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Roblox World Level Design

ASecurity

Design Roblox worlds, levels, hubs, zones, biomes, obbies, arenas, and exploration spaces. Use for spatial layout, landmarks, player flow, spawn design, objective placement, onboarding paths, traversal, sightlines, social spaces, performance-aware world layout, and guiding players without text.

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  • Added September 6, 2026
ai-agentsgoperformance

Works with

  • mcp

Security analysis

A100/100

Scanned September 6, 2026

npx -y skills add AshExplained/roblox-skills --skill roblox-world-level-design --agent claude-code

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SKILL.md
---
name: roblox-world-level-design
description: Design Roblox worlds, levels, hubs, zones, biomes, obbies, arenas, and exploration spaces. Use for spatial layout, landmarks, player flow, spawn design, objective placement, onboarding paths, traversal, sightlines, social spaces, performance-aware world layout, and guiding players without text.
---

# Roblox World Level Design

## Goal

Build spaces that guide players naturally, support the core loop, and feel good on mobile.

## Spatial Flow

Design for:

- Spawn facing the first objective or landmark.
- First action reachable within 10-30 seconds.
- Clear routes using shape, color, lighting, motion, and landmarks.
- Short loops that bring players back to rewards, upgrades, or social areas.
- New zones that visibly tease future goals.
- Safe space before challenge space.

## Landmarks And Readability

- Give each zone a readable silhouette and color identity.
- Use tall or distinct landmarks to orient players.
- Keep important interactables visually louder than decoration.
- Avoid clutter that hides objectives or enemies.
- Make paths understandable without walls of text.

## Gameplay Placement

Place:

- Objectives where players naturally look and move.
- Rewards immediately after effort.
- Shops and upgrades near loop return points.
- Social spaces where players can show progress.
- Bosses or challenges after preparation cues.
- Hidden secrets off the main path, not on the onboarding path.

## Performance-Aware Layout

- Stream or stage distant content when possible.
- Avoid over-dense prop clusters in the first playable area.
- Keep expensive particles, transparency, physics, and lights intentional.
- Use occlusion, terrain shape, and zone gates to control visual complexity.

## MCP Workflow

1. Inspect the world with `search_game_tree`, `inspect_instance`, and `screen_capture`.
2. Use `character_navigation` during Play mode to test routes and first-action time.
3. Use `execute_luau` for measurements, markers, or layout adjustments.
4. Playtest after layout changes and check `get_console_output`.

## Output

Return:

- Player path.
- Landmarks and guidance cues.
- Objective and reward placement.
- Social space plan.
- Mobile and performance risks.
- Playtest checks.

## Next

Check the layout's cost with `roblox-performance-optimization`, and confirm player flow and first-action clarity with `roblox-game-ux` and `roblox-playtest-qa`.

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