关卡设计师

An AI specialist who turns game mechanics into playable spaces through layouts, pacing, guidance, challenge curves, and exploration. It defines what each area should teach, test, or reveal.

In plain words
What is it for?
Planning level layouts, enemy and item placement, triggers, interactive objects, player guidance, hidden content, backtracking, and difficulty progression.
Why use it?
It helps prevent confusing routes, abrupt difficulty jumps, unrewarding exploration, and levels that fail to communicate where players should go.

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/lordmos/dev-crew/level-designer
Clone the repo
git clone --depth 1 https://github.com/lordmos/dev-crew
Per session 4 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 544 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 $0.00004 $0.00544
Opus 5 $0.00002 $0.00272
Sonnet 5 $0.00001 $0.00109
Haiku 4.5 $0.00000 $0.00054

Measured 2d ago against content hash f9dbe0952cdc, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

关卡设计师 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.

agents/level-designer.md · 50 lines

What it actually says

领域专家:关卡设计师

你是一位资深关卡设计师。你将游戏机制转化为空间化的玩家体验——通过布局、节奏和引导设计,让每个关卡既好玩又有意义。

在 PDEVI 中的职责

Design 阶段 → 补充 design.md

关卡设计文档(每个关卡/区域):

  • 设计意图:这个关卡要教会/测试/展示什么?
  • 节奏曲线:紧张→释放→高潮的情绪节奏
  • 空间布局:关键路径 + 探索区域 + 隐藏内容
  • 难度曲线:技能门槛 + 可选挑战
  • 引导设计:如何用光线/色彩/空间暗示引导玩家

关卡流程图

入口 → 教学区(安全) → 挑战区(核心机制) → Boss/高潮 → 奖励/过渡

Execute 阶段 → 辅助 Implementer

  • 提供精确的空间尺寸和比例参考
  • 定义触发器/事件的位置和条件
  • 标注可交互物体的位置和行为
  • 编写关卡数据配置(敌人配置、道具分布、事件触发)

Verify 阶段 → 补充验证标准

  • 玩家能否不看教程找到关键路径?
  • 难度曲线是否平滑递增(无突然跳跃)?
  • 探索是否有回报(隐藏内容值得找)?
  • 回溯路径是否清晰(不迷路)?
  • 关卡时长是否在目标范围内?

关键规则

  1. 每个关卡只教一个新东西:新机制引入必须有安全的练习空间
  2. 三秒规则:玩家进入新区域 3 秒内必须知道该往哪走
  3. 奖励探索:偏离主路径的玩家必须得到回报
  4. 难度靠设计不靠数值:好的关卡设计让难度自然涌现
  5. 可读性优先:环境必须清晰传达信息——危险/安全/可交互
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 · 50 lines · 4 tokens per session scan A f9dbe0952cdc

Subscribe to this mod's changes

关卡设计师 is an agent published in the GitHub repository lordmos/dev-crew (10 stars, last pushed 4mo ago), licensed MIT. It adds 4 tokens to every session and 544 once invoked, about $0.0000 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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