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Skills/gamedev-skills/awesome-gamedev-agent-skills/level-design
level-design logo

level-design

gamedev-skills/awesome-gamedev-agent-skills
848 installs378 stars
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Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill level-design

Summary

>

SKILL.md

Level design

A level is a sequence of intentional experiences delivered through space. Good level design is a process: define the metrics movement is built on, block out geometry with primitives, play it, then dress it — never the reverse. This skill is the engine-neutral practice; use godot-tilemap/unity-tilemap-2d to lay out 2D grids and gridmaps for 3D.

When to use

  • Use to plan a level's structure: critical path, pacing, gating, encounters,

and where the player learns vs is tested.

  • Use the blockout → test → iterate → dress workflow to build a level that

plays well before any art exists.

  • Use to derive level metrics from the character's movement so geometry is

reachable and fair.

*When not to use: to generate* levels algorithmically, use procedural-gen (authored and procedural design are complementary). For the engine's tile/grid painting tools, use godot-tilemap / unity-tilemap-2d. For the movement abilities the metrics come from, that's the engine movement skill + input-systems.

Core workflow

  1. Derive metrics first. Measure the character: max jump height and distance,

run speed, reach, camera range. Every gap, ledge, and corridor is sized in these units. Lock them before building geometry.

  1. Blockout (whitebox/greybox). Build the whole level from untextured

primitives at correct scale. Validate flow, sightlines, and reachability while changes are cheap. No art yet.

  1. Define the critical path (start → goal) and the golden path you expect

most players to take. Layer optional/secret paths off it.

  1. Pace the experience. Alternate tension and rest in a deliberate curve;

don't run combat-combat-combat. Give the player room to breathe and to anticipate.

  1. Teach, then test. Introduce each mechanic in a safe space, let the player

practice, then test it under pressure. Difficulty rises in a sawtooth, not a straight line.

  1. Gate with intent. Use locks/keys, abilities, and one-way drops to control

order and pacing; guide with light, lines, and landmarks rather than walls.

  1. Playtest and iterate. Watch real players: where do they get lost, stuck,

bored, or killed unfairly? Fix the blockout; only dress when it plays well.

Patterns

1. Player metrics drive every dimension

# Measure the character ONCE, then size geometry in these units. If the jump
# changes, gaps must be re-derived — never eyeball reachability.
const RUN_SPEED      := 240.0   # px/s (or m/s in 3D)
const MAX_JUMP_H     := 96.0    # peak height of a full jump
const MAX_JUMP_DIST  := 200.0   # horizontal distance of a running jump
const SAFE_GAP       := MAX_JUMP_DIST * 0.7   # comfortable, not pixel-perfect
const HARD_GAP       := MAX_JUMP_DIST * 0.95  # a deliberate skill check
# Build platforms so required jumps use SAFE_GAP; reserve HARD_GAP for optional reward.

A reachable level falls out of honest metrics. A platform placed MAX_JUMP_DIST + 1 away is impossible; one at SAFE_GAP is fair. Keep these constants beside the level data so designers and code agree.

2. Encounter / pacing as data (a tension timeline)

# Author the level as a sequence of beats with an intended intensity (0..1).
# This makes the pacing curve explicit and reviewable before you build rooms.
const BEATS := [
    { "room": "entry",      "type": "teach",   "intensity": 0.1 },
    { "room": "hall_1",     "type": "combat",  "intensity": 0.5 },
    { "room": "vista",      "type": "rest",    "intensity": 0.1 },  # breather + reward
    { "room": "gauntlet",   "type": "combat",  "intensity": 0.8 },
    { "room": "save_room",  "type": "rest",    "intensity": 0.2 },  # before the boss
    { "room": "boss",       "type": "climax",  "intensity": 1.0 },
]
# Read the intensity column top-to-bottom: it should rise overall but dip for rests
# (a sawtooth), never flatline high. Drive spawns/music intensity from this.

3. Gating and the critical path (a small graph)

# Model the level as rooms + gated connections. Validate that the goal is
# reachable with the keys/abilities the player can actually obtain in order.
const ROOMS := {
    "entry":   { "exits": [ { "to": "hall_1" } ] },
    "hall_1":  { "exits": [ { "to": "vista", "needs": "double_jump" },
                            { "to": "side_room" } ] },           # optional branch
    "side_room": { "exits": [ { "to": "hall_1" } ], "grants": "double_jump" },
    "vista":   { "exits": [ { "to": "boss", "needs": "red_key" } ] },
}
# Validation (do this!): from "entry", can the player reach "boss" given that
# "double_jump" is granted in "side_room" before "vista" requires it? A flood
# fill that only traverses an exit when its `needs` is already satisfiable
# proves the critical path isn't soft-locked.

Pitfalls

  • Dressing before it plays. Detailing a blockout you haven't validated wastes

the most expensive work on a layout you'll change. Greybox and test first.

  • Geometry that ignores metrics: gaps the jump can't clear, ledges below

reach, corridors narrower than the camera needs. Size everything in player units.

  • Flat pacing. Wall-to-wall combat (or wall-to-wall calm) numbs the player.

Alternate tension and rest; place a breather and a save before the climax.

  • Testing a mechanic before teaching it. Players meet a hazard for the first

time in a lethal spot. Introduce safely, let them practice, then test.

  • Soft-locks and dead ends. A gate needs an ability/key obtainable only past

the gate. Validate the critical path's key/ability order, not just connectivity.

  • No readability / guidance. Players get lost when nothing draws the eye. Use

light, leading lines, color, and landmarks to point toward the path.

  • One-way drops with no signposting strand or surprise players. Telegraph

irreversible moves.

  • Confusing procedural with authored. Generation gives variety, not

authored pacing. Use procedural-gen for variety; hand-author for intent.

References

  • references/pacing-and-flow.md — the difficulty/tension curve in depth,

teaching-loop design (introduce→develop→twist→test), readability and guidance techniques, 2D vs 3D layout considerations, and a blockout review checklist.

Related skills

  • godot-tilemap, unity-tilemap-2d — paint 2D level grids; gridmaps for 3D.
  • procedural-gen — generate variety to complement authored structure.
  • game-ai — encounter enemies that navigate the space you build.
  • platformer, puzzle, roguelike — genres that compose this skill.

Score

0–100
55/ 100

Grade

C

Popularity15/30

848 installs — growing adoption.

Completeness19/30

Documented: full SKILL.md body, one-line install. Missing: description, category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Level Design skill score badge previewScore badge

Markdown

[![Level Design skill](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/level-design/badges/score.svg)](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/level-design)

HTML

<a href="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/level-design"><img src="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/level-design/badges/score.svg" alt="Level Design skill"/></a>

Level Design FAQ

How do I install the Level Design skill?

Run “npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill level-design” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Level Design skill do?

> The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Level Design skill free?

Yes. Level Design is a free, open-source skill published from gamedev-skills/awesome-gamedev-agent-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Level Design work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Level Design works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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