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.svg" alt="Measured on agentmods" 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 | $0.00017 | $0.00382 |
| Sonnet 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 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.
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.
- 4d 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 (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.
Other agents, from other repositories
accessibility-specialist
The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
art-director
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
Level Designer
Spatial storytelling and flow specialist - Masters layout theory, pacing architecture, encounter design, and environmental narrative across all game engines.
ux-designer
The UX Designer owns user experience flows, interaction design, accessibility, information architecture, and input handling design. Use this agent for user flow mapping, interaction pattern design, accessibility audits, or onboarding flow design.
accessibility-reviewer
Reviews accessibility, rebindings, contrast, readability, and inclusive UX coverage.
ui-programmer
Implements HUD, menus, settings, and UI interaction flows.