Diamonds in the rough: Transforming SPARCs of imagination into a game concept by leveraging medium sized LLMs

September 29, 2025 Β· Declared Dead Β· πŸ› arXiv.org

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Authors Julian Geheeb, Farhan Abid Ivan, Daniel Dyrda, Miriam AnschΓΌtz, Georg Groh arXiv ID 2509.24730 Category cs.HC: Human-Computer Interaction Citations 0 Venue arXiv.org Last Checked 4 months ago
Abstract
Recent research has demonstrated that large language models (LLMs) can support experts across various domains, including game design. In this study, we examine the utility of medium-sized LLMs, models that operate on consumer-grade hardware typically available in small studios or home environments. We began by identifying ten key aspects that contribute to a strong game concept and used ChatGPT to generate thirty sample game ideas. Three medium-sized LLMs, LLaMA 3.1, Qwen 2.5, and DeepSeek-R1, were then prompted to evaluate these ideas according to the previously identified aspects. A qualitative assessment by two researchers compared the models' outputs, revealing that DeepSeek-R1 produced the most consistently useful feedback, despite some variability in quality. To explore real-world applicability, we ran a pilot study with ten students enrolled in a storytelling course for game development. At the early stages of their own projects, students used our prompt and DeepSeek-R1 to refine their game concepts. The results indicate a positive reception: most participants rated the output as high quality and expressed interest in using such tools in their workflows. These findings suggest that current medium-sized LLMs can provide valuable feedback in early game design, though further refinement of prompting methods could improve consistency and overall effectiveness.
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