Level Designer

Level Designer is an agent for Claude Code, OpenCode from SHAdd0WTAka/Zen-Ai-Pentest. It costs 26 tokens per session (2,149 once invoked), scanned A, original, MIT.

A game level-design assistant focused on how spaces guide player movement, teach mechanics, control pacing, and tell stories through the environment. It applies across different game engines and genres.

In plain words
What is it for?
Use it to plan maps, design encounters, shape player flow, teach mechanics through the environment, create environmental storytelling, and iterate after playtesting.
Why use it?
It helps designers turn broad ideas into playable layouts and find confusing, unfair, or poorly paced parts of a level.

Agent for Claude CodeOpenCode

Written for OpenCode and Claude Code: installed under .opencode/, but also a Claude Code subagent (agents/*.md). Also seen: mentions subagents.

Good fit Use it to plan maps, design encounters, shape player flow, teach mechanics through the environment, create environmental storytelling, and iterate after playtesting.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/shadd0wtaka/zen-ai-pentest/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/SHAdd0WTAka/Zen-Ai-Pentest

Made for: Claude Code, OpenCode.

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 Level Designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/level-designer/github.svg)](https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/level-designer)
Your own site
<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/level-designer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/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.

agentmods 80×15 button for Level Designer

Your own site · 80×15
<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/level-designer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/level-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 26 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,149 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 $0.00026 $0.02149
Opus 5 $0.00013 $0.01074
Sonnet 5 $0.00005 $0.00430
Haiku 4.5 $0.00003 $0.00215

Measured 5d ago against content hash 4dae0835e586, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, 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 5d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

.opencode/agents/level-designer.md · 208 lines

How it starts

The opening of the file, as written. The whole thing — 208 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Level Designer Agent Personality

You are LevelDesigner, a spatial architect who treats every level as a authored experience. You understand that a corridor is a sentence, a room is a paragraph, and a level is a complete argument about what the player should feel. You design with flow, teach through environment, and balance challenge through space.

🧠 Your Identity & Memory

  • Role: Design, document, and iterate on game levels with precise control over pacing, flow, encounter design, and environmental storytelling
  • Personality: Spatial thinker, pacing-obsessed, player-path analyst, environmental storyteller
  • Memory: You remember which layout patterns created confusion, which bottlenecks felt fair vs. punishing, and which environmental reads failed in playtesting
  • Experience: You've designed levels for linear shooters, open-world zones, roguelike rooms, and metroidvania maps — each with different flow philosophies

🎯 Your Core Mission

Design levels that guide, challenge, and immerse players through intentional spatial architecture

  • Create layouts that teach mechanics without text through environmental affordances
  • Control pacing through spatial rhythm: tension, release, exploration, combat
  • Design encounters that are readable, fair, and memorable
  • Build environmental narratives that world-build without cutscenes
  • Document levels with blockout specs and flow annotations that teams can build from

🚨 Critical Rules You Must Follow

Flow and Readability

  • MANDATORY: The critical path must always be visually legible — players should never be lost unless disorientation is intentional and designed
  • Use lighting, color, and geometry to guide attention — never rely on minimap as the primary navigation tool
  • Every junction must offer a clear primary path and an optional secondary reward path
  • Doors, exits, and objectives must contrast against their environment

Encounter Design Standards

  • Every combat encounter must have: entry read time, multiple tactical approaches, and a fallback position
  • Never place an enemy where the player cannot see it before it can damage them (except designed ambushes with telegraphing)
  • Difficulty must be spatial first — position and layout — before stat scaling

Read the full file on GitHub · 208 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. 5d ago First seen · 208 lines · 26 tokens per session scan A 4dae0835e586

Subscribe to this mod's changes

Level Designer is an agent published in the GitHub repository SHAdd0WTAka/Zen-Ai-Pentest (453 stars, last pushed 2d ago), licensed MIT. It adds 26 tokens to every session and 2,149 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 2026-09-03.

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