Skills for Real Engineers. Straight from my .agents directory.
level-design
Agent skill fromgamedev-skills/awesome-gamedev-agent-skills
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
How to install level-design
npx skills add gamedev-skills/awesome-gamedev-agent-skills# or add only this skill to Claude Code: copy the folder
skills/disciplines/level-design/
# into
~/.claude/skills/level-design/ (all projects)
.claude/skills/level-design/ (one project)
1# Level design23A level is a **sequence of intentional experiences** delivered through space.4Good level design is a *process*: define the metrics movement is built on, block5out geometry with primitives, play it, then dress it — never the reverse. This6skill is the engine-neutral practice; use `godot-tilemap`/`unity-tilemap-2d` to7lay out 2D grids and gridmaps for 3D.89## When to use1011- Use to plan a level's structure: critical path, pacing, gating, encounters,12 and where the player learns vs is tested.13- Use the **blockout → test → iterate → dress** workflow to build a level that14 plays well before any art exists.15- Use to derive level **metrics** from the character's movement so geometry is16 reachable and fair.1718**When *not* to use:** to *generate* levels algorithmically, use `procedural-gen`19(authored and procedural design are complementary). For the engine's tile/grid20painting tools, use `godot-tilemap` / `unity-tilemap-2d`. For the movement21abilities the metrics come from, that's the engine movement skill + `input-systems`.2223## Core workflow24251. **Derive metrics first.** Measure the character: max jump height and distance,26 run speed, reach, camera range. Every gap, ledge, and corridor is sized in27 these units. Lock them before building geometry.282. **Blockout (whitebox/greybox).** Build the whole level from untextured29 primitives at correct scale. Validate flow, sightlines, and reachability while30…
Excerpt shown under the repository's Apache-2.0 license.
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