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mtarcuremtarcure/claude-vibe-squad/.agents/skills/level-design-patterns/SKILL.md

level-design-patterns

Skill220 starsChanged 17 days agoMITView on GitHub

Use when an upstream mechanics brief must become playable spatial structure—block out spaces and critical paths, place gates and rewards, shape pacing and challenge, map each beat to its intended feeling, and define per-stage playtest assertions. It owns layouts and encounter flow; upstream system tuning and downstream scripting are separate.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    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:

    Read the upstream game-design contract.

    line 12
  2. Distinctive:

    Every referenced mechanic exists in the upstream game-design contract.

    line 20

≈ “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.

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

Level Design Patterns

Turn a game-design contract into playable level structure: layout, pacing, gating, and a difficulty curve.

Steps

  1. Read the upstream game-design contract; derive the experience pillars the levels must serve.
  2. Block out spaces and critical paths; place gates and rewards to control pacing.
  3. Map the difficulty curve against explicit player-skill assumptions (teach → test → twist).
  4. Annotate each beat with the intended feeling and the mechanic that produces it.
  5. Mark playtest assertions per level (completable, no soft-locks, curve holds).
  6. Return any unimplementable runtime trigger to game-engineer as an unresolved requirement.

Acceptance

  • Every referenced mechanic exists in the upstream game-design contract.
  • The difficulty curve is intentional and tied to stated skill assumptions.
  • Each level carries playtest assertions and has no dangling triggers.

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