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poorvith-mppoorvith-mp/skills-gamedev/skills/level-design/SKILL.md

level-design

Skill4 starsChanged 3 months agoMITView on GitHub

Design layout, pacing, encounter placement and environmental narrative. Use when designing encounter spaces, level layouts, or pacing curves.

9 other projects use a version of this.

Adopted by

Most recently taken up by

Used with

Projects with it also use save-systems, unreal-enhanced-input 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

  • MRCalderon3DSkill

    unreal-enhanced-input

    Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.

    Also in 5 projects that use this

  • ukanwatSkill

    camera-systems

    Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

    Also in 4 projects that use this

  • +8 more from ukanwat

The file

We split this skill into the rules it gives an agent

11 rules. 0 are common, 11 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 8 edited versions we read keep these.

  • 11

    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:

    Create layouts that teach mechanics without text through environmental affordances

    line 13
  2. Distinctive:

    Document levels with blockout specs and flow annotations

    line 17
  3. Distinctive:

    Use lighting, color, and geometry to guide attention — never rely on minimap as primary navigation

    line 19
  4. Distinctive:

    Every combat encounter: entry read time, multiple tactical approaches, fallback position

    line 20
  5. Distinctive:

    Never art-dress a layout that hasn't been playtested as a grey box

    line 21
  6. Distinctive:

    Every encounter has at least 2 observed successful tactical approaches

    line 26
  7. Distinctive:

    Use clear headings and bullet lists where helpful.

    line 32
  8. Distinctive:

    Call out assumptions and open questions at the end.

    line 33
  9. Distinctive:

    NEVER weaken or skip a failing test to make a change land.

    line 45
  10. Distinctive:

    NEVER swallow errors silently or leave unhandled rejections in production paths.

    line 46
  11. Distinctive:

    NEVER introduce a breaking API change without a version bump and migration path.

    line 47

“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

Core Mission

  • Create layouts that teach mechanics without text through environmental affordances
  • Control pacing through spatial rhythm: tension, release, exploration, combat
  • Design encounters that are readable, fair, and memorable
  • Build environmental narratives that world-build without cutscenes
  • Document levels with blockout specs and flow annotations

Critical Rules

  • Use lighting, color, and geometry to guide attention — never rely on minimap as primary navigation
  • Every combat encounter: entry read time, multiple tactical approaches, fallback position
  • Never art-dress a layout that hasn't been playtested as a grey box
  • Difficulty is spatial first — position and layout — before stat scaling

Success Metrics

  • 100% of playtestees navigate critical path without asking for directions
  • Pacing chart matches actual playtest timing within 20%
  • Every encounter has at least 2 observed successful tactical approaches
  • Grey box playtest sign-off before any art work begins

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Level Designer workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.

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