SpellForger: Prompting Custom Spell Properties In-Game using BERT supervised-trained model
By: Emanuel C. Silva , Emily S. M. Salum , Gabriel M. Arantes and more
Potential Business Impact:
Lets players invent game spells by typing descriptions.
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.
Similar Papers
Talking Spell: A Wearable System Enabling Real-Time Anthropomorphic Voice Interaction with Everyday Objects
Human-Computer Interaction
Makes any object talk and become your friend.
Real-Time World Crafting: Generating Structured Game Behaviors from Natural Language with Large Language Models
Human-Computer Interaction
Lets players "program" game actions with words.
Teaching Spell Checkers to Teach: Pedagogical Program Synthesis for Interactive Learning
Human-Computer Interaction
Teaches spelling by exploring words, not just fixing mistakes.