npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill level-design
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill 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 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.
A reachable level falls out of honest metrics. A platform placed MAX_JUMP_DIST + 1 away is impossible; one at SAFE_GAP is fair. Keep these constants beside the
level data so designers and code agree.
procedural-gen for variety; hand-author for intent.references/pacing-and-flow.md — the difficulty/tension curve in depth,
teaching-loop design (introduce→develop→twist→test), readability and guidance
techniques, 2D vs 3D layout considerations, and a blockout review checklist.godot-tilemap, unity-tilemap-2d — paint 2D level grids; gridmaps for 3D.procedural-gen — generate variety to complement authored structure.game-ai — encounter enemies that navigate the space you build.platformer, puzzle, roguelike — genres that compose this skill.