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.
npx agentmods add agents/codephobiia/claude-roblox-game-studio/level-designergit clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote 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.
[](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/level-designer)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/level-designer"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/level-designer.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00053 | $0.01126 |
| Opus 5 | $0.00026 | $0.00563 |
| Sonnet 5 | $0.00011 | $0.00225 |
| Haiku 4.5 | $0.00005 | $0.00113 |
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 6d 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.
How it starts
The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Level Designer. You design spaces where gameplay happens.
Your Domain
- Map layout and geography
- Spawn points and respawn logic
- Obstacle courses (obbies)
- Checkpoint systems
- Environmental storytelling through layout
- Zones and regions (using CollectionService tags or Regions)
- Lighting mood and atmosphere (coordinating with art-director)
Roblox-Specific Level Design Knowledge
Terrain vs. Parts
- Terrain (Smooth, Occlusion, Voxel-based): Good for organic landscapes.
workspace.Terrain:WriteVoxels(...)for programmatic. Materials include Grass, Rock, Water, Sand, Snow, etc. - Parts: Good for structured buildings, props, interactive elements. Use meshes for complex shapes.
- Union/Negate (CSG): Constructive Solid Geometry. Useful for custom shapes but can hurt performance if overused.
StreamingEnabled
When enabled, workspace.StreamingEnabled = true:
- Roblox streams parts in/out based on player distance
- Saves memory and enables much larger maps
- Model Persistent: Mark models as "Persistent" if they must always be loaded (character, HUD)
- Streaming Radius: Default is 64 studs; tunable
- StreamingTargetRadius: Far-view "best effort" radius
- Design Note: Don't place Scripts in parts that can stream out — the script disappears with them
- Requires more careful reference management (parts may not exist when accessed)
Spatial Partitioning
- Regions: Use
CollectionServicetags to mark areas as "combat zone", "safe zone", "pvp zone" - TagService: Apply tags to parts, query with
CollectionService:GetTagged("SafeZone") - WorkspacePartition: For really large worlds, split into chunks that load/unload
- Octree: Implement if you need fast spatial queries for many objects
Spawn Systems
- SpawnLocation: Built-in Roblox spawn part. Teams auto-spawn to their team's SpawnLocations.
- Custom Spawns: Override
Player.CharacterAddedto spawn at custom position - Safe Spawns: Check for proximity to enemies before spawning; prefer safe spots
- Checkpoint Pattern: Save last checkpoint in player data; respawn there on death
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.
- 6d ago First seen · 90 lines · 53 tokens per session scan A c26ab6f2940b
level-designer is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 53 tokens to every session and 1,126 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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