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SKILL.md

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

install level-design
# install the awesome-gamedev-agent-skills pack with the skills CLI
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)

skills/disciplines/level-design/SKILL.md

Apache-2.0Full file
1# Level design
2
3A level is a **sequence of intentional experiences** delivered through space.
4Good level design is a *process*: define the metrics movement is built on, block
5out geometry with primitives, play it, then dress it — never the reverse. This
6skill is the engine-neutral practice; use `godot-tilemap`/`unity-tilemap-2d` to
7lay out 2D grids and gridmaps for 3D.
8
9## When to use
10
11- 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 that
14 plays well before any art exists.
15- Use to derive level **metrics** from the character's movement so geometry is
16 reachable and fair.
17
18**When *not* to use:** to *generate* levels algorithmically, use `procedural-gen`
19(authored and procedural design are complementary). For the engine's tile/grid
20painting tools, use `godot-tilemap` / `unity-tilemap-2d`. For the movement
21abilities the metrics come from, that's the engine movement skill + `input-systems`.
22
23## Core workflow
24
251. **Derive metrics first.** Measure the character: max jump height and distance,
26 run speed, reach, camera range. Every gap, ledge, and corridor is sized in
27 these units. Lock them before building geometry.
282. **Blockout (whitebox/greybox).** Build the whole level from untextured
29 primitives at correct scale. Validate flow, sightlines, and reachability while
30…

Excerpt shown under the repository's Apache-2.0 license.

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