role-level-designer

role-level-designer is a skill for Claude Code from saemihemma/lead-producer-oss. It costs 48 tokens per session (678 once invoked), scanned A, original, MIT.

A game-level review guide for checking how spaces, encounters, and content are arranged and paced.

In plain words
What is it for?
Use it to review zone layouts, plan the order of gameplay mechanics, control exploration and discovery pacing, and check whether players can understand how to use the environment.
Why use it?
It separates the design of a level from enemy statistics, story, rewards, and the game’s overall progression.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to review zone layouts, plan the order of gameplay mechanics, control exploration and discovery pacing, and check whether players can understand how to use the environment.

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Install with agentmods
npx agentmods add skills/saemihemma/lead-producer-oss/role-level-designer
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 saemihemma/lead-producer-oss --skill role-level-designer
Clone the repo
git clone --depth 1 https://github.com/saemihemma/lead-producer-oss

Made for: Claude Code.

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 role-level-designer

README.md
[![agentmods](https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-level-designer/github.svg)](https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-level-designer)
Your own site
<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.

agentmods 80×15 button for role-level-designer

Your own site · 80×15
<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>
Per session 48 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 678 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 $0.00048 $0.00678
Opus 5 $0.00024 $0.00339
Sonnet 5 $0.00010 $0.00136
Haiku 4.5 $0.00005 $0.00068

Measured 11d ago against content hash 275780ac11ab, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

.claude/skills/role-level-designer/SKILL.md · 56 lines

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

  1. Restate what the space/encounter is for and the experience it should create.
  2. Map the mechanic sequence: what the player meets, in what order, and why.
  3. Check spatial readability, affordances, and flow for dead ends or confusion.
  4. Check sequencing/gating against what the player has been taught so far.
  5. 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.

Read the full file on GitHub · 56 lines

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. 11d ago First seen · 56 lines · 48 tokens per session scan A 275780ac11ab

Subscribe to this mod's changes

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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