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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/design/level-design/SKILL.md

level-design

Skill105 starsChanged 8 months agoMITView on GitHub

Shape level flow, pacing, navigation, encounter staging, and spatial teaching.

9 other projects use a version of this.

Adopted by

Most recently taken up by

Used with

Projects with it also use save-systems, game-ai and 9 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • ukanwatSkill

    save-systems

    Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.

    Also in 6 projects that use this

  • ukanwatSkill

    game-ai

    Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

    Also in 5 projects that use this

  • +9 more from ukanwat

The file

We split this skill into the rules it gives an agent

3 rules. 0 are common, 3 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 8 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    place pressure, relief, discovery, and decision points intentionally

    line 26
  2. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  3. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

“Common” is measured: kept by at least 6 in 10 of the 8 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Level Design

Purpose

Shape level flow, pacing, navigation, encounter staging, and spatial teaching.

Use When

  • building levels, missions, dungeons, arenas, or traversal spaces
  • players get lost or overwhelmed
  • encounters need better pacing

Inputs

  • core loop
  • combat or traversal rules
  • narrative beats
  • content constraints

Process

  1. define the player path, beats, and teaching moments
  2. place pressure, relief, discovery, and decision points intentionally
  3. support readability, landmarks, and recovery from mistakes
  4. coordinate with UI, narrative, and combat timing
  5. review the space with playtest and traversal metrics

Outputs

  • level beat map
  • encounter flow notes
  • spatial teaching plan
  • revision targets

Quality Bar

  • supports the core fantasy and player goals
  • defines readable rules, edge cases, and feedback
  • creates concrete hooks for tuning, telemetry, and QA

Common Failure Modes

  • adding systems that do not serve the core loop
  • shipping vague rules that QA and engineering must guess at
  • tuning without instrumentation or hypotheses

Related Agents

  • level-designer
  • combat-designer
  • narrative-designer

Related Commands

  • level-beat
  • playtest-report
  • verify

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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