Supporting Serious Game Development with Generative Artificial Intelligence: Mapping Solutions to Lifecycle Stages
Abstract
1. Introduction
- To scheme a model of the serious game development lifecycle that indicate its key phases of distinct character.
- To identify the literature sources, not necessarily devoted to the use of GenAI in the domain of serious games, but which nonetheless describe GenAI applications that could be used in the serious game development lifecycle.
- To assign identified GenAI applications to the respective phases of the proposed serious game development lifecycle model.
2. Serious Game Development Lifecycle
- Initiation at which a rough concept of the game to be developed is created.
- Pre-production, which involves the creation and subsequent revisions of game design and the iterative development of game prototypes. This phase ends when the revised game design is approved.
- Production, consisting of the development of the source code, game assets, and the integration of both these elements.
- Testing, which is aimed at verifying the game usability and playability. It is an internal process involving game development team members.
- Beta testing, which involves external testers (either invited or self-recruited) in an attempt to discover bugs that have not been detected internally in the previous phase.
- Release, which denotes the time when the game has reached its final form and is released to the public. It includes planning for maintenance and future game extension.
- Ideation, during which the initial concept is raised and basic design guidelines are set out. Usually a number of candidate concepts is considered from which one is selected, polished, and eventually approved for implementation.
- Design, consisting of content design and software design, in which documentation and materials are developed, but no viable prototype is obtained. Note that we do not formally distinguish game content and learning content, as even in a case where both are not the same, they can be developed using the same methods. Similarly, we do not distinguish game mechanics and game assets, as the former are either a kind of content like the latter (when a reusable game engine is used and game rules are specified as its input) or embedded in the software. The phase ends when a design decision is made to develop a prototype.
- Prototyping, consisting of content and software prototyping, in which the two components are combined into a playable form, more or less resembling, but not identical to, the future release version of the game. Once developed, a prototype is presented to human testers.
- User Feedback, in which human testers play the prototype and report their opinions. These are aggregated and result either in a request for changes and moving back to the design phase, or in user acceptance leading to the next phase.
- Development, consisting of content and software development, in which the game in version presumed to be final is developed.
- Testing, involving a closed group of human testers to which the alpha version of the game is presented. In contrast to the earlier prototypes, the alpha version should not contain obvious (that is, known to developers) bugs, scaffolding code, and missing contents. In contrast to the release version, the alpha testers may expect to reveal serious software bugs and gameplay glitches. The discovered bugs are reported, and the game moves back to the previous phase. If no important bugs persist, the game is deployed to the end users.
- Using, during which the game is played by the users. There still can be bugs discovered as late as this phase, and these can be reported to the development team for patches to be developed. Regardless, usage data and user assessments are collected.
- Evaluation, which is performed when a sufficient amount of data is collected. Its results not only verify the effectiveness of the game in attaining its serious purpose, but may also indicate its strong and weak points, and, as such, can spark the ideation of the next version of the game.
3. Related Work on GenAI Support
4. GenAI Support for Serious Game Development
4.1. Ideation
4.2. Design
4.3. Prototyping
4.4. User Feedback
4.5. Development
4.6. Testing
4.7. Using
4.8. Evaluation
5. Discussion
- GenAI can effectively support all phases of serious game development lifecycle, including non-obvious ones, such as user feedback and evaluation.
- GenAI can effectively support the development of both serious game content (including educational content) and source code.
- While most of the forms of support are same for serious and non-serious games (e.g., the generation of code and visual assets), others are shared by serious games with educational software (e.g., the support of learning analytics or automatic learners’ assessment and feedback).
- Although automatic content generation is most beneficial at the prototyping phase, allowing us to quickly see how the proposed concepts could be implemented and to compare implementations of multiple alternative design choices, it also makes the development phase much more cost-effective by automating tedious and mundane tasks that have to be performed in large quantities (e.g., mass-generation of artefacts each having their own distinct characteristics, converting 2D graphics to 3D models, generating animation frames for static graphic objects).
- While some types of content are not needed before the development phase (e.g., background music is not necessary in an early game prototype-unless the game is of the rhythm genre [107], for which the music is essential), some (e.g., graphics) can be useful also in other phases, e.g., ideation (for effective sharing of visual concepts) or using (for illustrating marketing or informational materials).
- Due to deficiencies in generating large collections of code by the currently available models [108], automatic code generation is primarily useful during prototyping when quickly obtaining a playable game prototype (even if full of bugs) is worth it. For the development stage, where quality matters most, the ways of supporting human programmers (such as code search or automatic code completion) are more adequate. In testing, the currently available LLMs already rival human testers [81].
- Although the GenAI potential of generating various types of game assets on the fly during the using phase is impressive, in reality, it is hampered by the relatively high cost of accessing GenAI API providers [58] or the purchase and upkeep of hardware infrastructure [109], especially considering that serious games are often provided by educational institutions to their students free of charge.
- Another aspect worth consideration is the environmental cost of using GenAI. For instance, according to the results of the study by Cheung et al., LLM-assisted code generation effects, on average, a 32.72-times higher carbon footprint than manual code [110]. Also, the code generated by GenAI is not energy-efficient: considering the results obtained from analysing LLM-generated solutions of 878 coding problems, on average, the most energy-efficient LLM (DeepSeek-v3) produced code which consumed 16.7% more energy than human-written canonical solutions, whereas the code generated by GPT-4 Turbo consumed more than twice the energy used by canonical solutions [111].
- While GenAI decreases the pressure of having skilled graphic artists, level designers, or puzzle creators in the development team, mastering new skills (such as prompt engineering) and acquiring knowledge of new GenAI tools (best suited for specific types of tasks) will become a necessity.
- The GenAI output’s impact on the integrity of human-authored content;
- The potential erosion of originality and the risk of over-reliance on AI-generated assets;
- The doubtful provenance of AI-generated content, particularly when models are trained on copyrighted or unattributed material;
- The ambiguity surrounding the ownership of AI-generated content (irrelevant for in-house phases such as ideation and prototyping, but crucial for the development of the final product);
- The risk of replacing human labour, potentially hurting job security, fair compensation, and the long-term sustainability of creative professions.
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| 2D | Two-dimensional | 
| 3D | Three-dimensional | 
| AI | Artificial Intelligence | 
| FPS | First-Person Shooter | 
| GenAI | Generative Artificial Intelligence | 
| GDLC | Game Development LifeCycle | 
| GUI | Graphical User Interface | 
| LLM | Large Language Model | 
| NPC | Non-Player Character | 
| RPG | Role-Playing Game | 
| SDD | Software Design Document | 
| SDLC | System Development LifeCycle | 
| TDD | Test Driven Development | 
| UI | User Interface | 
Appendix A
| Query String | Targeted Lifecycle Phase | 
|---|---|
| AI SDLC | All | 
| AI Software Development Lifecycle | All | 
| Generative Artificial Intelligence software | All | 
| Generative AI software | All | 
| GenAI gaming | All | 
| GenAI Software Development | All | 
| Generative AI creative ideas | Ideation | 
| GenAI brainstorming software | Ideation | 
| GenAI ideas | Ideation | 
| GenAI software requirements | Design | 
| Automatic 3d video games | Design, Development | 
| Synthetic user experience GenAI | Design, Testing | 
| GenAI narrative | Design, Using | 
| Automatic code generation | Development | 
| GenAI dialogues | Development, Using | 
| GenAI game dialogs | Development, Using | 
| GenAI Generating test cases | Testing | 
| Serious game evaluation GenAI | Evaluation | 
| Ref. | Title | Phase | 
|---|---|---|
| [37] | The Role of Generative AI in Software Development Productivity: A Pilot Case Study | Ideation | 
| [39] | Supermind Ideator: Exploring generative AI to support creative problem-solving | Ideation | 
| [40] | The Ink Splotch Effect: ACase Study on ChatGPT as a Co-Creative Game Designer | Ideation | 
| [38] | LLMs in Design Thinking: Autoethnographic Insights and Design Implications | Ideation | 
| [44] | Using ChatGPT in Software Requirements Engineering: A Comprehensive Review | Software Design | 
| [45] | MAPE-K Loop-Based Goal Model Generation Using Generative AI | Software Design | 
| [52] | GeneyMAP: Exploring the Potential of GenAI to Facilitate Mapping User Journeys for UX Design | Software Design | 
| [54] | Generative AI for Front-End Development—Automating Design and Code with GPT-4 and Beyond | Software Design | 
| [51] | Game Plot Design with an LLM-powered Assistant: An Empirical Study with Game Designers | Content Design | 
| [42] | How ChatGPT can inspire and improve serious board game design | Content Design | 
| [43] | ChatGPT and Other Large Language Models as Evolutionary Engines for Online Interactive Collaborative Game Design | Content Design | 
| [53] | SuSketch: Surrogate Models of Gameplay as a Design Assistant | Content Design | 
| [41] | A Preliminary Study on a Conceptual Game Feature Generation and Recommendation System | Content Design | 
| [66] | LLMaker: A Game Level Design Interface Using (Only) Natural Language | Content Design | 
| [50] | GPT2SP: A Transformer-Based Agile Story Point Estimation Approach | Design | 
| [49] | Evaluation of Context-Aware Language Models and Experts for Effort Estimation of Software Maintenance Issues | Design | 
| [46] | Generative Artificial Intelligence for Software Engineering—A Research Agenda | Design, Content Prototyping | 
| [77] | The AI-Native Software Development Lifecycle: A Theoretical and Practical New Methodology | Design, Development, Testing | 
| [69] | Doodle2App: Native App Code by Freehand UI Sketching | Software Prototyping | 
| [70] | Automatic code generation from sketches of mobile applications in end-user development using Deep Learning | Software Prototyping | 
| [67] | The Impact of AI on Developer Productivity: Evidence from GitHub Copilot | Software Prototyping | 
| [68] | SKCODER: A Sketch-based Approach for Automatic Code Generation | Software Prototyping | 
| [59] | MONstEr: A Deep Learning-Based System for the Automatic Generation of Gaming Assets | Content Prototyping | 
| [58] | Generative AI for Architectural Design: A Literature Review | Content Prototyping | 
| [105] | MarioGPT: Open-Ended Text2Level Generation through Large Language Models | Content Prototyping | 
| [61] | SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling | Content Prototyping | 
| [62] | DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance | Content Prototyping | 
| [60] | Text2AC: A Framework for Game-Ready 2D Agent Character(AC) Generation from Natural Language | Content Prototyping | 
| [71] | Word2World: Generating Stories and Worlds through Large Language Models | Prototyping | 
| [30] | Play my Thesis | Content Prototyping, Content Development | 
| [63] | Adaptive Worlds: Generative AI in Game Design and Future of Gaming, and Interactive Media | Content Prototyping, Using | 
| [74] | SimUser: Generating Usability Feedback by Simulating Various Users Interacting with Mobile Applications | User Feedback | 
| [75] | SimTube: Simulating Audience Feedback on Videos using Generative AI and User Personas | User Feedback | 
| [79] | Generative AI for Test Driven Development: Preliminary Results | Software Development | 
| [80] | Large Language Models for Software Engineering: Survey and Open Problems | Software Development | 
| [76] | Towards Immersive Computational Storytelling:Card-Framework for Enhanced Persona-Driven Dialogues | Content Development | 
| [56] | Leveraging Large Language Models to Support Authoring Gamified Programming Exercises | Content Development | 
| [55] | Mystery Game Script Compose Based on a Large Language Model | Content Development | 
| [65] | Level Generation Through Large Language Models | Content Development | 
| [106] | ChoreoMaster: choreography-oriented music-driven dance synthesis | Content Development | 
| [81] | Automated Test Case Generation for Software Testing Using Generative AI | Testing | 
| [82] | Retrieval-Augmented Simulacra: Generative Agents for Up-to-date and Knowledge-Adaptive Simulations | Testing | 
| [84] | AutoTestGPT: A system for the automated generation of software test cases based on ChatGPT | Testing | 
| [85] | No More Manual Tests? Evaluating and Improving ChatGPT for Unit Test Generation | Testing | 
| [86] | Using Large Language Models to Generate JUnit Tests: An Empirical Study | Testing | 
| [87] | Large Language Models are Few-shot Testers: Exploring LLM-based General Bug Reproduction | Testing | 
| [83] | Applying Large Language Model to User Experience Testing | Testing | 
| [88] | Enhancing Player Experience Through Generative Artificial Intelligence: Custom Interaction in Game Design | Using | 
| [89] | Learning Through the Dialogue with NPCs Using Generative AI | Using | 
| [90] | Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies—“LearningverseVR” | Using | 
| [93] | Using a Large Language Model to turn Explorations of Virtual 3D-Worlds into Interactive Narrative Experiences | Using | 
| [95] | Generative AI Meets Adventure: Elevating Text-Based Games for Engaging Language Learning Experiences | Using | 
| [94] | LIGS: Developing an LLM-infused Game System for Emergent Narrative | Using | 
| [96] | Generative Agents: Interactive Simulacra of Human Behavior | Using | 
| [92] | Chatter Generation through Language Models | Using | 
| [98] | Playing With Unicorns: AI Dungeon and Citizen NLP | Using | 
| [99] | 3D Building Generation in Minecraft via Large Language Models | Using | 
| [97] | Assessing the proficiency of large language models in automatic feedback generation: An evaluation study | Using | 
| [91] | Managing the Personality of NPCs with Your Interactions: A Game Design System Based on Large Language Models | Using | 
| [29] | Machine Learning and Generative AI in Learning Analytics for Higher Education: A Systematic Review of Models, Trends, and Challenges | Using | 
| [100] | Turning Real-Time Analytics into Adaptive Scaffolds for Self-Regulated Learning Using Generative Artificial Intelligence | Using | 
| [101] | Multimodal large language models for inclusive collaboration learning tasks | Using | 
| [100] | Turning Real-Time Analytics into Adaptive Scaffolds for Self-Regulated Learning Using Generative Artificial Intelligence | Evaluation | 
| [104] | Evaluating and Optimizing Educational Content with Large Language Model Judgments | Evaluation | 
| [103] | LLMs as Educational Analysts: Transforming Multimodal Data Traces into Actionable Reading Assessment Reports | Evaluation | 
| [102] | Advanced large language models and visualization tools for data analytics learning | Evaluation | 
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| Ref. | Focus | Application Area | Supported Stage | Type | Databases | Sources | 
|---|---|---|---|---|---|---|
| [24] | GenAI | Game character creation | Ideation, Design, Prototyping, Development, Using | SLR | ACM DL, IEEE Xplore, SpringerLink, ScienceDirect, Scopus | 72 | 
| [30] | GenAI | Serious games | Development | NR | (undisclosed) | 5 | 
| [31] | GenAI | Video games | Development, Using | NR | (undisclosed) | 6 | 
| [25] | GenAI | Video games | Ideation, Design, Prototyping, Development, Testing | ScR | ACM DL, IEEE Xplore, ProQuest, ScienceDirect, Scopus, Web of Science | 61 | 
| [26] | GenAI | Video games | Ideation, Design, Prototyping, Development | QRS | ACM DL, Google Scholar, Scopus | 10 | 
| [27] | LLMs | Any (Design) | Ideation, Design, Prototyping, User Feedback, Development | SLR | ACM DL, IEEE Xplore, Scopus, Web of Science | 118 | 
| [28] | LLMs | Any (Ideation) | Ideation | SLR | ACM DL, Google Scholar, IEEE Xplore, Scopus, Web of Science | 61 | 
| [32] | LLMs | Video games | Design, Using | NR | (undisclosed) | 80 | 
| [29] | Combining ML and GenAI | Learning analytics systems for higher education | Using | SLR | ACM DL, Emerald, ERIC, IEEE Xplore, ProQuest, Sage, ScienceDirect, Scopus, Taylor & Francis, Web of Science, Wiley | 101 | 
| [33] | Text-to-image generation | Visual game assets | Ideation, Design, Prototyping, Development | NR | 24 | 
| Support Activity | Phase(s) | Sources | 
|---|---|---|
| Support during the brainstorming sessions | Ideation | [37] | 
| Suggesting new ideas | Ideation | [39] | 
| Co-creating game design | Ideation | [40] | 
| Supporting the design thinking process | Ideation | [38] | 
| Generating software requirements | Software Design | [44,45] | 
| Generating user journey maps | Software Design | [52] | 
| Predicting potential bottlenecks and resource constraints | Software Design | [77] | 
| Suggesting design improvements to enhance user experience | Software Design | [77] | 
| Assisting in layout adjustment and design element suggestions | Software Design | [54] | 
| Generating game narrative | Content Design | [51] | 
| Designing boards for serious games | Content Design | [42] | 
| Selecting, combining, and mutating the most promising designs | Content Design | [43] | 
| Assisting in the level design process | Content Design | [53] | 
| Recommending game features | Content Design | [41] | 
| Level designing through Natural Language | Content Design | [66] | 
| Predicting project cost | Design | [46] | 
| Agile story-point estimation | Design | [50] | 
| Effort estimation | Design | [49] | 
| Automating entire software development lifecycle | Design, Development, Testing | [77] | 
| Generating UI from freehand sketches | Software Prototyping | [69,70] | 
| Code generation from prompt | Software Prototyping | [67] | 
| Automatic code generation based on similar snippets | Software Prototyping | [68] | 
| Generating 3D world models from sketches and text | Content Prototyping | [63] | 
| Automatic generation of gaming assets | Content Prototyping | [59] | 
| Generating 2D graphics from text | Content Prototyping | [30] | 
| Generating images from sketches | Content Prototyping | [58] | 
| Generating video game levels from text | Content Prototyping | [105] | 
| Generating 3D models from sketches | Content Prototyping | [61] | 
| Generating 3D models of faces | Content Prototyping | [62] | 
| Generating 2D characters from text | Content Prototyping | [60] | 
| Generate game levels from stories | Prototyping | [71] | 
| Simulating audience feedback on videos | User Feedback | [75] | 
| Generating usability feedback | User Feedback | [74] | 
| Automating Test Driven Development (TDD) | Software Development | [79] | 
| Software optimization for performance improvement | Software Development | [80] | 
| AI-assisted code completion | Software Development | [80] | 
| Generating dialogs for NPCs | Content Development | [30] | 
| Generating in-game music | Content Development | [30] | 
| Generating dialogues | Content Development | [76] | 
| Generating puzzles | Content Development | [56] | 
| Generating game script | Content Development | [55] | 
| Generating game levels | Content Development | [65] | 
| Generating dancing models | Content Development | [106] | 
| Generating test cases | Testing | [81,84] | 
| Simulating user interactions | Testing | [82] | 
| Generating unit tests | Testing | [85,86] | 
| Bug reproduction | Testing | [87] | 
| UX Testing | Testing | [83] | 
| Procedural content generation | Using | [88] | 
| Adjusting the game difficulty in real-time | Using | [63] | 
| Real-time GenAI NPCs without scripted dialogs | Using | [89,90] | 
| Adaptive gameplay mechanics | Using | [88] | 
| Dynamically generating badges | Using | [90] | 
| Generating leaderboards | Using | [90] | 
| Generating video game narrator | Using | [93] | 
| Providing contextual hints to reduce frustration | Using | [95] | 
| Generating emergent game narratives | Using | [94] | 
| Simulating human behavior in a Sims-like environment | Using | [96] | 
| Generating chatter | Using | [92] | 
| GenAI playing the role of dungeon master | Using | [98] | 
| Refining prompt for another LLM | Using | [99] | 
| Generating in-game 3D buildings | Using | [99] | 
| Generating feedback in real time | Using | [97] | 
| Managing the personality of NPCs based on player interactions | Using | [91] | 
| Supporting real-time learning analytics | Using | [29] | 
| Supporting real-time reflective scaffolding | Using | [100] | 
| Supporting the detection of inclusive interactions | Using | [101] | 
| Supporting self-regulated learning | Evaluation | [100] | 
| Evaluation of educational content | Evaluation | [104] | 
| Evaluation based on multimodal data | Evaluation | [103] | 
| Cleaning data for evaluation | Evaluation | [102] | 
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© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Swacha, J.; Gracel, M. Supporting Serious Game Development with Generative Artificial Intelligence: Mapping Solutions to Lifecycle Stages. Appl. Sci. 2025, 15, 11606. https://doi.org/10.3390/app152111606
Swacha J, Gracel M. Supporting Serious Game Development with Generative Artificial Intelligence: Mapping Solutions to Lifecycle Stages. Applied Sciences. 2025; 15(21):11606. https://doi.org/10.3390/app152111606
Chicago/Turabian StyleSwacha, Jakub, and Michał Gracel. 2025. "Supporting Serious Game Development with Generative Artificial Intelligence: Mapping Solutions to Lifecycle Stages" Applied Sciences 15, no. 21: 11606. https://doi.org/10.3390/app152111606
APA StyleSwacha, J., & Gracel, M. (2025). Supporting Serious Game Development with Generative Artificial Intelligence: Mapping Solutions to Lifecycle Stages. Applied Sciences, 15(21), 11606. https://doi.org/10.3390/app152111606
 
        




 
       