  This paper studies how large language models (LLMs) can act as effective,
high-level creative collaborators and ``muses'' for game design. We model the
design of this study after the exercises artists use by looking at amorphous
ink splotches for creative inspiration. Our goal is to determine whether
AI-assistance can improve, hinder, or provide an alternative quality to games
when compared to the creative intents implemented by human designers. The
capabilities of LLMs as game designers are stress tested by placing it at the
forefront of the decision making process. Three prototype games are designed
across 3 different genres: (1) a minimalist base game, (2) a game with features
and game feel elements added by a human game designer, and (3) a game with
features and feel elements directly implemented from prompted outputs of the
LLM, ChatGPT. A user study was conducted and participants were asked to blindly
evaluate the quality and their preference of these games. We discuss both the
development process of communicating creative intent to an AI chatbot and the
synthesized open feedback of the participants. We use this data to determine
both the benefits and shortcomings of AI in a more design-centric role.
