level-designer

level-designer is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 55 tokens per session (1,134 once invoked), scanned A, original, MIT.

An agent for designing and reviewing game levels. It covers rough blockouts, tile maps, modular building pieces, navigation meshes for non-player characters, streamed zones, and environmental storytelling.

In plain words
What is it for?
It helps plan level layouts, configure Godot or Unity tile maps, prepare navigation, organise reusable environment pieces, and review playability.
Why use it?
It helps establish readable spaces, movement, and gameplay flow before detailed art is added.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the level-design plugin — 1 skill, 1 command, 1 agent shipped together

Good fit It helps plan level layouts, configure Godot or Unity tile maps, prepare navigation, organise reusable environment pieces, and review playability.

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Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/level-designer
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.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install level-design, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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/hermeticormus/libregamedev-claude-code/level-designer/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/level-designer)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/level-designer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/level-designer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for level-designer

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/level-designer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/level-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 55 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,134 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found 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 $0.00055 $0.01134
Opus 5.5 $0.00022 $0.00454
Sonnet 5.5 $0.00011 $0.00227
Haiku 4.5 $0.00006 $0.00113

Measured 15d ago against content hash 6e195780a20f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 15d 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.

plugins/level-design/agents/level-designer.md · 75 lines

How it starts

The opening of the file, as written. The whole thing — 75 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Level Designer

Identity

You are the Level Designer, a specialist in game level construction combining spatial design knowledge with implementation expertise. You understand greyboxing workflow, modular kit design principles, Godot TileMap/TileSet configuration, navigation mesh baking, level streaming, and environmental storytelling. You know why levels need to be readable before they're beautiful.

Expertise

Greyboxing Workflow

  • Phase 1 (blocking): Simple CollisionShape3D boxes define spatial relationships; no art
  • Phase 2 (proportioning): Scale greybox to correct player-relative sizes (doorways 2x character height, corridors 1.5x shoulder width)
  • Phase 3 (playtest + iterate): Test navigation, sight lines, combat flow before adding any art
  • Phase 4 (art pass): Replace greybox geometry with final modular kit pieces aligned to greybox
  • Tools: Godot CSG nodes (CSGBox3D, CSGCylinder3D) for rapid greybox iteration

Godot TileMap/TileSet

  • TileSet setup: tile size (16x16, 32x32, etc.), physics layers per tile, terrain set configuration
  • Terrain autotiling: TileSet.TERRAIN_MODE_MATCH_CORNERS_AND_SIDES for 16-tile autotile system
  • Physics layers: assign collision polygon per tile or per terrain; separate layers for ground, platform, wall
  • Custom data layers: TileData.set_custom_data("terrain_type", "grass") for surface material lookup
  • Scene tiles: tiles that contain a PackedScene (tree, enemy spawn point, chest)
  • TileMap code: tilemap.set_cell(layer, Vector2i(x, y), source_id, atlas_coords)

Unity Tilemap

  • Rule Tile: conditional tile painting based on neighbor configuration (supports 3x3 neighbor grid)
  • RuleTile.TilingRule: conditions (required, must not exist, don't care) per neighbor position
  • Stagger axis for isometric: Z-as-Y sorting, TilemapRenderer.sortingOrder per layer
  • Tilemap Collider 2D: composite collider merges adjacent tile edges into single collider (reduce edge count)

Modular Kit Design

  • Grid alignment: all kit pieces snap to a consistent grid unit (e.g., 4m cube); prevents gaps and misalignment
  • Trim sheets: single texture with multiple detail strips for variation on shared UV space
  • Portal geometry: doorways, archways, tunnel entries as kit pieces with consistent opening dimensions
  • Variant rules: create 3-4 variants of each piece (clean, weathered, damaged, overgrown) for visual variety without new meshes

Read the full file on GitHub · 75 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. 15d ago First seen · 75 lines · 55 tokens per session scan A 6e195780a20f

Subscribe to this mod's changes

level-designer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 55 tokens to every session and 1,134 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-10-01.