Individual skill

level-design

Use when designing a game level's space — blockout/greybox layout, pacing that drags or spikes, guiding lost players without waypoints, encounter and arena progression, or secret placement. NOT mechanics or economy (that is `game-design`), NOT story beats (that is `game-storytelling`), NOT engine tooling like nav meshes or lightmaps (that is `godot`/`unity`/`unreal`).

skills/level-design/SKILL.md

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# Level design — space that plays before it's pretty

*Shape the space, the rhythm, and the encounters so the player always knows where to go, never gets bored, and feels smart for exploring. Prove it in grey boxes; add art last.*

This skill owns the **craft of physical space and its play**: how a level is laid out, how it reads, how its intensity rises and falls, how encounters teach, and where reward hides. It is **engine-agnostic** — every technique here is validated in a blockout, then handed to an engine skill for the actual tooling.

## The pipeline: blockout -> greybox -> playtest -> art (never art-first)

**Lock the player's metrics first** — height, jump, reach, cover, door/corridor widths — and build all geometry as multiples of them. Guessing widths breaks traversal after the space is full of dependent geometry, which is why this comes before the first box. → `references/blockout-to-art.md`

| Stage | You build | You answer | Gate to next |
|---|---|---|---|
| **Blockout** | Primitive geometry only (boxes/planes at true metrics). No materials, no props. | Does the space flow? Are timings/distances right? Can I find my way? | Layout & traversal feel right. |
| **Greybox** | Blockout + temp neutral materials, placeholder lighting, stand-in enemies/interactables. | Does it *read*? Does the fight/encounter work? Is pacing right? | Encounters and readability hold up in playtest. |
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