Pick the brief that lets you measure walk, crouch, lean or peek, mantle, distraction throw, interact, takedown boundary, visibility feedback, sprint, and checkpoint restart or follow state through AI Perception, sight and hearing stimuli, suspicion state, patrol routes, navigation, light exposure approximation, distraction ownership, alarms, search, and cooldown. Every Unreal Stealth Game Maker CTA carries the Unreal engine, this source page, its intent, and campaign attribution into the same generation workflow.
Playable vertical slice
Build Unreal Stealth Game Maker as a native Unreal 5 slice: observe two patrols, enter through one of two routes, create a sound distraction, cross a lit courtyard, steal a key item, evade investigation, and extract. Place it in an original rain-soaked hill fortress with a lit courtyard, service tunnel, watchtower, patrol balcony, locked archive, and shadowed extraction path. The build passes only when guards respond only to valid evidence, alternate routes stay viable, suspicion escalates and decays consistently, the objective cannot duplicate, and detection recovers or restarts cleanly. Finish the Unreal Stealth Game Maker run with browser evidence, a performance check, a package attempt, and a locally continuable Unreal project.
Use this promptControls and camera
Greybox an original rain-soaked hill fortress with a lit courtyard, service tunnel, watchtower, patrol balcony, locked archive, and shadowed extraction path around these player inputs: walk, crouch, lean or peek, mantle, distraction throw, interact, takedown boundary, visibility feedback, sprint, and checkpoint restart. For the Unreal Stealth Game Maker movement and interaction pass, show each acceptance transition; delay visual polish until failure and restart behavior is clear.
Use this promptStateful game systems
Represent AI Perception, sight and hearing stimuli, suspicion state, patrol routes, navigation, light exposure approximation, distraction ownership, alarms, search, and cooldown as observable state in the Unreal Stealth Game Maker project. Connect each transition to observe two patrols, enter through one of two routes, create a sound distraction, cross a lit courtyard, steal a key item, evade investigation, and extract, expose it in the browser build, and mark the Blueprint, C++, asset, or configuration assumption that still needs editor inspection.
Use this promptRegression and packaging
Run a regression build for stealth designers testing visibility, sound, patrols, suspicion, route choice, and recovery. Prove that guards respond only to valid evidence, alternate routes stay viable, suspicion escalates and decays consistently, the objective cannot duplicate, and detection recovers or restarts cleanly, then deliberately trigger this risk: dark art direction can hide unfair sight lines, inaudible cues, unreachable search targets, synchronized patrol traps, or alert state that never clears. Preserve a rollback point, repeat the same test, and finish the unreal stealth game maker run with browser evidence, a performance check, a package attempt, and a locally continuable unreal project.
Use this prompt