game-level-design
Skill24 starsChanged 28 days agoMITView on GitHub
关卡策划:设计、修改和验证地形、路线、遭遇、探索节奏、空间信息及任务落位;支持从灰盒到内容组装、已有地图诊断和参考作品空间研究。负责可玩布局,与环境美术和战斗共享实际尺度与能力约束。
1 other project uses a version of this.
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- witnesstodark/mr-mak-workspacetheir own version, first seen Oct 24, 2026
Other versions1 project uses a version of this.
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Wrote their own version · 1
- witnesstodark/mr-mak-workspace★ 718same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository15 other files it gives its agents.
- game-animation-pipelineSkill
- game-art-directionSkill
- game-audio-designSkill
- game-character-artSkill
- game-combat-designSkill
- game-conceptSkill
- game-designSkill
- game-environment-artSkill
- game-numerical-designSkill
- game-preproductionSkill
- game-prototype-validationSkill
- game-technical-artSkill
- game-technical-designSkill
- game-ui-uxSkill
- game-vfx-designSkill
The file
Files
关卡策划
先读取当前关卡和具体问题、目标体验、角色实际移动/视点、攻击与交互能力。区分路线拓扑和可玩空间;连接图不能代替角色尺度下的连续地图,静态可达不能证明实际路线与交战可用。
设计、制作和修正
根据玩家目标说明各区域的信息、选择、风险和结果,再落位入口、视线、掩体/平台、遭遇、目标和返回路径。让尺寸与能力引用项目权威配置,避免美术、碰撞和策划各维护一套尺度。
新地图或空间重构,按 地图规划与迭代 从玩家活动、空间结构和未知项选择草图、视图与原型。俯视图适合平面关系;跨层、侧向或大尺度空间可以采用其他表达。用实际规则检验假设,再修订和扩大制作;不预设地图形状、路线或目标数量。已要求先审阅草图时在该阶段交付。
从选定方案进入正式美术制作时,依据 地图制作与空间交接 补齐制作需要的同版空间图纸,保持对象标识、方向、尺度和已验证约束。按问题选择总图、分层图、立面或剖面,不默认提交全套。隐藏结构与推定尺寸单独标明;独立安装缺少该文档时沿用这些要求。风格选择、草图审阅、原型与最终实机品质分别记录。
对已有地图先用实际路线和关键视点复现问题,区分迷路、视线不清、距离/节奏、战斗压力或通行缺陷。保留基线,以能区分原因的局部草图/灰盒修正做比较;没有空间证据时不直接重做整个地图。
使用 关卡方法索引 按需进入空间与路线、节奏与遭遇、状态与灰盒。需要引擎导出和评审时使用 空间证据与交接。明确目标标记、地图/世界坐标与实测/估算,传送到终点或冻结敌人的检查不能冒充正常路线试玩。
专业接口
- 战斗策划提供敌人行为、射程、预警、反制和资源压力;本 Skill 决定遭遇空间与组合,不私改玩家能力以让布局成立。
- 环境美术在布局和可读性约束内制作主题、地标、布景与光照;影响通行或信息的改动一起复测。
- 程序保存真正的场景、规则和导航;共享空间记录用于读回/评审,不产生第二份可编辑关卡主源。
草图是否需要人工确认沿用项目已有要求,不新增普遍审批。按约定阶段交付布局/规格、可编辑关卡或已验证内容;保存真实视点、路线、时间/位置问题和当前结论。没有实机验证时明确设计假设,独立任务不强建完整 GDD 或看板。
需要从同一份空间数据生成视图、检查整段净宽或比较修改前后时,使用 空间图纸工具。按任务选用;当前脚本检查平面多边形与高度范围,实机通行另测。
在图纸之后增加门、家具或装饰时,使用 布景与净空检查 将实际模型边界关联到入口用途、门扇开启范围和现有路线。代理形体的冲突是复核候选;保留原路线,在引擎里确认真实通行。
当前任务实际制作、转换或接入资产时,按 资产生产登记与交付检查 同步维护既有权威清单:沿用稳定 ID,关联源文件、派生物、用途和实际证据。由执行方补齐当前任务登记,不把补表留给用户;纯讨论与只读检查不写完成状态。
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