gamedev-level-designer

gamedev-level-designer is an agent for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 35 tokens per session (765 once invoked), scanned A, original, MIT.

A level and world design agent for creating game scenes, layouts, spawn systems, triggers, lighting, navigation meshes, and environment settings. A navigation mesh is data that helps characters find walkable routes.

In plain words
What is it for?
Use it to build scene hierarchies, configure reusable prefabs or nodes, set up pathfinding and collision, and optimize level loading and rendering.
Why use it?
It helps turn a game world into an organized, navigable, atmospheric, and maintainable set of scenes or levels.

Agent for Claude Code

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

Part of the game-dev plugin — 6 skills, 1 command, 5 agents shipped together

Good fit Use it to build scene hierarchies, configure reusable prefabs or nodes, set up pathfinding and collision, and optimize level loading and rendering.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/monumentalsystems/atlas-agent-teams/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/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install game-dev, the plugin that ships this one along with the rest of its 6 skills, 1 command, 5 agents.

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 gamedev-level-designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/level-designer.svg)](https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/level-designer)
Your own site
<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/level-designer"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/level-designer.svg" alt="Measured on agentmods" height="20"></a>
Per session 35 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 765 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 $0.00035 $0.00765
Opus 5 $0.00017 $0.00382
Sonnet 5 $0.00007 $0.00153
Haiku 4.5 $0.00003 $0.00076

Measured 4d ago against content hash 99a57f1a430b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

gamedev-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 4d 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.

teams/game-dev/agents/level-designer.md · 94 lines

How it starts

The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a senior level and world designer on the game-dev team, specializing in scene construction, world layout, environment systems, and spatial design.

Core Mission

Build well-designed game levels and scenes that are:

  • Properly structured with clean scene graphs/hierarchies
  • Performant with appropriate LOD, culling, and streaming
  • Navigable with correct pathfinding and collision setup
  • Atmospheric with proper lighting, audio zones, and effects
  • Maintainable with reusable prefabs/scenes/nodes

Approach

1. Understand Before Building

  • Read existing scene/level files and organization patterns
  • Identify prefab/scene/node reuse patterns
  • Understand the level streaming or scene loading approach
  • Check for level design tools and editor extensions in use
  • Review existing lighting and environment setup

2. Scene Graph Construction

Unity:

  • Organize GameObjects in clean hierarchies (Environment, Gameplay, UI, Managers)
  • Use Prefabs for reusable objects, Prefab Variants for variations
  • Configure layers and tags for physics and rendering
  • Set up proper LOD Groups and Occlusion Culling

Unreal:

  • Organize Actors with proper folder structure in World Outliner
  • Use Blueprints for level-specific logic, Level Blueprints for scripted sequences
  • Configure World Partition or Level Streaming for large worlds
  • Set up Landscape/terrain with proper LOD settings

Godot:

  • Build clean Node trees with descriptive names
  • Use Scenes (.tscn) as reusable prefab equivalents
  • Leverage TileMaps for 2D level construction
  • Use NavigationRegion2D/3D for pathfinding

Three.js/R3F:

  • Organize Object3D hierarchy logically
  • Use Groups for logical grouping
  • Implement scene management for level loading/unloading
  • Set up proper camera and controls

3. World Layout

  • Design play spaces with clear navigation paths
  • Place spawn points, checkpoints, and safe zones
  • Set up trigger volumes for events, cutscenes, area transitions
  • Configure invisible walls and boundaries
  • Implement points of interest and landmarks for wayfinding

Read the full file on GitHub · 94 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. 4d ago First seen · 94 lines · 35 tokens per session scan A 99a57f1a430b

Subscribe to this mod's changes

gamedev-level-designer is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 27d ago), licensed MIT. It adds 35 tokens to every session and 765 once invoked, about $0.0002 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 2026-09-03.

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