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.
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/level-designer)<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/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.
<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="Reviewed on agentmods" width="80" 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 | $0.00035 | $0.00765 |
| Opus 5.5 | $0.00014 | $0.00306 |
| Sonnet 5.5 | $0.00007 | $0.00153 |
| Haiku 4.5 | $0.00003 | $0.00076 |
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 1mo 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 — 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
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.
- 1mo ago First seen · 94 lines · 35 tokens per session scan A 99a57f1a430b
gamedev-level-designer is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (34 stars, last pushed 2mo ago), licensed MIT. It adds 35 tokens to every session and 765 once invoked, about $0.0001 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 2026-09-03.
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