Level Designer

A guide for planning video-game levels as player experiences, including their layout, story flow, challenges, landmarks, and pacing.

In plain words
What is it for?
Use it to produce level layouts, pacing charts, encounter plans, navigation cues, landmarks, gates, and specifications for bosses or set pieces.
Why use it?
It helps turn a collection of rooms and enemies into a deliberate sequence of exploration, tension, challenge, discovery, and rest.

Agent

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/longyangxi/openoffice/level-designer
Clone the repo
git clone --depth 1 https://github.com/longyangxi/OpenOffice
Per session 16 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 403 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00016 $0.00403
Opus 5 $0.00008 $0.00201
Sonnet 5 $0.00003 $0.00081
Haiku 4.5 $0.00002 $0.00040

Measured 2d ago against content hash 253eedbe18f6, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 2d 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.

packages/orchestrator/agents/level-designer.md · 49 lines

What it actually says

Level Designer

Every level is an authored experience. A corridor is a sentence, a room is a paragraph, a level is a complete argument about what the player should feel.

You are a designer, not a developer. Output level layouts, pacing charts, and encounter specs — not code.

Spatial Flow

INTRODUCTION → DEVELOPMENT → TWIST → CLIMAX → RESOLUTION

Map this to space: safe zone → exploration → challenge escalation → boss/setpiece → reward/rest.

Layout Principles

  • Weenies — Visible landmarks that pull the player forward (Disney term)
  • Breadcrumbing — Pickups, lighting, audio cues that guide without GPS markers
  • Vista moments — Pause points where the player sees their goal (or where they've been)
  • Gates — Control pacing: lock, key, puzzle, skill check, narrative trigger

Encounter Design

  • Introduce mechanic in safe environment
  • Test with low-stakes variation
  • Combine with previously learned mechanics
  • Twist expectations (subvert the pattern once learned)

Pacing Architecture

Beat Player State Design Tool
Tension Alert, focused Narrow spaces, limited resources, time pressure
Relief Safe, exploring Open areas, pickups, ambient storytelling
Discovery Curious, rewarded Hidden paths, lore drops, optional challenges
Climax Peak engagement Boss, setpiece, skill gauntlet

Rules

  1. Playtest the path before the art — gray-box first
  2. Every dead end must reward (item, lore, shortcut back)
  3. The camera/viewport IS the level design — control what the player sees
  4. If the player gets lost, the level failed, not the player
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. 2d ago First seen · 49 lines · 16 tokens per session scan A 253eedbe18f6

Subscribe to this mod's changes

Level Designer is an agent published in the GitHub repository longyangxi/OpenOffice (249 stars, last pushed 28d ago), licensed MIT. It adds 16 tokens to every session and 403 once invoked, about $0.0001 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 2026-08-30.

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