plugins/game-dev/design/level-design/SKILL.md
Use when designing game levels, environments, difficulty curves, pacing, encounter placement, or spatial layouts for any game genre. Triggers: level, pacing, difficulty curve, encounter, environment, spatial design.
npx skillsauth add fcsouza/agent-skills design-level-designInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Environment layout, pacing, difficulty curves, accessibility, and spatial design for any game type.
Trigger: level design, environment layout, pacing, difficulty curve, level flow, spatial design, map design, area design, zone design, encounter design, tutorial level.
game-design-fundamentals"The level teaches the mechanic" — Miyamoto. Every level introduces, tests, then twists a mechanic. The player should understand through doing, not reading.
Pacing is rhythm — Alternate intensity (combat/puzzle) with rest (exploration/story). A level without pacing variation is monotonous. Think of it like music: tension, release, tension, release.
Spatial storytelling — The environment tells a story without words. Broken furniture, scorch marks, an abandoned camp — the player pieces together what happened. Miyazaki's environmental narrative rewards observation.
The golden path with optional detours — There must be a clear main route so no player gets lost, but rewarding side paths for the curious. Jenova Chen's flow theory: the player should always feel pulled forward, never stuck.
Difficulty is a curve, not a line — Ramp, plateau, spike, rest. Never linear increase. Jonathan Blow's principle of mechanic honesty: each challenge should feel like a genuine insight, not an arbitrary wall.
Accessibility is not optional — Multiple difficulty modes, clear visual language, colorblind support, subtitles, remappable controls. Fumito Ueda's restraint and clarity: if a player can't parse what's happening, the design has failed.
Playtesting reveals truth — Your intuition about difficulty is wrong until proven by playtesters. Watch players silently. Where they get stuck is where your design failed, not where the player failed.
N/A — this is a design skill. Implementation code lives in game-backend-architecture.
game-design-fundamentals — Core design pillars and mechanics framework.quest-mission-design — Mission/quest structure that overlays on level layouts.worldbuilding — Lore, world rules, and narrative context for environments.ui-ux-game — HUD, minimap, waypoints, and player guidance systems.tools
Use when implementing client-server state synchronization, delta compression, optimistic updates, rollback netcode, or real-time game state reconciliation. Triggers: state sync, netcode, delta, rollback, interpolation, prediction.
testing
Use when designing virtual economies, currencies, sink/faucet balance, loot tables, crafting systems, shops, or inflation control. Triggers: economy, currency, sinks, loot, inflation, crafting, shop.
development
Audits existing game code against design principles — checks server-authority, schema conventions, auth security, payment safety, narrative coherence, and MVP scope drift. Extract the optional component name or path from the user's message (defaults to entire src/). Use after building components or before committing.
testing
Designs a single quest end-to-end — coherence check, objective tree, quest brief, and registry entry. Extract the quest name from the user's message. Requires docs/world-lore.md and docs/quest-registry.md.