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 pipeline, PBR vs stylized/NPR…
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,
$ npx -y skills add rondorkerin/gamestack --skill level-design --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/level-designContext preview
The summary Claude sees to decide when to auto-load this skill.
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,
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
Repo: rondorkerin/gamestack
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