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
Source commit d9d6bb338f66cc1e23998585e580a0ea45bbcb82
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- No
- Repository scan complete
- No
- Skill scan complete
- Yes
- Observed behavior
- Not checked yet
- Last checked
- Nov 6, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
Install this skill
Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.
An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.
Repository context
- Repository stars (not skill ratings)
- 566
- Repository last updated
- Nov 4, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- agentic-ai Repository topic
- ai-agents Repository topic
- ai-coding Repository topic
- claude-code Repository topic
- cli Repository topic
- cline Repository topic
- codex Repository topic
- coding-assistant Repository topic
- cursor Repository topic
- level-design Declared skill tag
- blockout Declared skill tag
- pacing Declared skill tag
- encounter Declared skill tag
- playtest Declared skill tag
- design Derived category
- writing Derived category
Files and excerpt
File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.
Browse files
SKILL.mdcore · 15,073 bytesevals/README.mddoc · 2,009 bytesevals/cases.yamlasset · 6,587 bytesreferences/blockout-to-art.mddoc · 6,215 bytesreferences/guidance-and-readability.mddoc · 7,849 bytesreferences/pacing-and-encounters.mddoc · 7,201 bytes
Read excerpt
# 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. |