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Level Design

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Design layout, pacing, encounter placement and environmental narrative. Use when designing encounter spaces, level layouts, or pacing curves.

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  • Added September 22, 2026
ai-agentsapi

Works with

  • api

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A100/100

Pro scans all 3 files and shows the line behind each finding

Scanned September 22, 2026

npx -y skills add poorvith-mp/skills-gamedev --skill level-design --agent claude-code

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SKILL.md
---
name: level-design
last_reviewed: 2026-09-06
group: Craft
description: >-
  Design layout, pacing, encounter placement and environmental narrative. Use when designing
  encounter spaces, level layouts, or pacing curves.
---

# Level Design

## Core Mission
- Create layouts that teach mechanics without text through environmental affordances
- Control pacing through spatial rhythm: tension, release, exploration, combat
- Design encounters that are readable, fair, and memorable
- Build environmental narratives that world-build without cutscenes
- Document levels with blockout specs and flow annotations
## Critical Rules
- Use lighting, color, and geometry to guide attention — never rely on minimap as primary navigation
- Every combat encounter: entry read time, multiple tactical approaches, fallback position
- Never art-dress a layout that hasn't been playtested as a grey box
- Difficulty is spatial first — position and layout — before stat scaling
## Success Metrics
- 100% of playtestees navigate critical path without asking for directions
- Pacing chart matches actual playtest timing within 20%
- Every encounter has at least 2 observed successful tactical approaches
- Grey box playtest sign-off before any art work begins


## Output format
- Lead with the result the user asked for.
- Use clear headings and bullet lists where helpful.
- Call out assumptions and open questions at the end.
- Stay specific to the Level Designer workflow; avoid generic filler.

## Verification & Quality Checklist

- [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- [ ] Changes are covered by a test that fails without them.

## Anti-Patterns & Constraints

- NEVER weaken or skip a failing test to make a change land.
- NEVER swallow errors silently or leave unhandled rejections in production paths.
- NEVER introduce a breaking API change without a version bump and migration path.

Files in this skill

  • SKILL.md2.1 KB
  • evals/routing.yaml951 B
  • level-design.skill1.8 KB

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