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.
npx skills add poorvith-mp/skills-gamedev --skill level-designgit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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.
[](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/level-design)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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.
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.
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.
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.
- 4d ago First seen · 47 lines · 27 tokens per session scan A 7eb69f171367
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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