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level-design

gamedev-skills/awesome-gamedev-agent-skills

Design playable levels through blockout-to-playable workflow: metrics, pacing, gating, and encounter design.

What is level-design?

Engine-neutral practice for authoring level structure—the critical path, player pacing (tension/rest curves), gating with keys/abilities, and encounter design. Use when planning a level's layout, flow, and progression before art. Complements procedural generation and engine-specific tilemap tools.

  • Derive player movement metrics (jump height/distance, run speed, reach) and size all geometry in those units for fair, reachable layouts
  • Build levels via blockout→test→iterate→dress workflow: validate flow and sightlines with untextured primitives before adding art
  • Model the critical path and golden path as a gated graph; validate key/ability order to prevent soft-locks and dead ends
  • Author pacing as a tension timeline (teach→develop→test beats) with explicit intensity curves that alternate rest and climax
  • Define encounter sequences and gating rules (locks, one-way drops, ability gates) to control player progression and learning order
  • Playtest and iterate on blockout geometry; identify where players get lost, stuck, or killed unfairly before dressing

How to install level-design

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill level-design
Claude Code
Cursor
Windsurf
Cline

How to use level-design

  1. 1.Measure your character's movement: max jump height, max jump distance, run speed, reach, and camera range; lock these constants before building geometry
  2. 2.Author a beats timeline: list each room/encounter with its type (teach, combat, rest, climax) and intended intensity (0–1); ensure the curve rises overall but dips for breathers
  3. 3.Build a gated graph of rooms and exits; annotate which exits require keys or abilities, and where those keys/abilities are granted; validate the critical path is reachable
  4. 4.Blockout the entire level from untextured primitives at correct scale; test player flow, sightlines, and reachability without any art
  5. 5.Playtest with real players or watch recordings: identify where they get lost, get stuck, die unfairly, or feel bored; iterate on the blockout geometry
  6. 6.Only after the blockout plays well, dress the level with art, audio, and polish; avoid detailing a layout you haven't validated

Use cases

Good for
  • Plan a platformer level's jump gaps and ledges by measuring the character's max jump distance and height, then sizing platforms in those units
  • Design a combat encounter sequence with alternating tension and rest beats (e.g., teach→combat→vista breather→gauntlet→save room→boss)
  • Validate that a gated level's critical path is reachable: check that keys and abilities are obtainable in the correct order before gates that require them
  • Blockout a 3D dungeon or 2D metroidvania with primitives, test player flow and sightlines, then iterate on layout before commissioning art
  • Author a teaching loop for a new mechanic: introduce it safely in a low-stakes room, let the player practice, then test it under pressure in a later encounter
Who it's for
  • Level designers and game designers planning authored (non-procedural) level structure and progression
  • Gameplay programmers validating metrics and gating logic before art production
  • Game developers working in any engine (Godot, Unity, Unreal, custom) who need engine-neutral design practice
  • Indie teams building platformers, metroidvanias, dungeons, or other spatially-gated games

level-design FAQ

When should I use this skill vs. procedural-gen or tilemap tools?

Use level-design for authored structure, pacing, and gating. Use procedural-gen to add variety on top of authored design. Use godot-tilemap or unity-tilemap-2d to paint 2D grids or gridmaps; this skill is the design practice that informs what you paint.

How do I know if my gaps and ledges are fair?

Size them in player units derived from your character's metrics. A gap at SAFE_GAP (≈70% of max jump distance) is comfortable; HARD_GAP (≈95%) is a deliberate skill check. Never eyeball reachability; always measure.

What is the critical path vs. the golden path?

The critical path is the minimum route from start to goal (the hard requirement). The golden path is the route you expect most players to take. Layer optional branches and secrets off the golden path.

How do I prevent soft-locks (gates that can't be passed)?

Model your level as a gated graph: rooms, exits, and the keys/abilities each exit requires. Validate that every key/ability is obtainable before any gate that requires it. A flood-fill algorithm that only traverses exits when their requirements are met proves the path is open.

Why should I blockout before adding art?

Blockout with untextured primitives is cheap to change. Once you've validated that the layout plays well (flow, sightlines, pacing, reachability), art is the most expensive work. Dressing a blockout you haven't tested wastes that cost on a layout you'll change.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: level-design description: > Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

Level design

A level is a sequence of intentional experiences delivered through space. Good level design is a process: define the metrics movement is built on, block out geometry with primitives, play it, then dress it — never the reverse. This skill is the engine-neutral practice; use godot-tilemap/unity-tilemap-2d to lay out 2D grids and gridmaps for 3D.

When to use

  • Use to plan a level's structure: critical path, pacing, gating, encounters, and where the player learns vs is tested.
  • Use the blockout → test → iterate → dress workflow to build a level that plays well before any art exists.
  • Use to derive level metrics from the character's movement so geometry is reachable and fair.

When not to use: to generate levels algorithmically, use procedural-gen (authored and procedural design are complementary). For the engine's tile/grid painting tools, use godot-tilemap / unity-tilemap-2d. For the movement abilities the metrics come from, that's the engine movement skill + input-systems.

Core workflow

  1. Derive metrics first. Measure the character: max jump height and distance, run speed, reach, camera range. Every gap, ledge, and corridor is sized in these units. Lock them before building geometry.
  2. Blockout (whitebox/greybox). Build the whole level from untextured primitives at correct scale. Validate flow, sightlines, and reachability while changes are cheap. No art yet.
  3. Define the critical path (start → goal) and the golden path you expect most players to take. Layer optional/secret paths off it.
  4. Pace the experience. Alternate tension and rest in a deliberate curve; don't run combat-combat-combat. Give the player room to breathe and to anticipate.
  5. Teach, then test. Introduce each mechanic in a safe space, let the player practice, then test it under pressure. Difficulty rises in a sawtooth, not a straight line.
  6. Gate with intent. Use locks/keys, abilities, and one-way drops to control order and pacing; guide with light, lines, and landmarks rather than walls.
  7. Playtest and iterate. Watch real players: where do they get lost, stuck, bored, or killed unfairly? Fix the blockout; only dress when it plays well.

Patterns

1. Player metrics drive every dimension

# Measure the character ONCE, then size geometry in these units. If the jump
# changes, gaps must be re-derived — never eyeball reachability.
const RUN_SPEED      := 240.0   # px/s (or m/s in 3D)
const MAX_JUMP_H     := 96.0    # peak height of a full jump
const MAX_JUMP_DIST  := 200.0   # horizontal distance of a running jump
const SAFE_GAP       := MAX_JUMP_DIST * 0.7   # comfortable, not pixel-perfect
const HARD_GAP       := MAX_JUMP_DIST * 0.95  # a deliberate skill check
# Build platforms so required jumps use SAFE_GAP; reserve HARD_GAP for optional reward.

A reachable level falls out of honest metrics. A platform placed MAX_JUMP_DIST + 1 away is impossible; one at SAFE_GAP is fair. Keep these constants beside the level data so designers and code agree.

2. Encounter / pacing as data (a tension timeline)

# Author the level as a sequence of beats with an intended intensity (0..1).
# This makes the pacing curve explicit and reviewable before you build rooms.
const BEATS := [
    { "room": "entry",      "type": "teach",   "intensity": 0.1 },
    { "room": "hall_1",     "type": "combat",  "intensity": 0.5 },
    { "room": "vista",      "type": "rest",    "intensity": 0.1 },  # breather + reward
    { "room": "gauntlet",   "type": "combat",  "intensity": 0.8 },
    { "room": "save_room",  "type": "rest",    "intensity": 0.2 },  # before the boss
    { "room": "boss",       "type": "climax",  "intensity": 1.0 },
]
# Read the intensity column top-to-bottom: it should rise overall but dip for rests
# (a sawtooth), never flatline high. Drive spawns/music intensity from this.

3. Gating and the critical path (a small graph)

# Model the level as rooms + gated connections. Validate that the goal is
# reachable with the keys/abilities the player can actually obtain in order.
const ROOMS := {
    "entry":   { "exits": [ { "to": "hall_1" } ] },
    "hall_1":  { "exits": [ { "to": "vista", "needs": "double_jump" },
                            { "to": "side_room" } ] },           # optional branch
    "side_room": { "exits": [ { "to": "hall_1" } ], "grants": "double_jump" },
    "vista":   { "exits": [ { "to": "boss", "needs": "red_key" } ] },
}
# Validation (do this!): from "entry", can the player reach "boss" given that
# "double_jump" is granted in "side_room" before "vista" requires it? A flood
# fill that only traverses an exit when its `needs` is already satisfiable
# proves the critical path isn't soft-locked.

Pitfalls

  • Dressing before it plays. Detailing a blockout you haven't validated wastes the most expensive work on a layout you'll change. Greybox and test first.
  • Geometry that ignores metrics: gaps the jump can't clear, ledges below reach, corridors narrower than the camera needs. Size everything in player units.
  • Flat pacing. Wall-to-wall combat (or wall-to-wall calm) numbs the player. Alternate tension and rest; place a breather and a save before the climax.
  • Testing a mechanic before teaching it. Players meet a hazard for the first time in a lethal spot. Introduce safely, let them practice, then test.
  • Soft-locks and dead ends. A gate needs an ability/key obtainable only past the gate. Validate the critical path's key/ability order, not just connectivity.
  • No readability / guidance. Players get lost when nothing draws the eye. Use light, leading lines, color, and landmarks to point toward the path.
  • One-way drops with no signposting strand or surprise players. Telegraph irreversible moves.
  • Confusing procedural with authored. Generation gives variety, not authored pacing. Use procedural-gen for variety; hand-author for intent.

References

  • references/pacing-and-flow.md — the difficulty/tension curve in depth, teaching-loop design (introduce→develop→twist→test), readability and guidance techniques, 2D vs 3D layout considerations, and a blockout review checklist.

Related skills

  • godot-tilemap, unity-tilemap-2d — paint 2D level grids; gridmaps for 3D.
  • procedural-gen — generate variety to complement authored structure.
  • game-ai — encounter enemies that navigate the space you build.
  • platformer, puzzle, roguelike — genres that compose this skill.