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
- gamedev-skills/awesome-gamedev-agent-skillstheir own version, first seen Oct 23, 2026
- rodrigo-guerraa/roblox-hubtheir own version, first seen Oct 17, 2026
- MRCalderon3D/everything-game-dev-codetheir own version, first seen Oct 13, 2026
- jammyfu/open-game-skillstheir own version, first seen Oct 11, 2026
- ukanwat/aaabenchtheir own version, first seen Aug 15, 2026
- ukanwat/overtimetheir own version, first seen Aug 15, 2026
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.
ukanwatSkillsave-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
MRCalderon3DSkillunreal-enhanced-input
Implement Unreal input with Enhanced Input — Input Actions, Mapping Contexts, triggers/modifiers, and runtime remapping.
Also in 5 projects that use this
ukanwatSkillcamera-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
Other versions9 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 9
- gamedev-skills/awesome-gamedev-agent-skills★ 6.4ksame name
- ukanwat/aaabench★ 399same name
- ukanwat/overtime★ 399same name
- ukanwat/selfstarter★ 399same name
- MRCalderon3D/everything-game-dev-code★ 105same name
- jammyfu/open-game-skills★ 12same name
- jarrodmedrano/jarrod-claude-skills★ 2same name
- mattstruble/skills★ 2same name
- rodrigo-guerraa/roblox-hub★ 2same 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 repository47 other files it gives its agents.
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- blender-modelingSkill
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- game-aiSkill
- game-audio-engineerSkill
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- game-monetizationSkill
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- game-uiSkill
- game-version-controlSkill
- godot-gameplay-scripterSkill
- godot-multiplayer-engineerSkill
- godot-shader-developerSkill
- level-designerSkill
- narrative-designerSkill
- narrative-designSkill
- playtest-feedback-analyzerSkill
- playtestingSkill
- production-planningSkill
- roblox-avatar-creatorSkill
- roblox-experience-designerSkill
- roblox-systems-scripterSkill
- tech-artSkill
- technical-artistSkill
- unity-architectSkill
- unity-architectureSkill
- unity-editor-tool-developerSkill
- unity-multiplayer-engineerSkill
- unity-multiplayerSkill
- unity-shader-graph-artistSkill
- unity-shadersSkill
- unity-toolingSkill
- unreal-multiplayer-architectSkill
- unreal-multiplayerSkill
- unreal-systems-engineerSkill
- unreal-systemsSkill
- unreal-tech-artSkill
- unreal-technical-artistSkill
- unreal-world-builderSkill
- unreal-worldsSkill
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
- Distinctive: line 13
Create layouts that teach mechanics without text through environmental affordances
- Distinctive: line 17
Document levels with blockout specs and flow annotations
- Distinctive: line 19
Use lighting, color, and geometry to guide attention — never rely on minimap as primary navigation
- Distinctive: line 20
Every combat encounter: entry read time, multiple tactical approaches, fallback position
- Distinctive: line 21
Never art-dress a layout that hasn't been playtested as a grey box
- Distinctive: line 26
Every encounter has at least 2 observed successful tactical approaches
- Distinctive: line 32
Use clear headings and bullet lists where helpful.
- Distinctive: line 33
Call out assumptions and open questions at the end.
- Distinctive: line 45
NEVER weaken or skip a failing test to make a change land.
- Distinctive: line 46
NEVER swallow errors silently or leave unhandled rejections in production paths.
- Distinctive: line 47
NEVER introduce a breaking API change without a version bump and migration path.
“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.
Files
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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Your trail
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