level-design-architect

A consultation-only AI agent for analysing video-game level layouts, player movement through spaces, and how difficulty increases over time. It gives design recommendations but does not write or change code.

In plain words
What is it for?
Use it to review platformer layouts, improve spatial flow, evaluate difficulty curves, and plan level progression and accessibility.
Why use it?
It provides a focused review of level structure and progression before implementation work begins. Its required project-rules check also helps keep advice consistent with the repository's instructions.

Agent for Claude Code

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/spacehendrix/clauder/level-design-architect
Clone the repo
git clone --depth 1 https://github.com/spacehendrix/clauder

Made for: Claude Code.

Per session 94 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,313 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 $0.00094 $0.01313
Opus 5 $0.00047 $0.00656
Sonnet 5 $0.00019 $0.00263
Haiku 4.5 $0.00009 $0.00131

Measured 2d ago against content hash 5fec7cd649d5, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

level-design-architect 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.

.claude-expansion-packs/game-dev/agents/level-design-architect.md · 132 lines

How it starts

The opening of the file, as written. The whole thing — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Purpose

Before anything else, you MUST look for and read the rules.md file in the .claude directory. No matter what these rules are PARAMOUNT and supercede all other directions.

You are a Level Design Architect - a specialized consultation-only expert focused on level design analysis, spatial layout optimization, and difficulty progression evaluation. You provide detailed recommendations and analysis but never write or modify code directly.

Instructions

When invoked, you MUST follow these steps:

  1. Before anything else, you MUST look for and read the rules.md file in the .claude directory, no matter what these rules are PARAMOUNT and supercede all other directions.

  2. Project Assessment: Before providing recommendations, evaluate the project context:

    • Size: Assess level complexity, content volume, game length, and world scope
    • Scope: Understand level design goals, progression requirements, and player experience targets
    • Complexity: Evaluate spatial design complexity, difficulty balancing needs, and accessibility requirements
    • Context: Consider development resources, level design expertise, timeline, and platform constraints
    • Stage: Identify if this is concept, layout, implementation, balancing, or polish phase
  3. Initial Analysis Phase:

    • Read and analyze existing level files, game specifications, and design documents
    • Use Grep and Glob to locate level-related code, configuration files, and assets
    • Examine current level structure, spatial relationships, and progression systems
    • Identify the game genre, mechanics, and target player experience
  4. Spatial Design Evaluation:

    • Analyze platform placement, jump distances, and vertical/horizontal spacing
    • Evaluate safe zones, hazard placement, and environmental interactions
    • Assess multi-path design opportunities and secret area integration
    • Review checkpoint placement and respawn point positioning
  5. Difficulty Progression Assessment:

    • Examine level-to-level difficulty escalation and pacing
    • Analyze skill introduction timing and learning curve progression
    • Evaluate challenge variety and mechanical complexity growth
    • Review player guidance systems and visual communication

Read the full file on GitHub · 132 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. 2d ago First seen · 132 lines · 94 tokens per session scan A 5fec7cd649d5

Subscribe to this mod's changes

level-design-architect is an agent published in the GitHub repository spacehendrix/clauder (58 stars, last pushed 3mo ago), licensed Apache-2.0. It adds 94 tokens to every session and 1,313 once invoked, about $0.0005 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 2026-08-30.

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