3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when designing, generating, or reviewing the craft of an individual level, zone, or encounter — layout, wayfinding, structural type, lock-and-key gating, antepieces, arena design, in-level pacing, and the greybox process. Also use to diagnose levels where players get lost,
Claude Code
$ npx -y skills add rondorkerin/gamestack --skill level-design --agent claude-code
Codex
$ npx skills add rondorkerin/gamestack --skill level-design -a codex -y
Cursor
$ npx skills add rondorkerin/gamestack --skill level-design -a cursor -y
Gemini CLI
$ npx skills add rondorkerin/gamestack --skill level-design -a gemini-cli -y
GitHub Copilot
$ npx skills add rondorkerin/gamestack --skill level-design -a github-copilot -y
OpenCode
$ npx skills add rondorkerin/gamestack --skill level-design -a opencode -y
Windsurf
$ npx skills add rondorkerin/gamestack --skill level-design -a windsurf -y
name: level-design description: Use when designing, generating, or reviewing the craft of an individual level, zone, or encounter — layout, wayfinding, structural type, lock-and-key gating, antepieces, arena design, in-level pacing, and the greybox process. Also use to diagnose levels where players get lost, challenge feels unfair, pacing drags, or teaching moments land flat. Triggers on "level design", "level layout", "greybox", "blockout", "wayfinding", "sightlines", "lock and key", "arena design", "encounter design", "the level feels confusing", "players get lost", "chokepoint", "flanking route", "intensity curve", "antepiece", "teach the mechanic", "critical path", "leading lines", "weenie", "breadcrumbs", "level feels boring", "players don't know where to go".
How to craft a level — or generate one — that guides players through space so they always know where to go and why, teaches through the environment instead of a tutorial pop-up, paces intensity as a rhythm of peaks and valleys, and validates all of it in blockmesh before a single art asset is committed.
> **Tier:** universal craft (→ `gamestack-core`). Applies to every genre that has levels, rooms, or encounters. The macro/world spatial layer lives in `open-world-design`; this skill owns the *level/encounter* craft.
This skill owns the **level/encounter** spatial craft layer. Adjacent concerns live in sibling skills:
> **Guide the player through the space itself — not the HUD.** Landmarks, light, leading lines, and affordances must tell the player where to go and what to do before a minimap arrow ever has to try. If a player is watching a minimap instead of the horizon, the level has become an obstacle between them and a waypoint.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity,…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.