level-design

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Use when designing or evaluating game levels, pacing, difficulty progression, spatial layout, environmental storytelling, encounters, or traversal flow.

eng-cc By eng-cc schedule Updated 6/8/2026

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

  1. Identify the level goal, player verb, target pacing, and verification surface.
  2. Read references/full-guidance.md only when you need detailed patterns, whitebox process, guidance techniques, difficulty progression, metrics, or troubleshooting.
  3. Tie recommendations to observable player flow, spatial readability, and challenge progression.
  4. 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.md
  • doc/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.sh after skill-surface edits.
Install via CLI
npx skills add https://github.com/eng-cc/oasis7 --skill level-design
Repository Details
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navigation Branch main
article Path SKILL.md
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