Prompt ForgeAI tools for game writers

Draft faster, ship copy your editors still recognise

Prompt Forge is a small set of drafting tools built inside a narrative team. Everything here assumes a human editing pass - we optimise for how long that pass takes, not for how much text comes out.

Codex-aware drafting

Structured context instead of pasted lore. Consistency errors drop by more than half.

Barks at volume

High volume, low narrative risk, measurable review cost. The best place to start.

Branch validation

Every branch checked against the codex before a human reads it.

Localisation notes

Flags idioms and length overruns before the loc pipeline does.

Tool reference

ToolEngineLines/hourSpeed-upStatus
Dialogue DrafterTwine6643.3xStable
Dialogue DrafterGameMaker2772.9xStable
Dialogue DrafterUnreal Engine 55251.4xStable
Quest OutlinerUnity3381.6xStable
Quest OutlinerUnity7002.6xStable
Quest OutlinerUnreal Engine 57883.0xBeta
Lore KeeperTwine8231.6xBeta
Lore KeeperUnity7703.8xPreview
Lore KeeperGameMaker7844.6xPreview
Barks GeneratorGameMaker2373.0xStable
Barks GeneratorGameMaker4774.3xBeta
Barks GeneratorTwine5014.0xBeta
Codex BuilderGodot 45561.8xPreview
Codex BuilderBevy5824.0xBeta
Codex BuilderTwine5881.6xBeta
Tone MatcherUnreal Engine 57791.6xPreview
Tone MatcherRenPy3573.7xBeta
Tone MatcherUnity5414.1xBeta
Name FoundryGameMaker7443.8xStable
Name FoundryGodot 41253.1xPreview
Name FoundryTwine6064.0xPreview
Branch MapperGameMaker9184.3xStable
Branch MapperRenPy7654.1xBeta
Branch MapperUnreal Engine 53904.4xStable

From the workbench

Unity

Lore Keeper in a Unity pipeline

A quest with four branches is easy. A quest with four branches that all have to respect the codex is where teams lose weeks.

Treat generated lines as a first draft, never a shipping asset. Every workflow below assumes a human editing pass and budgets time for it.

Measure editing time, not output volume. A tool that writes twice as much but takes the same time to fix has not helped anyone.

Version the prompts alongside the content. When a line changes six months later, you want to know which prompt produced it.

Measure editing time, not output volume. A tool that writes twice as much but takes the same time to fix has not helped anyone.

Barks are the best place to start: high volume, low narrative risk, and the review cost per line is small enough to measure improvement.

What we changed

Unity

Tone Matcher in a Unity pipeline

Writers on Unity keep hitting the same wall: the barks file grows faster than anyone can review it. Here is the workflow we settled on.

Branching content needs a validation step, not just generation. We run every branch against the codex and flag contradictions before a human ever reads it.

Do not let the tool name characters. Naming is cheap for a human and expensive to fix once it is in the localisation pipeline.

Do not let the tool name characters. Naming is cheap for a human and expensive to fix once it is in the localisation pipeline.

Branching content needs a validation step, not just generation. We run every branch against the codex and flag contradictions before a human ever reads it.

Treat generated lines as a first draft, never a shipping asset. Every workflow below assumes a human editing pass and budgets time for it.

What we changed

Godot 4

Quest Outliner in a Godot 4 pipeline

A quest with four branches is easy. A quest with four branches that all have to respect the codex is where teams lose weeks.

Measure editing time, not output volume. A tool that writes twice as much but takes the same time to fix has not helped anyone.

Barks are the best place to start: high volume, low narrative risk, and the review cost per line is small enough to measure improvement.

The single biggest quality gain came from feeding the codex in as structured context rather than pasting it into the prompt. Consistency errors dropped by more than half.

What we changed

Bevy

Lore Keeper in a Bevy pipeline

Writers on Bevy keep hitting the same wall: the barks file grows faster than anyone can review it. Here is the workflow we settled on.

Barks are the best place to start: high volume, low narrative risk, and the review cost per line is small enough to measure improvement.

Keep the tone guide short. Long style documents produce worse output than three sharp examples of the voice you actually want.

Measure editing time, not output volume. A tool that writes twice as much but takes the same time to fix has not helped anyone.

Version the prompts alongside the content. When a line changes six months later, you want to know which prompt produced it.

What we changed

Unity

Quest Outliner in a Unity pipeline

Quest Outliner started as an internal script. After six studios asked for it, we rewrote it properly and it changed how our own team drafts Unity content.

The single biggest quality gain came from feeding the codex in as structured context rather than pasting it into the prompt. Consistency errors dropped by more than half.

Treat generated lines as a first draft, never a shipping asset. Every workflow below assumes a human editing pass and budgets time for it.

Keep the tone guide short. Long style documents produce worse output than three sharp examples of the voice you actually want.

The single biggest quality gain came from feeding the codex in as structured context rather than pasting it into the prompt. Consistency errors dropped by more than half.

What we changed

GameMaker

Quest Outliner in a GameMaker pipeline

Quest Outliner started as an internal script. After six studios asked for it, we rewrote it properly and it changed how our own team drafts GameMaker content.

Keep the tone guide short. Long style documents produce worse output than three sharp examples of the voice you actually want.

Treat generated lines as a first draft, never a shipping asset. Every workflow below assumes a human editing pass and budgets time for it.

Do not let the tool name characters. Naming is cheap for a human and expensive to fix once it is in the localisation pipeline.

What we changed

Twine

Name Foundry in a Twine pipeline

Name Foundry started as an internal script. After six studios asked for it, we rewrote it properly and it changed how our own team drafts Twine content.

Branching content needs a validation step, not just generation. We run every branch against the codex and flag contradictions before a human ever reads it.

Do not let the tool name characters. Naming is cheap for a human and expensive to fix once it is in the localisation pipeline.

Version the prompts alongside the content. When a line changes six months later, you want to know which prompt produced it.

What we changed

Unreal Engine 5

Dialogue Drafter in a Unreal Engine 5 pipeline

Writers on Unreal Engine 5 keep hitting the same wall: the barks file grows faster than anyone can review it. Here is the workflow we settled on.

The single biggest quality gain came from feeding the codex in as structured context rather than pasting it into the prompt. Consistency errors dropped by more than half.

The single biggest quality gain came from feeding the codex in as structured context rather than pasting it into the prompt. Consistency errors dropped by more than half.

Measure editing time, not output volume. A tool that writes twice as much but takes the same time to fix has not helped anyone.

Version the prompts alongside the content. When a line changes six months later, you want to know which prompt produced it.

What we changed

Godot 4

Lore Keeper in a Godot 4 pipeline

Localisation is where generated text usually falls apart. This is what we changed in Lore Keeper after the first round of QA came back.

The single biggest quality gain came from feeding the codex in as structured context rather than pasting it into the prompt. Consistency errors dropped by more than half.

Keep the tone guide short. Long style documents produce worse output than three sharp examples of the voice you actually want.

Barks are the best place to start: high volume, low narrative risk, and the review cost per line is small enough to measure improvement.

Version the prompts alongside the content. When a line changes six months later, you want to know which prompt produced it.

Measure editing time, not output volume. A tool that writes twice as much but takes the same time to fix has not helped anyone.

What we changed

Godot 4

Quest Outliner in a Godot 4 pipeline

Writers on Godot 4 keep hitting the same wall: the barks file grows faster than anyone can review it. Here is the workflow we settled on.

Barks are the best place to start: high volume, low narrative risk, and the review cost per line is small enough to measure improvement.

Branching content needs a validation step, not just generation. We run every branch against the codex and flag contradictions before a human ever reads it.

Treat generated lines as a first draft, never a shipping asset. Every workflow below assumes a human editing pass and budgets time for it.

The single biggest quality gain came from feeding the codex in as structured context rather than pasting it into the prompt. Consistency errors dropped by more than half.

Treat generated lines as a first draft, never a shipping asset. Every workflow below assumes a human editing pass and budgets time for it.

What we changed

Twine

Tone Matcher in a Twine pipeline

Tone Matcher started as an internal script. After six studios asked for it, we rewrote it properly and it changed how our own team drafts Twine content.

Barks are the best place to start: high volume, low narrative risk, and the review cost per line is small enough to measure improvement.

Barks are the best place to start: high volume, low narrative risk, and the review cost per line is small enough to measure improvement.

Keep the tone guide short. Long style documents produce worse output than three sharp examples of the voice you actually want.

Keep the tone guide short. Long style documents produce worse output than three sharp examples of the voice you actually want.

What we changed

Twine

Branch Mapper in a Twine pipeline

Branch Mapper started as an internal script. After six studios asked for it, we rewrote it properly and it changed how our own team drafts Twine content.

Measure editing time, not output volume. A tool that writes twice as much but takes the same time to fix has not helped anyone.

Do not let the tool name characters. Naming is cheap for a human and expensive to fix once it is in the localisation pipeline.

Branching content needs a validation step, not just generation. We run every branch against the codex and flag contradictions before a human ever reads it.

What we changed

Godot 4

Name Foundry in a Godot 4 pipeline

Name Foundry started as an internal script. After six studios asked for it, we rewrote it properly and it changed how our own team drafts Godot 4 content.

The single biggest quality gain came from feeding the codex in as structured context rather than pasting it into the prompt. Consistency errors dropped by more than half.

Barks are the best place to start: high volume, low narrative risk, and the review cost per line is small enough to measure improvement.

Measure editing time, not output volume. A tool that writes twice as much but takes the same time to fix has not helped anyone.

What we changed