Skip to content
Back to skills

Level Blockout

ASecurity

Use when a level needs a greybox that proves traversal metrics, encounter footprint, sightlines, gates, and pacing before art production or final set dressing begins.

  • 11 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added October 23, 2026
ai-agentsperformance

Works with

  • cli

Security analysis

A100/100

Scanned October 23, 2026

npx -y skills add jammyfu/open-game-skills --skill level-blockout --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Level Blockout?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Level Blockout
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/jammyfu-level-blockout/badge)](https://www.skillsdirectory.com/skills/jammyfu-level-blockout)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: level-blockout
description: Use when a level needs a greybox that proves traversal metrics, encounter footprint, sightlines, gates, and pacing before art production or final set dressing begins.
---

# Level Blockout

This skill owns **greybox implementation and measurable spatial probes** for a level design. It does not require every room to teach a new mechanic.

## Modes

| Mode | Output |
|---|---|
| beat-sheet | ordered spatial beats and transition reasons |
| metric-kit | reusable greybox dimensions and traversal probes |
| greybox-play | playable blockout with temporary collision/markers |

Pull movement/camera metrics from the actual project (`locomotion`, `platform-jump`, `camera-anti-clip`) and design intent from `level-design`. When a room is intended to teach, use `level-teach`; combat, traversal, rest, narrative and connector spaces do not need fake teaching beats merely to justify their existence.

Art may begin when the project-defined blockout exit criteria are met. Those criteria can include navigation readability, traversal fit, encounter space, performance risk, streaming boundary, or stakeholder approval—not a universal “stranger must walk every room first” rule.

## Acceptance

Run the greybox with representative character/camera metrics and no dependency on final textures. Record collisions, unreachable surfaces, camera failures, traversal times and gate behavior. Use `gameplay-validation` for actual playability evidence. Concept art alignment does not override failed spatial metrics.

## Art replacement handoff

Pass movement/camera metrics, protected spawn/door/traversal envelopes and stable collider/gate identities to [scene-assembly](../scene-assembly/SKILL.md). Art replacement must preserve those constraints. Its static room-graph preflight does not replace this skill's runtime spatial probes or progression-aware validation.

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

View all in ai-agents →

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.