name: level-design version: "2.0.0" description: Use when designing or evaluating game levels, pacing, difficulty progression, spatial layout, environmental storytelling, encounters, or traversal flow. sasmp_version: "1.3.0" bonded_agent: 01-game-designer bond_type: PRIMARY_BOND
parameters:
- name: level_type type: string required: false validation: enum: [linear, open_world, hub, procedural, puzzle]
- name: game_genre type: string required: false validation: enum: [action, adventure, puzzle, platformer, fps, rpg]
retry_policy: enabled: true max_attempts: 3 backoff: exponential
observability: log_events: [start, complete, error] metrics: [completion_time, death_count, exploration_percentage]
Level Design
When to Use
Use this skill when:
- level pacing, layout, traversal, difficulty, encounters, or environmental storytelling are in scope
- a task needs reusable level design principles, critique, or level-flow planning
- a game_visual_interaction_designer or gameplay slice needs level readability and pacing reference material
Do not use this skill when:
- the task is pure runtime implementation with no spatial or player-flow decision
- the request is only static UI styling or copywriting
Core Workflow
- Identify the level goal, player verb, target pacing, and verification surface.
- Read
references/full-guidance.mdonly when you need detailed patterns, whitebox process, guidance techniques, difficulty progression, metrics, or troubleshooting. - Tie recommendations to observable player flow, spatial readability, and challenge progression.
- Route professional conclusions through the matching oasis7 role slice when project governance requires it.
Supporting Files
references/full-guidance.md: detailed original guidance, examples, level patterns, metrics, and troubleshooting.
Oasis7-Specific Surfaces
.agents/roles/game_visual_interaction_designer.md.agents/roles/gameplay_designer.mddoc/game/project.md- visual/playtest evidence for level-flow changes
Known Failure Modes
- A level can be theoretically well structured but still unreadable in the actual camera, UI, or movement model.
- Difficulty curves without replayable scenarios are hard to validate and easy to regress.
- Environmental storytelling can obscure objective clarity if player guidance is not checked in-context.
Guardrails
- Tie level recommendations to player goals, constraints, and observable flow.
- Do not present abstract level theory as verified playtest evidence.
- Keep this entrypoint concise; move heavy examples or catalog material to supporting files.
Verification
- Run the focused playtest, screenshot review, or level-flow check tied to the task when available.
- Run
./scripts/lint-skills.shafter skill-surface edits.