps://doi.org/10.17798/bitlisfen.1664312
dc.identifier.urihttps://hdl.handle.net/20.500.12436/9036
dc.identifier.volume14
dc.indekslendigikaynakTR-Dizin
dc.institutionauthorAydınalp, Muhammed Emin
dc.institutionauthorid0009-0004-9423-0217
dc.language.isoen
dc.publisherBitlis Eren Üniversitesi Rektörlüğü
dc.relation.ispartofBitlis Eren Üniversitesi Fen Bilimleri Dergisi
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzIZU_Y_ES
dc.subjectLarge language models (LLM)
dc.subjectGame design documentation (GDD)
dc.subjectChatGPT-4
dc.subjectHyper-Casual games
dc.subjectPrompt engineering
dc.subjectImageFX.
dc.titleGDD Generation for Hyper-Casual Games Using Large Language Models: A Comparative Evaluation
dc.typeArticle
dspace.entity.typePublication
relation.isAuthorOfPublicationf166abe6-3c84-4839-b65f-1a1bed91077a
relation.isAuthorOfPublication.latestForDiscoveryf166abe6-3c84-4839-b65f-1a1bed91077a

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