
level-design
Level design fundamentals, pacing, difficulty progression, environmental storytelling, and spatial design for engaging gameplay experiences.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill level-design- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads level-design automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
Level Design
Level Design Philosophy
┌─────────────────────────────────────────────────────────────┐
│ LEVEL DESIGN PILLARS │
├─────────────────────────────────────────────────────────────┤
│ 1. FLOW: Guide the player naturally through space │
│ 2. PACING: Control intensity and rest moments │
│ 3. DISCOVERY: Reward exploration and curiosity │
│ 4. CLARITY: Player always knows where to go │
│ 5. CHALLENGE: Skill tests that teach and satisfy │
└─────────────────────────────────────────────────────────────┘
Level Structure Patterns
LINEAR LEVEL:
┌─────────────────────────────────────────────────────────────┐
│ [Start] → [Tutorial] → [Challenge] → [Boss] → [End] │
│ │
│ PROS: Easy to pace, clear direction │
│ CONS: Limited replay value, less exploration │
│ BEST FOR: Story-driven games, action games │
└─────────────────────────────────────────────────────────────┘
HUB & SPOKE:
┌─────────────────────────────────────────────────────────────┐
│ [Level A] │
│ ↑ │
│ [Level B] ← [HUB] → [Level C] │
│ ↓ │
│ [Level D] │
│ │
│ PROS: Player choice, non-linear progression │
│ CONS: Can feel disconnected │
│ BEST FOR: RPGs, Metroidvanias, open-world │
└─────────────────────────────────────────────────────────────┘
METROIDVANIA:
┌─────────────────────────────────────────────────────────────┐
│ ┌───┐ ┌───┐ ┌───┐ │
│ │ A │───│ B │───│ C │ (locked: need ability X) │
│ └─┬─┘ └───┘ └───┘ │
│ │ │ │
│ ┌─┴─┐ ┌─┴─┐ │
│ │ D │───│ E │ (grants ability X) │
│ └───┘ └───┘ │
│ │
│ PROS: Rewarding exploration, ability gating │
│ CONS: Can get lost, backtracking tedium │
│ BEST FOR: Exploration games, 2D platformers │
└─────────────────────────────────────────────────────────────┘
Pacing & Flow
INTENSITY GRAPH (Good Pacing):
┌─────────────────────────────────────────────────────────────┐
│ High │ ╱╲ ╱╲ ╱╲ │
│ │ ╱ ╲ ╱╲ ╱ ╲ ╱ ╲ ╱╲ │
│ │ ╱ ╲ ╱ ╲ ╱ ╲╱ ╲ ╱ ╲ │
│ Low │───╱──────╲╱────╲──────────────╲╱──────── │
│ └────────────────────────────────────────→ Time │
│ │
│ PATTERN: Build → Peak → Rest → Build → Peak → Rest │
└─────────────────────────────────────────────────────────────┘
PACING ELEMENTS:
┌─────────────────────────────────────────────────────────────┤
│ BUILD-UP: │
│ • Introduce new mechanic safely │
│ • Increase difficulty gradually │
│ • Foreshadow upcoming challenge │
├─────────────────────────────────────────────────────────────┤
│ PEAK (Combat/Puzzle): │
│ • Test player skills │
│ • High stakes moments │
│ • Boss encounters │
├─────────────────────────────────────────────────────────────┤
│ REST: │
│ • Safe zones │
│ • Story/exploration moments │
│ • Resource replenishment │
│ • Save points │
└─────────────────────────────────────────────────────────────┘
Environmental Storytelling
STORYTELLING TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│ VISUAL NARRATIVES: │
│ • Abandoned objects tell stories │
│ • Environmental damage shows history │
│ • Character belongings reveal personality │
│ • Graffiti and notes provide context │
├─────────────────────────────────────────────────────────────┤
│ ATMOSPHERE: │
│ • Lighting sets mood (warm=safe, cold=danger) │
│ • Sound design reinforces tone │
│ • Weather reflects narrative beats │
│ • Music cues emotional state │
├─────────────────────────────────────────────────────────────┤
│ DISCOVERY LAYERS: │
│ • Surface: Obvious story elements │
│ • Hidden: Rewards for exploration │
│ • Deep: Lore for dedicated players │
└─────────────────────────────────────────────────────────────┘
Whitebox Process
LEVEL DESIGN WORKFLOW:
┌─────────────────────────────────────────────────────────────┐
│ 1. CONCEPT (Paper) │
│ • Sketch rough layout │
│ • Define key beats │
│ • Identify player path │
│ ↓ │
│ 2. WHITEBOX (Engine) │
│ • Block out with primitives │
│ • Test scale and timing │
│ • Place placeholder enemies │
│ ↓ │
│ 3. PLAYTEST │
│ • Get feedback early │
│ • Iterate on layout │
│ • Fix flow issues │
│ ↓ │
│ 4. ART PASS │
│ • Replace with final art │
│ • Add lighting │
│ • Polish visual details │
│ ↓ │
│ 5. FINAL POLISH │
│ • Audio integration │
│ • VFX placement │
│ • Performance optimization │
└─────────────────────────────────────────────────────────────┘
Player Guidance
VISUAL GUIDANCE TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│ LIGHTING: │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ [Dark] [BRIGHT PATH] [Dark] │ │
│ │ ↓ │ │
│ │ [OBJECTIVE] │ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ LANDMARKS: │
│ • Tall structures visible from distance │
│ • Unique colors for important locations │
│ • Repeated motifs for path clarity │
│ │
│ ARCHITECTURE: │
│ • Lines leading to objectives │
│ • Framing important elements │
│ • Negative space around key items │
└─────────────────────────────────────────────────────────────┘
Difficulty Progression
TEACHING THROUGH DESIGN:
┌─────────────────────────────────────────────────────────────┐
│ STEP 1: Safe Introduction │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Gap] ──→ [Platform] │ │
│ │ (No enemies, can't die) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 2: Add Stakes │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Gap+Spikes] ──→ [Platform] │ │
│ │ (Same mechanic, consequence for failure) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 3: Add Complexity │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Moving Platform] ──→ [Goal] │ │
│ │ (Timing + previously learned jump) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 4: Combine Mechanics │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Enemy] + [Gap] ──→ [Reward] │ │
│ │ (Combat + platforming together) │ │
│ └─────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
🔧 Troubleshooting
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players get lost │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add stronger visual guides (lighting, landmarks) │
│ → Use environmental cues (footprints, trails) │
│ → Place NPCs or signs at decision points │
│ → Add map/compass UI elements │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Level feels too long/boring │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add more pacing variety (peaks and valleys) │
│ → Cut redundant sections │
│ → Add shortcuts for backtracking │
│ → Place more rewards and discoveries │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Difficulty spikes frustrating players │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add training area before hard section │
│ → Place checkpoint closer to challenge │
│ → Provide optional resources before boss │
│ → Playtest with different skill levels │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players skip optional content │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Make secrets more visible (partial reveal) │
│ → Place rewards near critical path │
│ → Use audio cues for hidden areas │
│ → Reward exploration with meaningful items │
└─────────────────────────────────────────────────────────────┘
Level Metrics
| Metric | Action | Puzzle | RPG | Platformer |
|---|---|---|---|---|
| Avg. Completion | 5-10 min | 10-20 min | 30-60 min | 3-8 min |
| Deaths/Level | 2-5 | 0-2 | 1-3 | 5-15 |
| Secrets | 2-3 | 1-2 | 5-10 | 3-5 |
| Checkpoints | Every 2 min | Puzzle start | Safe rooms | Every 30 sec |
Use this skill: When designing engaging levels, pacing gameplay, or creating environmental narratives.
FAQ
What does the level-design skill do?
Level design fundamentals, pacing, difficulty progression, environmental storytelling, and spatial design for engaging gameplay experiences.
How do I install level-design?
Run npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill level-design in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/level-design/ (personal) or .claude/skills/level-design/ (project).
Which AI agents can use level-design?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is level-design safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains level-design?
It is published by pluginagentmarketplace in pluginagentmarketplace/custom-plugin-game-developer. It has 565 recorded installs.
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