3DPrompt.
GitHub
Back to the library
GPT-6 AstraReference brief

DEVICE: A Photorealistic 3D Puzzle Game That Uses the Smartphone Itself

Comprehensive instructions for creating a photorealistic, portrait-mode Android 3D puzzle adventure in Unity, where players investigate a black, cube-shaped device called DEVICE. In addition to touch controls, integrate the phone’s tilt, rotation, face-down gestures, accelerometer, camera, microphone, vibration, speaker, brightness, compass, charging status, and other capabilities as puzzle inputs within the same game world. The linked article publishes these development instructions in full as entered into ChatGPT Work, and also introduces the 25-stage DEVICE demo and its Android APK.

Created by ひまねこView original source
DEVICE: A Photorealistic 3D Puzzle Game That Uses the Smartphone Itself

About this example

A starting brief based on the creator's public project, not a verbatim original prompt. Your result will vary.

Creator notes

Create a portrait 9:16 Android 3D puzzle adventure using Unity 6, C#, and URP for mobile. The centerpiece is DEVICE, a black metal-and-glass cube discovered in a futuristic research facility. Players rotate the device by dragging and directly operate its buttons, levers, rings, and dials. This should not be a collection of sensor demos; integrate touch, gyroscope, accelerometer, device orientation, camera, microphone, haptics, audio, ambient light, compass, charging status, and other capabilities into a consistent world and puzzle system. Use the camera to read colors from the real world, use the microphone to process volume and frequency characteristics, and reflect the device’s tilt as gravity inside DEVICE. Implement alternative controls so the game remains completable when sensors are unavailable or permissions are denied. Make the visuals as photorealistic as possible on mobile. Use PBR, metal, glass, reflections, scratches, dust, emissive lighting, high-quality shadows, and environmental audio; avoid a cheap mobile-game look, cartoon styling, and a low-poly feel. Build 20–30 distinct, high-quality stages across the TOUCH, GRAVITY, SENSE, OUTSIDE, and DEVICE chapters. Create a shippable project that includes a title screen, introduction, tutorial, multiple chapters, stage selection, settings, accessibility, saving, an ending, and Android build settings. Provide SensorManager, PuzzleManager, GameStateManager, AudioManager, HapticsManager, PermissionManager, SaveManager, AccessibilityManager, and DeviceCapabilityManager, along with a simulated sensor input panel for the Unity Editor.

UnityUnity 6C#Android3D puzzle gamemobile gamephotorealisticsensor input

The prompt

Act as the game director, game designer, Unity engineer, 3D artist, UI/UX designer, technical artist, sound designer, and QA lead for this project. Based on the following specifications, create a polished, fully playable 3D puzzle game for smartphones—not just a concept. Do not stop halfway by presenting only a set of ideas. Do not stop after creating only a design specification. Create the actual project, code, scenes, UI, materials, game logic, sound controls, sensor processing, save system, and tests wherever possible. Unless there is a serious contradiction, do not ask questions about unclear points. Make your own decisions to create the most engaging, high-quality game possible, and proceed with development. Project Overview Working title: DEVICE Genre: Photorealistic 3D smartphone-interaction puzzle adventure Platform: Prioritize Android. Structure the project so it can also support iOS where feasible. Screen: Portrait orientation, 9:16 Controls: Designed to be playable primarily with one hand. However, some puzzles use physical interactions with the smartphone itself, such as lifting, tilting, rotating, turning it face down, shaking, and holding it still. The Game's Defining Feature This is not a game played on a smartphone. Make it a game that uses the smartphone itself as a puzzle device. It must not be possible to complete the game using only touchscreen controls. Use the smartphone’s built-in sensors, camera, microphone, vibration, speaker, device orientation, charging state, and other capabilities as the laws of physics within the game world. However, do not make it merely a collection of sensor-function demos. Design every feature so that it connects naturally within the same world and game system. Worldbuilding The player discovers a mysterious black cube-shaped device called “DEVICE” in an unidentified research facility. The cube connects to the smartphone and detects the phone’s real-world state. When the player tilts the smartphone, gravity inside DEVICE changes. When the player rotates the device, the space itself rotates. Real-world light, color, sound, direction, and movement flow into DEVICE. At first, DEVICE appears to be nothing more than an experimental apparatus, but as the game progresses, it gradually begins to recognize the player’s presence. In the latter half, “the player is operating a smartphone” and introduce a metapuzzle that makes use of this relationship itself. Do not make it a horror game. It may have an eerie atmosphere, unknown technology, and a sense of mystery, but its focus should be the joy of intellectual curiosity and discovery. Visual quality Top priority. Use the most photorealistic 3D visuals possible for smartphones. Avoid cheap-looking mobile game CG. No cartoon-style visuals. No low-poly look. Minimize the use of flat placeholder assets outside the UI. When using Unity, use URP optimized for mobile performance as the foundation, • PBR materials • Metallic/roughness workflows • Normal maps • Ambient occlusion • Reflection probes • Light probes • High-quality shadows • Soft shadows • Bloom • Color grading • Screen-space effects • Volumetric-looking light • Depth of field only where needed • Physically based glass • Metal • Wet floor • Scratches • Fingerprints • Dust • Fine surface irregularities • Emissive materials • Reflections • Ambient sounds and combine them. The setting is a dark, high-end futuristic research facility. Focus on black metal, glass, concrete, white illuminated lines, precision machinery, hydraulic components, and similar elements. Do not make it completely dark; ensure that important objects can be recognized under natural-looking lighting. As the symbol of the game, DEVICE must be created to an exceptionally high standard. The DEVICE unit: A cube approximately 20–30 cm across, made of black metal and glass. Each face has a different mechanical structure. The seams are extremely precise. A faint white or bluish-white light leaks from inside. The internal structure physically deforms, rotates, and unfolds in response to the player's actions. Add tactile, click-like mechanical animations. Basic Game Screen DEVICE is positioned in the center of the portrait screen. The player drags DEVICE to rotate it and inspect each face. The surroundings are a research facility. The camera is cinematic without compromising control. Keep the basic UI minimal. Do not display a large number of buttons at all times. Prioritize the feeling of physically interacting with DEVICE itself. Core Systems Integrate the following as input systems within the same game world, rather than as separate minigames. 1. Touch Tap Double-tap Long press Drag Swipe Pinch Two fingers Three fingers Multi-touch input to enable. Directly touch and operate DEVICE buttons, levers, rotary rings, dials, and other controls. 2. Gyroscope Link the smartphone’s tilt to the gravity inside DEVICE. Examples: Move the metal ball inside to the goal using only tilt. Tilt the liquid until it contacts the electrodes. Adjust the angle of the light beam. 3. Accelerometer Shake the device. Stop it abruptly. Detect a motion like a light tap. However, do not require the user to shake the device too violently. Take safety into consideration. 4. Device Orientation Portrait Landscape Face Up Face Down and incorporate them into the game. Create events that occur only when the smartphone is placed face down on a desk. 5. Camera Bring colors from the real world into the game. When the player points the camera at a red, blue, green, or other target, analyze the representative color around the center of the screen and send it to DEVICE as energy. Do not send the images themselves to a server. Process them on the device whenever possible. Provide alternative controls for situations where the camera cannot be used. 6. Microphone Volume Duration Basic frequency characteristics Use these inputs. Examples: Blowing on the microphone Speaking Clapping Remaining quiet for a set period of time and so on. Do not make voice recognition mandatory. Do not store recorded audio. 7. Haptics / Vibration Very important. Create stages that convey information solely through vibrations, without displaying it on screen. Examples: The intervals between vibrations become shorter as the player approaches the target. Different patterns for the left and right sides. A code using short and long vibrations. Provide an alternative visual indicator for devices with vibration disabled or unavailable. 8. Speaker Use spatial audio to convey direction. Do not require earphones. Use pitch, rhythm, left-right panning, and similar properties as puzzle information. 9. Brightness Use the ambient light sensor where available. For devices without one, consider alternatives such as measuring brightness through the camera. A mechanism that appears in dark environments. A mechanism that charges when placed in a bright environment. 10. Compass Retrieve the device's heading on supported devices. Create puzzles that require the player to point the smartphone north, south, or in a specific direction. If the required sensor is unavailable, switch to an alternative puzzle. 11. Charging Status If the device can detect when charging begins, Include an effect where connecting an actual charging cable supplies power to DEVICE. However, always provide an alternative way to clear the puzzle for users who cannot perform this action. 12. Battery If the battery level is available, use it for special events. Do not design puzzles that become impossible to clear based on the battery level. 13. Time You may use the current time for special puzzles or effects. Do not design puzzles that can only be cleared at a specific time. Do not force the player to wait. Puzzle Design Rather than mass-producing 100 shallow puzzles from the start, first create around 20–30 highly polished stages. Each stage must offer a different discovery. Do not create stages that repeat the same interaction with only the numbers changed. Chapter 1: TOUCH Teach the game rules primarily through touch controls. Touch DEVICE. Rotate it. Press it. Pull it. Open it. Chapter 2: GRAVITY Introduce the gyroscope and accelerometer. The physical world inside DEVICE synchronizes with the real smartphone’s orientation. Chapter 3: SENSE Camera Microphone Light Sound Vibration are introduced. Chapter 4: OUTSIDE A puzzle that directs the player’s attention beyond the screen. Place the smartphone face down. Keep it still. Align its direction. Capture the colors around it. Chapter 5: DEVICE Combine the rules learned so far. The instructions displayed on screen are no longer always correct. Example: On screen, SHAKE is displayed. However, shaking the device causes failure. The correct solution is to keep it completely still. In another puzzle, MORE LIGHT is displayed. Raising the screen brightness does not trigger a response. Clear it by letting real-world light into the camera. In the final stage, Touch Device orientation Gyroscope Vibration Sound Real-world inputs Turn it into a large-scale puzzle combining multiple elements, such as... Representative stages that must be implemented “Dark Maze” The screen becomes almost completely dark. The player cannot see their position. Tilt the smartphone to move an invisible sphere. The vibration becomes stronger and faster as the player approaches the exit. Ultimately, reach the goal using only vibration feedback. Audio assistance can also be enabled in the accessibility settings. “DON'T LOOK” DEVICE appears on the screen, DON'T LOOK is displayed. The player places the smartphone face down. When Face Down is detected, mechanical sounds play from inside DEVICE while it is out of view. After a few seconds, turning the phone back over reveals that DEVICE has transformed. “STEAL COLOR” There is a colorless energy core inside DEVICE. Use the camera to read real-world colors such as red, blue, and green. The detected colors flow into DEVICE in real time as liquid energy. “STAY STILL” DEVICE is vibrating violently. The player will initially want to shake the smartphone. But the correct solution is to keep the device completely still. When acceleration remains below a threshold for a set period, the device stabilizes and opens. “POWER” DEVICE comes to a complete stop. On supported devices, starting to charge the smartphone sends electricity into DEVICE. The metal wiring lights up in sequence, and the internal mechanism restarts. Provide alternative controls as well. Physics Inside DEVICE Make active use of physics simulation. Metal spheres Liquid Gravity Magnets Gears Rails Reflector Laser Rotating ring Cylinder Piston Locking mechanism Glass Electrode Cable and similar components. However, do not make it unstable by relying solely on physics simulation. Use controlled physics for important puzzles to ensure deterministic results. Presentation Do not simply display the word “CLEAR” when the puzzle is solved. DEVICE itself transforms to provide the answer. Unlocking Gear rotation Internal glow Metal panel separation Fluid movement inside the glass Mechanical arm deployment Combine elements such as these. At the moment the solution is found, “I operated a huge precision machine” create a sequence that conveys this sense of satisfaction. Sound Extremely important. Don't just keep the BGM playing. The hum of the research facility's air conditioning Distant machinery Servo sounds from inside DEVICE Metallic clicks Glass Electricity Magnetism Low frequencies Vibration Layer these elements. The sound changes depending on where the player touches DEVICE. When using earphones, enhance positional audio. UI Integrate it into the game world as much as possible. Don't line up cheap mobile-game-style buttons. Menu: CONTINUE CHAPTERS SETTINGS ACCESSIBILITY CREDITS to some extent. Present in-game hints on display devices inside DEVICE or as projected text. Hint System Don't display the answer immediately when the player gets stuck. Hint 1: A location to focus on. Hint 2: The smartphone feature to use. Hint 3: Nearly the solution. in three stages. Accessibility Especially important for a game that makes extensive use of device sensors. Implement the following: Allow vibrations to be represented through sound or on-screen indicators. Provide visual assistance for audio puzzles. Provide color-vision assistance for color puzzles. Do not require strenuous device movements. Eliminate the need to shake the smartphone vigorously. Provide alternative puzzles when the camera, microphone, or compass is unavailable. Do not make the game impossible to progress if access to some sensors is denied. Privacy Do not transmit camera images, microphone audio, location data, or similar information to external servers. Do not make GPS required for game progression. Explain why each permission is needed immediately before requesting it. Do not request unnecessary permissions. Technical Setup Use Unity 6 or later if possible, with C#. Use URP for mobile. Modularize the project. Include at least the following structure: SensorManager PuzzleManager GameStateManager AudioManager HapticsManager PermissionManager SaveManager AccessibilityManager DeviceCapabilityManager Do not repeatedly call each smartphone feature directly from the Puzzle code. Abstract them through systems such as SensorManager, real-device sensors simulated input for the Unity Editor fallbacks for unsupported devices so they can be switched between. Sensor debugging To enable development in the Unity Editor, Developer Sensor Panel Implement it. With sliders and buttons, Device tilt Acceleration Face Up / Face Down Microphone volume Ambient light Compass Charging ON/OFF Battery Vibration event Camera sample color Enable simulated input for these and similar inputs. Make it possible to test the main puzzles without connecting a physical device. Save Chapter progress Cleared stages Hint usage Settings Accessibility Collectibles Save. Allow the game to be safely paused even mid-stage. Performance Do not let photorealism make the game unplayable. Target a configuration that can run on representative mid-range Android devices. LOD Occlusion Culling GPU Instancing Texture compression Light baking Reflection Probe Real-time lighting only where needed Object pooling Reduce draw calls Use, among other techniques. Set the Quality settings to LOW MEDIUM HIGH ULTRA Divide them into. Target high-quality visuals on high-end devices. Definition of done Not just a prototype, Title screen Introduction Tutorial Multiple chapters Multiple stages Sensor input 3D presentation Sound Settings Accessibility Save system Stage select Ending aim for a state where the game can be experienced from start to finish. If possible, generate an actual Android build. Even if APK/AAB generation is not possible due to build environment constraints, finish with a complete project that can be opened in Unity and built as-is. Development Guidelines Do not switch to 2D or simplified UI just because it is easier. Do not remove the game's core mechanics to save time. For anything that cannot be sourced externally, create it yourself or generate it procedurally whenever possible. If placeholders are necessary, do not fill the entire game with them. In particular, DEVICE research facility main puzzle device lighting materials correct-answer effects should be finished to a high standard. Workflow First, finalize the overall design in a short amount of time. Then move on to production instead of continuing to explain. 1. Create the project 2. Basic 3D scene 3. Create DEVICE 4. Basic controls 5. Sensor abstraction 6. Puzzle framework 7. Implementing representative puzzles 8. Chapter construction 9. UI 10. Sound 11. Presentation 12. Saving 13. Accessibility 14. Optimization 15. Testing 16. Fixes 17. Build Proceed in this order. If some parts fail, do not stop the overall process; use alternative methods to maximize the quality of the finished game. Final deliverables The following should remain at the end: ・Complete game project ・Core source code ・Game scenes • 3D Models and Materials • UI • Sound Settings • Sensor System • Puzzle System • Save System • Build Settings • README • Android Device Testing Procedure • List of Smartphone Features Used • Fallback Specifications for Unsupported Devices • Known Issues Do not stop after providing an explanation without creating the deliverables. The priorities, in order, are: 1. Being fun 2. Making full use of the smartphone 3. Realism in the 3D world 4. The feeling of physically interacting with DEVICE 5. Making sense as a puzzle 6. Actually working That is the order of priority. Do not make it “a game that adds sensor features to an existing smartphone game”; Complete a game that makes it feel as though the smartphone hardware exists for this game. From this point on, begin actual development instead of stopping at a project description. Also incorporate any areas above that can be further refined and any elements that would make the game more engaging, and create the 3D visuals realistically

How to use this prompt

01

Start with the right workspace

Open your preferred coding assistant or 3D tool. Use the model shown on the example as a starting point, and check any linked project for setup instructions.

02

Choose one thing to change

Swap the subject, art style or setting. Keep the camera and interaction clear. Build a small version first, then refine one detail at a time.

03

Give the scene its own assets

For a custom character or prop, create a 3D model from a short object description or reference image, then bring it into your project.

Previews belong to their respective creators. Check the original source and project license before reusing code or assets.