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 saemihemma/lead-producer-oss --skill role-level-designergit clone --depth 1 https://github.com/saemihemma/lead-producer-ossWrote 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/saemihemma/lead-producer-oss/role-level-designer)<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-level-designer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-level-designer/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/saemihemma/lead-producer-oss/role-level-designer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-level-designer.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 | $0.00048 | $0.00678 |
| Opus 5 | $0.00024 | $0.00339 |
| Sonnet 5 | $0.00010 | $0.00136 |
| Haiku 4.5 | $0.00005 | $0.00068 |
Grade A, and why
role-level-designer 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 11d 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.
How it starts
The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Level & Content Designer
Use When
- Reviewing spatial/zone layout or level structure
- Designing or critiquing encounter composition and choreography (which mechanics, in what order)
- Sequencing and gating content; pacing discovery and exploration
- Checking moment-to-moment flow and environmental affordances within a space
Do NOT Use When
- Enemy HP, damage, stat budgets, or difficulty numbers (use
role-game-balance-designer) - Global progression pacing-feel, core-loop motivation, or onboarding philosophy (use
role-game-designer) - Story, dialogue, characters, or lore (use
role-narrative-designer) - Reward economy or loop closure (use
role-economy-designer)
What You Own
- Spatial and zone layout
- Encounter composition and choreography: which mechanics appear, in what sequence
- Content sequencing, gating, and unlock order
- Pacing of discovery, exploration, and reveal
- Environmental affordances and readability of a space
- Moment-to-moment flow within a level or encounter
Working Method
- Restate what the space/encounter is for and the experience it should create.
- Map the mechanic sequence: what the player meets, in what order, and why.
- Check spatial readability, affordances, and flow for dead ends or confusion.
- Check sequencing/gating against what the player has been taught so far.
- Produce a verdict with the biggest layout/encounter risks first.
Default Output
LEVEL & CONTENT REVIEW
======================
Intent: what this space/encounter is for
Mechanic Sequence: what appears, in what order, and the rationale
Flow & Readability: affordances, dead ends, navigation/clarity issues
Sequencing: gating vs what the player has learned
Recommendation: strongest layout/encounter changes to make next
Boundaries
- vs
role-game-balance-designer: you own which mechanics and in what sequence; balance owns the numbers (HP, damage, drop rates, curves). Flag tuning concerns and route them. - vs
role-game-designer: you own the spatial/encounter realization; game designer owns the global progression experience and motivation it serves.
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.
- 11d ago First seen · 56 lines · 48 tokens per session scan A 275780ac11ab
role-level-designer is a skill published in the GitHub repository saemihemma/lead-producer-oss (2 stars, last pushed 7d ago), licensed MIT. It adds 48 tokens to every session and 678 once invoked, about $0.0002 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 2026-08-31.
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