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Levelyst.AI

A game prototyping concept that turns a written idea into a plan, an editable workspace, and a playable starting point.

Explore the prototype
Role
Solo Product Designer
Year
2025
Project
Concept & working prototype
Interactive walkthrough

Select a step to explore the recorded example.

Levelyst prompt editor showing the game brief before blueprint generation.
Prompt stage
Step 1 / 4

Describe the game idea and its constraints before asking the system to propose a starting plan.

The brief

Give a game idea something concrete

A written game idea leaves mechanics and scope open to interpretation. I designed Levelyst to help small teams agree on a plan, understand how its parts connect, and try a playable direction before committing to production.

Who it’s for
Solo builders and small game teams exploring a first playable direction.
My contribution
I defined the concept, workflow, and interface direction, then directed Codex through implementation and revisions.
Focus
Keep the path from prompt to simulation understandable, while leaving generated decisions open to review and change.

01Blueprint

Review the plan before building

The blueprint gives the user a checkpoint between a broad request and a generated scene. It brings the proposed game structure into one view, where the direction can be inspected before the next step. This matters because a quick generation is only useful if the person building the game understands what it is about to create.

Blueprint review showing the proposed scope and game systems before prototype generation.
The blueprint makes the interpretation visible before the user commits to generating a prototype.

02Workbench

Keep the generated structure editable

I organized the workbench around the graph, with a panel that switches between the prompt assistant and reusable modules. A collapsible timeline leaves more room for the canvas when needed. This keeps editing tools close to the structure they affect, supporting a loop of making a change, checking its connections, and entering simulation.

Recorded prototype · 1× speed
Drag Checkpoint System and Coin Collectible from the library onto the canvas. Each becomes a selected node; connecting and checking dependencies remain separate steps.
01

A plan you can inspect

Translate the initial idea into named systems and relationships, giving the builder a structure to question and refine.

02

Behaviors you can reuse

Treat common game behaviors as modules, so iteration can focus on a specific part of the experience.

03

Connections you can follow

Keep dependencies visible on the canvas so a local edit can be considered in the context of the wider prototype.

03Design evolution

Carry the sketches into the interface

Two early layouts established the relationship between starting a project and working inside it. The final screens retain those roles while making the main workspace and its supporting tools more distinct.

A canvas with tools close by

Drag the divider to compare sketch and final interface.

Workbench sketchFinal workbench
Final workbench interface with the module library alongside the graph canvas.
Hand-drawn workbench layout with module library, central canvas, and AI copilot.

The sketch placed the canvas between a module tray and copilot. The built interface groups the prompt and library in one panel beside the graph, leaving more space to inspect connections.

A clear place to begin again

Drag the divider to compare sketch and final interface.

Dashboard sketchFinal dashboard
Final Levelyst dashboard showing project cards and the new project entry point.
Early dashboard sketch showing recent projects and community exploration.

The dashboard separates returning to a project from starting a new one. This gives exploration a home outside the more demanding editing workspace.

04Building with Codex

From design to working prototype

I supplied the concept, layouts, direction, and feedback; Codex wrote most of the implementation. Dragging a reusable module onto the canvas is one example of that collaboration. My sketch established where the library and workspace belong. The implementation turns a drop into a node at that position and selects it for further editing. I reviewed the working interaction in the browser and guided revisions.

Explore how the design became a working interaction.

Original workbench sketch with a reusable module library to the left of the main canvas.

A library beside the canvas

I placed reusable modules beside the workspace, keeping the available building blocks close to where they are used.

06Change review

Make iteration part of the workflow

The first generation is a starting point. A review step gives subsequent changes a visible place in the workflow, helping the builder follow what is being updated before returning to simulation. I kept this step connected to the existing project so the user can reason about an edit in context.

Recorded prototype · 1× speed
“Make the hero red” becomes a reviewable update, then appears in the same running prototype.

07Outcome

A working direction, with limits

The prototype connects planning, modular editing, simulation, and change review. My central design learning was to make generated output inspectable, giving builders something specific to evaluate and adjust.

The recordings demonstrate particular prototype paths. They do not establish production readiness or reliable generation across every game idea.

Next, I would observe builders completing an edit, checking its dependencies, and returning to simulation to find where understanding breaks down.

Try the prototype