design-level

design-level is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 70 tokens per session (3,309 once invoked), scanned A, original, MIT.

A level-design workflow for planning one game level, including its layout, pacing, encounters, secrets, and rewards. It also creates a node-tree outline for building the level in the game engine.

In plain words
What is it for?
Use it for tutorial levels, hubs, combat encounters, boss arenas, exploration, puzzles, stealth, and platforming challenges.
Why use it?
It turns a broad level idea into a structured plan with a clear sequence of player experiences and lessons.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it for tutorial levels, hubs, combat encounters, boss arenas, exploration, puzzles, stealth, and platforming challenges.

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

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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 design-level

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/design-level/github.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/design-level)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/design-level"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/design-level/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 design-level

Your own site · 80×15
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/design-level"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/design-level.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,309 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00070 $0.03309
Opus 5 $0.00035 $0.01655
Sonnet 5 $0.00014 $0.00662
Haiku 4.5 $0.00007 $0.00331

Measured 9d ago against content hash ea3128a7ae24, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

design-level 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 9d 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.

skills/level-design/design-level/SKILL.md · 281 lines

How it starts

The opening of the file, as written. The whole thing — 281 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/design-level — Design One Level

Overview

A level is a controlled sequence of player experiences in physical space. Layout, pacing, encounters, secrets, and reward gating must work together — a "fun layout" with a flat pacing curve still feels boring. This skill walks the six design beats of a single level and drops a node-tree skeleton ready for summer_create_scene.

Core principle: A level has a pacing curve and a teaching arc. If you can't draw the tension graph and name what the player learned by the end, the level isn't designed yet.

Steps

1. Pin the level type

Ask exactly one question:

What kind of level? Pick one: tutorial / hub / combat encounter / boss / exploration / puzzle / stealth / platforming-challenge / mixed.

Each type has different beats. Don't blend types in v1 — a "boss room with stealth and puzzles" is three levels poorly squeezed into one.

2. Read context

If .summer/GameSoul.md exists, read it. The level must serve the brief's core loop and the three mechanics.

Read .summer/GameSoul.md

If .summer/mechanics/ exists, list the mechanics. Quote them back:

Brief says mechanics are: dash, parry, double-jump. This level should exercise at least one and ideally combine two.

3. Define the teaching / experience goal

Ask plain:

What does the player know by the end of this level that they didn't at the start?

Tutorial-level answer: "How to dash." Combat-encounter answer: "That parrying converts damage to mana, and that big enemies need parry, not dodge." Exploration answer: "That this region's secrets are hidden behind double-jumpable gaps."

If the user can't answer, the level has no purpose. Say it:

If there's no answer to that question, the level is filler. Either give it a teaching goal, give it a failure-state goal (the player must die here to progress), or merge it into the next level.

4. Sketch the pacing curve

Draw it as text. Five beats, intensity 0-10:

Intro    Build    Peak    Release    Hook
 2  →    5    →   8   →    3      →   6

Read the full file on GitHub · 281 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. 9d ago First seen · 281 lines · 70 tokens per session scan A ea3128a7ae24

Subscribe to this mod's changes

design-level is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 70 tokens to every session and 3,309 once invoked, about $0.0003 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 2026-08-30.

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