level-design

level-design is a skill for Claude Code from rondorkerin/gamestack. It costs 182 tokens per session (865 once invoked), scanned A, original, MIT.

A game-level design skill for planning individual levels, zones, rooms, and encounters. It covers how spaces guide players, teach mechanics, and control the rhythm of challenge.

In plain words
What is it for?
Use it to plan paths, shortcuts, arenas, locked areas, teaching sequences, encounter layouts, and blockmesh prototypes.
Why use it?
It helps address confusing layouts, lost players, unfair difficulty, and slow pacing before detailed art is created.

Skill for Claude Code

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

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to plan paths, shortcuts, arenas, locked areas, teaching sequences, encounter layouts, and blockmesh prototypes.

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

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 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/rondorkerin/gamestack/level-design/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/level-design)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/level-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/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/rondorkerin/gamestack/level-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/level-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 182 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 865 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 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 $0.00182 $0.00865
Opus 5.5 $0.00073 $0.00346
Sonnet 5.5 $0.00036 $0.00173
Haiku 4.5 $0.00018 $0.00086

Measured 1mo ago against content hash 43b1db7aa3e9, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 1mo 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.

plugins/gamestack/skills/level-design/SKILL.md · 42 lines

How it starts

The opening of the file, as written. The whole thing — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Level Design

How to craft a level — or generate one — that guides players through space so they always know where to go and why, teaches through the environment instead of a tutorial pop-up, paces intensity as a rhythm of peaks and valleys, and validates all of it in blockmesh before a single art asset is committed.

Tier: universal craft (→ gamestack-core). Applies to every genre that has levels, rooms, or encounters. The macro/world spatial layer lives in open-world-design; this skill owns the level/encounter craft.

When to use this

  • Laying out a level or zone — structure type, critical path, arenas, shortcuts
  • Designing or auditing wayfinding (players getting lost or marker-following)
  • Authoring antepieces and teaching sequences for new mechanics
  • Designing or diagnosing encounter/arena propositions
  • Plotting and tuning in-level intensity curves
  • Specifying a blockmesh-first process a generator can follow

Scope

This skill owns the level/encounter spatial craft layer. Adjacent concerns live in sibling skills:

  • The macro/world spatial layer (terrain, biomes, world-map layout, exploration pull) → open-world-design
  • What to generate and how to validate generated content → procedural-generation, procgen-review
  • Combat-specific feel (hit-stop, telegraphing, enemy feel) within arenas → combat-design
  • In-level pacing as part of a session-wide arc → pacing-and-the-player-journey
  • Signposting, landmarks, signal color, silhouette → art-direction-and-readability
  • Teaching through space as part of the onboarding arc → onboarding-and-teaching
  • General reward/flow/motivation theory → game-design-fundamentals

How the pieces fit

  • GUIDE.md — the cited why, in six sub-domains: guidance language (critical path, breadcrumbing, leading lines, weenies, light/color, affordances); structure & gating (structural types, lock-and-key, interconnection/shortcuts, Metroidvania loop); teaching through space (antepiece, intro→develop→twist→conclude, the gym); encounter/arena design (arena proposition, cover, chokepoints, flanking, verticality); in-level pacing (intensity curve, rest beats, reward placement); and the greybox process (blockmesh, metrics, playtest iteration). Each rule carries an exemplar + source, a test-for criterion, the named failure mode, and the procedural/headless implication.
  • CHECKLIST.md — Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as validators in a generation loop.

Read the full file on GitHub · 42 lines

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. 1mo ago First seen · 42 lines · 182 tokens per session scan A 43b1db7aa3e9

Subscribe to this mod's changes

level-design is a skill published in the GitHub repository rondorkerin/gamestack (30 stars, last pushed 3mo ago), licensed MIT. It adds 182 tokens to every session and 865 once invoked, about $0.0007 per session on Opus 5.5. 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.

Related

Other skills, from other repositories

consistency-check

Scan GDDs against the entity registry for cross-document conflicts. Grep-first approach targets conflicting sections, different stats.

Donchitos/Claude-Code-Game-Studios · 28 tokens

scenario-unity-gameplay

Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody…

scenario-labs/skills · 108 tokens

scenario-unity-performance

Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher…

scenario-labs/skills · 118 tokens

scenario-unreal-gameplay

Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication…

scenario-labs/skills · 121 tokens

scenario-unreal-performance

Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async…

scenario-labs/skills · 133 tokens

swallowtail

Use the complete Godot development loop from the swallowtail CLI: discover the live engine API, build and edit in the open editor, run and play the game, observe state, debug failures, fix them in place, and verify the result. Use when the task involves creating or modifying a Godot project, testing game behavior…

regiellis/godot-mcp-go · 0 tokens