level-design

level-design is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 27 tokens per session (414 once invoked), scanned A, a copy of level-designer, MIT.

A guide to designing game levels, including layouts, pacing, encounters, navigation, and storytelling through spaces and objects.

In plain words
What is it for?
Use it to plan encounter spaces, block out layouts before adding final art, guide player attention, and document routes and pacing.
Why use it?
It helps make levels readable and fair while controlling the rhythm between exploration, tension, combat, and rest.

Skill for Claude Code

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

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to plan encounter spaces, block out layouts before adding final art, guide player attention, and document routes and pacing.

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

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 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/poorvith-mp/skills-gamedev/level-design/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/level-design)
Your own site
<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/level-design"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/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/poorvith-mp/skills-gamedev/level-design"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/level-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 414 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 89% copy Near-identical to another mod 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 $0.00027 $0.00414
Opus 5 $0.00014 $0.00207
Sonnet 5 $0.00005 $0.00083
Haiku 4.5 $0.00003 $0.00041

Measured 4d ago against content hash 7eb69f171367, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, 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.

Origin

This is a copy

89% identical to level-designer — 48 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/level-design/SKILL.md · 47 lines

What it actually says

Level Design

Core Mission

  • Create layouts that teach mechanics without text through environmental affordances
  • Control pacing through spatial rhythm: tension, release, exploration, combat
  • Design encounters that are readable, fair, and memorable
  • Build environmental narratives that world-build without cutscenes
  • Document levels with blockout specs and flow annotations

Critical Rules

  • Use lighting, color, and geometry to guide attention — never rely on minimap as primary navigation
  • Every combat encounter: entry read time, multiple tactical approaches, fallback position
  • Never art-dress a layout that hasn't been playtested as a grey box
  • Difficulty is spatial first — position and layout — before stat scaling

Success Metrics

  • 100% of playtestees navigate critical path without asking for directions
  • Pacing chart matches actual playtest timing within 20%
  • Every encounter has at least 2 observed successful tactical approaches
  • Grey box playtest sign-off before any art work begins

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Level Designer workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.
Files

What ships with it

2 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 · 47 lines · 27 tokens per session scan A 7eb69f171367

Subscribe to this mod's changes

level-design is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 4d ago), licensed MIT. It adds 27 tokens to every session and 414 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to level-designer, differing in 48 lines, and is treated as a copy.

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