roblox-world-level-design
Skill5 starsChanged 5 months agoMITView on GitHub
Design Roblox worlds, levels, hubs, zones, biomes, obbies, arenas, and exploration spaces. Use for spatial layout, landmarks, player flow, spawn design, objective placement, onboarding paths, traversal, sightlines, social spaces, performance-aware world layout, and guiding players without text.
In this repository39 other files it gives its agents.
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- roblox-game-ideasSkill
- roblox-game-uxSkill
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- roblox-mobile-playtestSkill
- roblox-monetization-optimizationSkill
- roblox-performance-optimizationSkill
- roblox-playtest-qaSkill
- roblox-policy-complianceSkill
- roblox-publishing-discoverySkill
- roblox-quest-progression-systemsSkill
- roblox-release-operationsSkill
- roblox-retention-monetizationSkill
- roblox-security-economySkill
- roblox-social-systemsSkill
- roblox-studio-workflowSkill
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The file
We split this skill into the rules it gives an agent
9 rules. About 0 are common, 6 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈6
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 26
Use tall or distinct landmarks to orient players.
- Distinctive: line 27
Keep important interactables visually louder than decoration.
- Distinctive: line 28
Avoid clutter that hides objectives or enemies.
- Distinctive: line 45
Avoid over-dense prop clusters in the first playable area.
- Distinctive: line 46
Keep expensive particles, transparency, physics, and lights intentional.
- Distinctive: line 47
Use occlusion, terrain shape, and zone gates to control visual complexity.
- Very specific: line 52
Use character_navigation during Play mode to test routes and first-action time.
- Very specific: line 53
Use execute_luau for measurements, markers, or layout adjustments.
- Very specific: line 69
Check the layout's cost with roblox-performance-optimization, and confirm player flow and first-action clarity with roblox-game-ux and …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Roblox World Level Design
Goal
Build spaces that guide players naturally, support the core loop, and feel good on mobile.
Spatial Flow
Design for:
- Spawn facing the first objective or landmark.
- First action reachable within 10-30 seconds.
- Clear routes using shape, color, lighting, motion, and landmarks.
- Short loops that bring players back to rewards, upgrades, or social areas.
- New zones that visibly tease future goals.
- Safe space before challenge space.
Landmarks And Readability
- Give each zone a readable silhouette and color identity.
- Use tall or distinct landmarks to orient players.
- Keep important interactables visually louder than decoration.
- Avoid clutter that hides objectives or enemies.
- Make paths understandable without walls of text.
Gameplay Placement
Place:
- Objectives where players naturally look and move.
- Rewards immediately after effort.
- Shops and upgrades near loop return points.
- Social spaces where players can show progress.
- Bosses or challenges after preparation cues.
- Hidden secrets off the main path, not on the onboarding path.
Performance-Aware Layout
- Stream or stage distant content when possible.
- Avoid over-dense prop clusters in the first playable area.
- Keep expensive particles, transparency, physics, and lights intentional.
- Use occlusion, terrain shape, and zone gates to control visual complexity.
MCP Workflow
- Inspect the world with
search_game_tree,inspect_instance, andscreen_capture. - Use
character_navigationduring Play mode to test routes and first-action time. - Use
execute_luaufor measurements, markers, or layout adjustments. - Playtest after layout changes and check
get_console_output.
Output
Return:
- Player path.
- Landmarks and guidance cues.
- Objective and reward placement.
- Social space plan.
- Mobile and performance risks.
- Playtest checks.
Next
Check the layout's cost with roblox-performance-optimization, and confirm player flow and first-action clarity with roblox-game-ux and roblox-playtest-qa.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

