level-design

level-design is a skill for Claude Code, Codex from MRCalderon3D/everything-game-dev-code. It costs 18 tokens per session (345 once invoked), scanned A, original, MIT.

A game design guide for planning level paths, pacing, navigation, encounters, and the places where players learn the rules.

In plain words
What is it for?
It is for designing missions, dungeons, arenas, and traversal spaces with teaching moments, landmarks, pressure, relief, and recovery from mistakes.
Why use it?
It helps when players get lost, feel overwhelmed, or encounter challenges in an uneven order.

Skill for Claude CodeCodex

Part of the everything-game-dev-code plugin — 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

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 skills/mrcalderon3d/everything-game-dev-code/level-design
Any agent
npx skills add MRCalderon3D/everything-game-dev-code --skill level-design
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code, Codex.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 29 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

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/mrcalderon3d/everything-game-dev-code/level-design.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/level-design)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/level-design"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/level-design.svg" alt="Measured on agentmods" height="20"></a>
Per session 18 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 345 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 $0.00018 $0.00345
Opus 5 $0.00009 $0.00172
Sonnet 5 $0.00004 $0.00069
Haiku 4.5 $0.00002 $0.00034

Measured yesterday against content hash 4ee03e260342, 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 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 yesterday.

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/design/level-design/SKILL.md · 60 lines

What it actually says

Level Design

Purpose

Shape level flow, pacing, navigation, encounter staging, and spatial teaching.

Use When

  • building levels, missions, dungeons, arenas, or traversal spaces
  • players get lost or overwhelmed
  • encounters need better pacing

Inputs

  • core loop
  • combat or traversal rules
  • narrative beats
  • content constraints

Process

  1. define the player path, beats, and teaching moments
  2. place pressure, relief, discovery, and decision points intentionally
  3. support readability, landmarks, and recovery from mistakes
  4. coordinate with UI, narrative, and combat timing
  5. review the space with playtest and traversal metrics

Outputs

  • level beat map
  • encounter flow notes
  • spatial teaching plan
  • revision targets

Quality Bar

  • supports the core fantasy and player goals
  • defines readable rules, edge cases, and feedback
  • creates concrete hooks for tuning, telemetry, and QA

Common Failure Modes

  • adding systems that do not serve the core loop
  • shipping vague rules that QA and engineering must guess at
  • tuning without instrumentation or hypotheses
  • level-designer
  • combat-designer
  • narrative-designer
  • level-beat
  • playtest-report
  • verify

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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. yesterday First seen · 60 lines · 18 tokens per session scan A 4ee03e260342

Subscribe to this mod's changes

level-design is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (80 stars, last pushed 15d ago), licensed MIT. It adds 18 tokens to every session and 345 once invoked, about $0.0001 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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