level-design

level-design is a skill for Claude Code, Codex from ericrisco/rsc-harness. It costs 91 tokens per session (3,487 once invoked), scanned A, original, MIT.

A guide to designing the physical spaces of a game level, including its layout, pacing, encounters, navigation, and secrets. It uses simple blockout geometry before final art so the space can be tested early.

In plain words
What is it for?
It helps plan greyboxes, player routes, encounter progression, arenas, guidance without waypoints, and secret placement.
Why use it?
It helps find problems with movement, direction, timing, difficulty, and exploration before they are expensive to fix.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions CLAUDE.md.

Good fit It helps plan greyboxes, player routes, encounter progression, arenas, guidance without waypoints, and secret placement.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ericrisco/rsc-harness/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 ericrisco/rsc-harness --skill level-design
Clone the repo
git clone --depth 1 https://github.com/ericrisco/rsc-harness

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 level-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/ericrisco/rsc-harness/level-design.svg)](https://agentmods.dev/skills/ericrisco/rsc-harness/level-design)
Your own site
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/level-design"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/level-design.svg" alt="Measured on agentmods" height="20"></a>
Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,487 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00091 $0.03487
Opus 5 $0.00046 $0.01743
Sonnet 5 $0.00018 $0.00697
Haiku 4.5 $0.00009 $0.00349

Measured 4d ago against content hash 571e8ebbff87, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, 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 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.

skills/level-design/SKILL.md · 144 lines

How it starts

The opening of the file, as written. The whole thing — 144 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Level design — space that plays before it's pretty

Shape the space, the rhythm, and the encounters so the player always knows where to go, never gets bored, and feels smart for exploring. Prove it in grey boxes; add art last.

This skill owns the craft of physical space and its play: how a level is laid out, how it reads, how its intensity rises and falls, how encounters teach, and where reward hides. It is engine-agnostic — every technique here is validated in a blockout, then handed to an engine skill for the actual tooling.

The pipeline: blockout -> greybox -> playtest -> art (never art-first)

Lock the player's metrics first — height, jump, reach, cover, door/corridor widths — and build all geometry as multiples of them. Guessing widths breaks traversal after the space is full of dependent geometry, which is why this comes before the first box. → references/blockout-to-art.md

Stage You build You answer Gate to next
Blockout Primitive geometry only (boxes/planes at true metrics). No materials, no props. Does the space flow? Are timings/distances right? Can I find my way? Layout & traversal feel right.
Greybox Blockout + temp neutral materials, placeholder lighting, stand-in enemies/interactables. Does it read? Does the fight/encounter work? Is pacing right? Encounters and readability hold up in playtest.
Playtest Nothing — you watch fresh players. Where do they hesitate, get lost, die, skip? Fixes are cheap because it's still grey.
Art pass Meshes, materials, VFX, final lighting, audio — serving the proven layout. Does art reinforce the guidance the greybox already established? Ship.

Iterate blockout↔playtest many times before art: changing a grey box is minutes, changing a finished art set-piece is days — so never model or texture a space you have not already proven fun. Full stage detail, the metrics block, and the art-pass handoff checklist → references/blockout-to-art.md.

Read the full file on GitHub · 144 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 4d ago First seen · 144 lines · 91 tokens per session scan A 571e8ebbff87

Subscribe to this mod's changes

level-design is a skill published in the GitHub repository ericrisco/rsc-harness (70 stars, last pushed today), licensed MIT. It adds 91 tokens to every session and 3,487 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 2026-09-03.

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