roblox-world-level-design

roblox-world-level-design is a skill for Claude Code, Codex from AshExplained/roblox-skills. It costs 66 tokens per session (501 once invoked), scanned A, original, MIT.

A design guide for planning Roblox game spaces such as worlds, levels, hubs, biomes, obbies, and arenas. It focuses on how players move through a space, find objectives, and understand where to go.

In plain words
What is it for?
Use it to plan spawns, routes, landmarks, objectives, rewards, social areas, secrets, sightlines, onboarding, and performance-aware layouts.
Why use it?
It helps make game areas readable and enjoyable without relying on large amounts of written instruction, while considering mobile performance.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to plan spawns, routes, landmarks, objectives, rewards, social areas, secrets, sightlines, onboarding, and performance-aware layouts.

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Install with agentmods
npx agentmods add skills/ashexplained/roblox-skills/roblox-world-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.

Any agent
npx skills add AshExplained/roblox-skills --skill roblox-world-level-design
Clone the repo
git clone --depth 1 https://github.com/AshExplained/roblox-skills

Made for: Claude Code, Codex.

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 roblox-world-level-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-world-level-design/github.svg)](https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-world-level-design)
Your own site
<a href="https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-world-level-design"><img src="https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-world-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 roblox-world-level-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-world-level-design"><img src="https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-world-level-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 501 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 $0.00066 $0.00501
Opus 5 $0.00033 $0.00251
Sonnet 5 $0.00013 $0.00100
Haiku 4.5 $0.00007 $0.00050

Measured 11d ago against content hash 68443d8236d0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

roblox-world-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 11d 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.

roblox-world-level-design/SKILL.md · 70 lines

How it starts

The opening of the file, as written. The whole thing — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Roblox World Level Design

Goal

Build spaces that guide players naturally, support the core loop, and feel good on mobile.

Spatial Flow

Design for:

  • Spawn facing the first objective or landmark.
  • First action reachable within 10-30 seconds.
  • Clear routes using shape, color, lighting, motion, and landmarks.
  • Short loops that bring players back to rewards, upgrades, or social areas.
  • New zones that visibly tease future goals.
  • Safe space before challenge space.

Landmarks And Readability

  • Give each zone a readable silhouette and color identity.
  • Use tall or distinct landmarks to orient players.
  • Keep important interactables visually louder than decoration.
  • Avoid clutter that hides objectives or enemies.
  • Make paths understandable without walls of text.

Gameplay Placement

Place:

  • Objectives where players naturally look and move.
  • Rewards immediately after effort.
  • Shops and upgrades near loop return points.
  • Social spaces where players can show progress.
  • Bosses or challenges after preparation cues.
  • Hidden secrets off the main path, not on the onboarding path.

Performance-Aware Layout

  • Stream or stage distant content when possible.
  • Avoid over-dense prop clusters in the first playable area.
  • Keep expensive particles, transparency, physics, and lights intentional.
  • Use occlusion, terrain shape, and zone gates to control visual complexity.

MCP Workflow

  1. Inspect the world with search_game_tree, inspect_instance, and screen_capture.
  2. Use character_navigation during Play mode to test routes and first-action time.
  3. Use execute_luau for measurements, markers, or layout adjustments.
  4. Playtest after layout changes and check get_console_output.

Output

Return:

  • Player path.
  • Landmarks and guidance cues.
  • Objective and reward placement.
  • Social space plan.
  • Mobile and performance risks.
  • Playtest checks.

Next

Check the layout's cost with roblox-performance-optimization, and confirm player flow and first-action clarity with roblox-game-ux and roblox-playtest-qa.

Read the full file on GitHub · 70 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. 11d ago First seen · 70 lines · 66 tokens per session scan A 68443d8236d0

Subscribe to this mod's changes

roblox-world-level-design is a skill published in the GitHub repository AshExplained/roblox-skills (6 stars, last pushed 2mo ago), licensed MIT. It adds 66 tokens to every session and 501 once invoked, about $0.0003 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 2026-08-31.

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