level-design

level-design is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 83 tokens per session (1,829 once invoked), scanned A, original, Apache-2.0.

An engine-independent method for designing playable game levels, from rough blockout geometry to tested and finished spaces. It covers movement measurements, pacing, routes, locked paths, and encounters.

In plain words
What is it for?
Use it to plan level layouts, critical paths, gates, encounters, movement-based distances, and the blockout, testing, iteration, and dressing process.
Why use it?
It helps ensure a level is reachable, fair, and enjoyable before time is spent on final art. It also gives structure to how players learn, rest, face challenges, and progress.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the disciplines plugin — 15 skills shipped together , and of gamedev

Good fit Use it to plan level layouts, critical paths, gates, encounters, movement-based distances, and the blockout, testing, iteration, and dressing process.

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

Made for: Claude Code.

Or install disciplines, the plugin that ships this one along with the rest of its 15 skills.

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/gamedev-skills/awesome-gamedev-agent-skills/level-design/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/level-design)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/level-design"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/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/skills/gamedev-skills/awesome-gamedev-agent-skills/level-design"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/level-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 83 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,829 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
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • 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 $0.00083 $0.01829
Opus 5 $0.00042 $0.00915
Sonnet 5 $0.00017 $0.00366
Haiku 4.5 $0.00008 $0.00183

Measured 13d ago against content hash f1656cb00b9a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, 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 13d 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:

skills/disciplines/level-design/SKILL.md · 139 lines

How it starts

The opening of the file, as written. The whole thing — 139 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Level design

A level is a sequence of intentional experiences delivered through space. Good level design is a process: define the metrics movement is built on, block out geometry with primitives, play it, then dress it — never the reverse. This skill is the engine-neutral practice; use godot-tilemap/unity-tilemap-2d to lay out 2D grids and gridmaps for 3D.

When to use

  • Use to plan a level's structure: critical path, pacing, gating, encounters, and where the player learns vs is tested.
  • Use the blockout → test → iterate → dress workflow to build a level that plays well before any art exists.
  • Use to derive level metrics from the character's movement so geometry is reachable and fair.

When not to use: to generate levels algorithmically, use procedural-gen (authored and procedural design are complementary). For the engine's tile/grid painting tools, use godot-tilemap / unity-tilemap-2d. For the movement abilities the metrics come from, that's the engine movement skill + input-systems.

Core workflow

  1. Derive metrics first. Measure the character: max jump height and distance, run speed, reach, camera range. Every gap, ledge, and corridor is sized in these units. Lock them before building geometry.
  2. Blockout (whitebox/greybox). Build the whole level from untextured primitives at correct scale. Validate flow, sightlines, and reachability while changes are cheap. No art yet.
  3. Define the critical path (start → goal) and the golden path you expect most players to take. Layer optional/secret paths off it.
  4. Pace the experience. Alternate tension and rest in a deliberate curve; don't run combat-combat-combat. Give the player room to breathe and to anticipate.
  5. Teach, then test. Introduce each mechanic in a safe space, let the player practice, then test it under pressure. Difficulty rises in a sawtooth, not a straight line.
  6. Gate with intent. Use locks/keys, abilities, and one-way drops to control order and pacing; guide with light, lines, and landmarks rather than walls.
  7. Playtest and iterate. Watch real players: where do they get lost, stuck, bored, or killed unfairly? Fix the blockout; only dress when it plays well.

Read the full file on GitHub · 139 lines

Files

What ships with it

1 file 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. 13d ago First seen · 139 lines · 83 tokens per session scan A f1656cb00b9a

Subscribe to this mod's changes

level-design is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 83 tokens to every session and 1,829 once invoked, about $0.0004 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.