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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,

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$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill level-design --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/level-design

Context preview

The summary Claude sees to decide when to auto-load this skill.

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,

SKILL.md

level-design.SKILL.md
name: level-design
description: >
  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.

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. 2. **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. 3. **Define the critical path** (start → goal) and the **golden path** you expect most players to take. Layer optional/secret paths off it. 4. **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. 5. **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. 6. **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. 7. **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
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