SpellForger: Prompting Custom Spell Properties In-Game using BERT supervised-trained model

November 20, 2025 Β· Declared Dead Β· πŸ› Brazilian Symposium on Games and Digital Entertainment

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Authors Emanuel C. Silva, Emily S. M. Salum, Gabriel M. Arantes, Matheus P. Pereira, Vinicius F. Oliveira, Alessandro L. Bicho arXiv ID 2511.16018 Category cs.AI: Artificial Intelligence Cross-listed cs.CL Citations 0 Venue Brazilian Symposium on Games and Digital Entertainment Last Checked 4 months ago
Abstract
Introduction: The application of Artificial Intelligence in games has evolved significantly, allowing for dynamic content generation. However, its use as a core gameplay co-creation tool remains underexplored. Objective: This paper proposes SpellForger, a game where players create custom spells by writing natural language prompts, aiming to provide a unique experience of personalization and creativity. Methodology: The system uses a supervisedtrained BERT model to interpret player prompts. This model maps textual descriptions to one of many spell prefabs and balances their parameters (damage, cost, effects) to ensure competitive integrity. The game is developed in the Unity Game Engine, and the AI backend is in Python. Expected Results: We expect to deliver a functional prototype that demonstrates the generation of spells in real time, applied to an engaging gameplay loop, where player creativity is central to the experience, validating the use of AI as a direct gameplay mechanic.
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