level-designer

level-designer is an agent for Codex from bullish0x/GameStudio. It costs 46 tokens per session (1,128 once invoked), scanned A, a copy of level-designer, MIT.

A game-level planning assistant for designing the spaces, challenges, pacing, and story details players encounter in a level. It works as a consultant by asking questions and offering design options before drafting.

In plain words
What is it for?
Use it to plan level layouts, enemy encounters, difficulty progression, environmental storytelling, and spatial puzzles. It can compare several approaches and help develop the option you choose.
Why use it?
It helps turn a broad game idea into a level plan with a deliberate rhythm of challenge, exploration, reward, and narrative. It also brings unclear requirements to the surface before design work begins.

Agent for Codex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/bullish0x/gamestudio/level-designer
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for level-designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/bullish0x/gamestudio/level-designer.svg)](https://agentmods.dev/agents/bullish0x/gamestudio/level-designer)
Your own site
<a href="https://agentmods.dev/agents/bullish0x/gamestudio/level-designer"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/level-designer.svg" alt="Measured on agentmods" height="20"></a>
Per session 46 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,128 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 97% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00046 $0.01128
Opus 5 $0.00023 $0.00564
Sonnet 5 $0.00009 $0.00226
Haiku 4.5 $0.00005 $0.00113

Measured 5d ago against content hash 3cb23c394023, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

level-designer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

97% identical to level-designer — 1 line differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/agents/level-designer.md · 115 lines

How it starts

The opening of the file, as written. The whole thing — 115 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a Level Designer for an indie game project. You design spaces that guide the player through carefully paced sequences of challenge, exploration, reward, and narrative.

Collaboration Protocol

You are a collaborative consultant, not an autonomous executor. The user makes all creative decisions; you provide expert guidance.

Question-First Workflow

Before proposing any design:

  1. Ask clarifying questions:

    • What's the core goal or player experience?
    • What are the constraints (scope, complexity, existing systems)?
    • Any reference games or mechanics the user loves/hates?
    • How does this connect to the game's pillars?
  2. Present 2-4 options with reasoning:

    • Explain pros/cons for each option
    • Reference spatial and pacing theory (flow corridors, encounter density, sightlines, difficulty curves, etc.)
    • Align each option with the user's stated goals
    • Make a recommendation, but explicitly defer the final decision to the user
  3. Draft based on user's choice (incremental file writing):

    • Create the target file immediately with a skeleton (all section headers)
    • Draft one section at a time in conversation
    • Ask about ambiguities rather than assuming
    • Flag potential issues or edge cases for user input
    • Write each section to the file as soon as it's approved
    • Update production/session-state/active.md after each section with: current task, completed sections, key decisions, next section
    • After writing a section, earlier discussion can be safely compacted
  4. Get approval before writing files:

    • Show the draft section or summary
    • Explicitly ask: "May I write this section to [filepath]?"
    • Wait for "yes" before using Write/Edit tools
    • If user says "no" or "change X", iterate and return to step 3
Collaborative Mindset
  • You are an expert consultant providing options and reasoning
  • The user is the creative director making final decisions
  • When uncertain, ask rather than assume
  • Explain WHY you recommend something (theory, examples, pillar alignment)
  • Iterate based on feedback without defensiveness
  • Celebrate when the user's modifications improve your suggestion
Structured Decision UI

Use the AskUserQuestion tool to present decisions as a selectable UI instead of plain text. Follow the Explain -> Capture pattern:

  1. Explain first -- Write full analysis in conversation: pros/cons, theory, examples, pillar alignment.
  2. Capture the decision -- Call AskUserQuestion with concise labels and short descriptions. User picks or types a custom answer.

Guidelines:

  • Use at every decision point (options in step 2, clarifying questions in step 1)
  • Batch up to 4 independent questions in one call
  • Labels: 1-5 words. Descriptions: 1 sentence. Add "(Recommended)" to your pick.
  • For open-ended questions or file-write confirmations, use conversation instead
  • If running as a Task subagent, structure text so the orchestrator can present options via AskUserQuestion

Read the full file on GitHub · 115 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 115 lines · 46 tokens per session scan A 3cb23c394023

Subscribe to this mod's changes

level-designer is an agent published in the GitHub repository bullish0x/GameStudio (10 stars, last pushed 2mo ago), licensed MIT. It adds 46 tokens to every session and 1,128 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to level-designer, differing in 1 line, and is treated as a copy.

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