level-design

level-design is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 18 tokens per session (672 once invoked), scanned A, original, MIT.

A command for constructing and preparing game levels. It can plan rough blockouts, configure tile maps, bake navigation meshes, stream zones, and prepare levels for export.

In plain words
What is it for?
It helps create or review blockouts, set up tiles and collisions, prepare navigation for game characters, and organise large levels.
Why use it?
It turns common level-building tasks into focused requests and helps check layout, tile, navigation, and export work.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the level-design plugin — 1 skill, 1 command, 1 agent shipped together

Good fit It helps create or review blockouts, set up tiles and collisions, prepare navigation for game characters, and organise large levels.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/level-design
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/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install level-design, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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-design

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/level-design/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/level-design)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/level-design"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/level-design/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-design

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/level-design"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/level-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 18 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 672 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 $0.00018 $0.00672
Opus 5.5 $0.00007 $0.00269
Sonnet 5.5 $0.00004 $0.00134
Haiku 4.5 $0.00002 $0.00067

Measured 15d ago against content hash 9c021f28d74c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

level-design 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 15d 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.

plugins/level-design/commands/level-design.md · 89 lines

How it starts

The opening of the file, as written. The whole thing — 89 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/level-design

Level construction: greyboxing, TileMap configuration, NavMesh baking, zone streaming, and environmental design.

Trigger

/level-design [action] [target]

Actions

greybox

Plan or review greybox phase for a level space.

/level-design greybox "dungeon level: entry chamber, 3 side rooms, boss room"
/level-design greybox "platformer level: introduction, mid-challenge, climax zone"
/level-design greybox "review this greybox for navigability and pacing"

Output: Spatial intent description, CSG node structure, playtest checklist.

tile

Configure TileMap/TileSet or troubleshoot tile issues.

/level-design tile "2D platformer TileMap with autotile terrain and physics"
/level-design tile "isometric TileMap with Z-sorting and collision"
/level-design tile "tile physics seam causing player to catch"

Output: TileSet configuration steps, terrain set setup, physics layer assignment, GDScript tile painting code.

nav

Configure and validate navigation mesh for AI agents.

/level-design nav "humanoid enemy navigation for indoor dungeon"
/level-design nav "flying enemy pathfinding separate from ground nav"
/level-design nav "NavMesh not reaching corners of room"

Output: NavigationRegion3D bake parameters, diagnostic steps for nav issues, NavigationLink3D for special traversal.

export

Set up level streaming and zone transition.

/level-design export "open world with 6 streaming zones and seamless transitions"
/level-design export "scene-per-level loading with loading screen"
/level-design export "additive loading for dungeon floors"

Output: LevelStreamer GDScript, ZoneTrigger placement guide, preload distance calculation.

Examples

Dungeon layout design:

/level-design greybox "roguelite dungeon: procedural rooms connected by corridors, locked doors, boss room"

Produces: Room size standards, corridor dimensions, CSG template scenes, playtest checklist.

TileMap autotile terrain:

/level-design tile "grass/dirt/water terrain with smooth autotile transitions"

Produces: TileSet terrain set configuration, set_cells_terrain_connect() usage, fallback tile for missing terrain combos.

Read the full file on GitHub · 89 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. 15d ago First seen · 89 lines · 18 tokens per session scan A 9c021f28d74c

Subscribe to this mod's changes

level-design is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 18 tokens to every session and 672 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 2026-10-01.

Related

Other commands, from other repositories

build-and-compilation

These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…

Alex-Rachel/TEngine · 0 tokens

animation

Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dryrun convention.

Alex-Rachel/TEngine · 0 tokens

assets-and-files

Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…

Alex-Rachel/TEngine · 0 tokens

gameobjects-and-components

Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…

Alex-Rachel/TEngine · 0 tokens

project-settings

Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…

Alex-Rachel/TEngine · 0 tokens

baking

Bake and clear precomputed scene data: lightmaps, NavMesh, and occlusion culling. Each bake runs asynchronously (returns immediately) — poll the matching bakestatus until completed. The clear commands are destructive and require confirm=true. The getsettings / setsettings pairs read and tune the bake parameters.

Alex-Rachel/TEngine · 0 tokens