level-design

level-design is a skill for Claude Code, Codex from ukanwat/aaabench. It costs 83 tokens per session (1,901 once invoked), scanned A, a copy of level-design, MIT.

A practical method for designing playable game levels, from a simple blockout made with basic shapes to a finished environment. It covers how space guides movement, learning, challenge, and rest.

In plain words
What is it for?
Use it to plan level layouts, movement distances, critical paths, locked areas, encounters, and the progression from teaching a mechanic to testing it.
Why use it?
It helps you test whether a level is fun, reachable, understandable, and fairly paced before spending time on final art. It also helps organize the route players take and the obstacles they face.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/ukanwat/aaabench/level-design
Any agent
npx skills add ukanwat/aaabench --skill level-design
Clone the repo
git clone --depth 1 https://github.com/ukanwat/aaabench

Made for: Claude Code, Codex.

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/ukanwat/aaabench/level-design.svg)](https://agentmods.dev/skills/ukanwat/aaabench/level-design)
Your own site
<a href="https://agentmods.dev/skills/ukanwat/aaabench/level-design"><img src="https://agentmods.dev/badge/skills/ukanwat/aaabench/level-design.svg" alt="Measured on agentmods" height="20"></a>
Per session 83 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,901 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 92% copy Near-identical to another mod 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 $0.00083 $0.01901
Opus 5 $0.00042 $0.00950
Sonnet 5 $0.00017 $0.00380
Haiku 4.5 $0.00008 $0.00190

Measured 5d ago against content hash aba0bca1ebc8, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 5d 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.

Origin

This is a copy

92% identical to level-design — 6 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.

.claude/skills/level-design/SKILL.md · 145 lines

How it starts

The opening of the file, as written. The whole thing — 145 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Level design

A level is a sequence of intentional experiences delivered through space. Good level design is a process: define the metrics movement is built on, block out geometry with primitives, play it, then dress it — never the reverse. This skill is the engine-neutral practice; use godot-tilemap/unity-tilemap-2d to lay out 2D grids and gridmaps for 3D.

When to use

  • Use to plan a level's structure: critical path, pacing, gating, encounters, and where the player learns vs is tested.
  • Use the blockout → test → iterate → dress workflow to build a level that plays well before any art exists.
  • Use to derive level metrics from the character's movement so geometry is reachable and fair.

When not to use: to generate levels algorithmically, use procedural-gen (authored and procedural design are complementary). For the engine's tile/grid painting tools, use godot-tilemap / unity-tilemap-2d. For the movement abilities the metrics come from, that's the engine movement skill + input-systems.

Core workflow

  1. Derive metrics first. Measure the character: max jump height and distance, run speed, reach, camera range. Every gap, ledge, and corridor is sized in these units. Lock them before building geometry.
  2. Blockout (whitebox/greybox). Build the whole level from untextured primitives at correct scale. Validate flow, sightlines, and reachability while changes are cheap. No art yet.
  3. Define the critical path (start → goal) and the golden path you expect most players to take. Layer optional/secret paths off it.
  4. Pace the experience. Alternate tension and rest in a deliberate curve; don't run combat-combat-combat. Give the player room to breathe and to anticipate.
  5. Teach, then test. Introduce each mechanic in a safe space, let the player practice, then test it under pressure. Difficulty rises in a sawtooth, not a straight line.
  6. Gate with intent. Use locks/keys, abilities, and one-way drops to control order and pacing; guide with light, lines, and landmarks rather than walls.
  7. Playtest and iterate. Watch real players: where do they get lost, stuck, bored, or killed unfairly? Fix the blockout; only dress when it plays well.

Read the full file on GitHub · 145 lines

Files

What ships with it

1 file 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. 5d ago First seen · 145 lines · 83 tokens per session scan A aba0bca1ebc8

Subscribe to this mod's changes

level-design is a skill published in the GitHub repository ukanwat/aaabench (378 stars, last pushed 20d ago), licensed MIT. It adds 83 tokens to every session and 1,901 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to level-design, differing in 6 lines, and is treated as a copy.

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