| name | level-design |
| version | 2.0.0 |
| description | Level design fundamentals, pacing, difficulty progression, environmental
storytelling, and spatial design for engaging gameplay experiences.
|
| 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
Level Design Philosophy
┌─────────────────────────────────────────────────────────────┐
│ LEVEL DESIGN PILLARS │
├─────────────────────────────────────────────────────────────┤
│ 1. FLOW: Guide the player naturally through space │
│ 2. PACING: Control intensity and rest moments │
│ 3. DISCOVERY: Reward exploration and curiosity │
│ 4. CLARITY: Player always knows where to go │
│ 5. CHALLENGE: Skill tests that teach and satisfy │
└─────────────────────────────────────────────────────────────┘
Level Structure Patterns
LINEAR LEVEL:
┌─────────────────────────────────────────────────────────────┐
│ [Start] → [Tutorial] → [Challenge] → [Boss] → [End] │
│ │
│ PROS: Easy to pace, clear direction │
│ CONS: Limited replay value, less exploration │
│ BEST FOR: Story-driven games, action games │
└─────────────────────────────────────────────────────────────┘
HUB & SPOKE:
┌─────────────────────────────────────────────────────────────┐
│ [Level A] │
│ ↑ │
│ [Level B] ← [HUB] → [Level C] │
│ ↓ │
│ [Level D] │
│ │
│ PROS: Player choice, non-linear progression │
│ CONS: Can feel disconnected │
│ BEST FOR: RPGs, Metroidvanias, open-world │
└─────────────────────────────────────────────────────────────┘
METROIDVANIA:
┌─────────────────────────────────────────────────────────────┐
│ ┌───┐ ┌───┐ ┌───┐ │
│ │ A │───│ B │───│ C │ (locked: need ability X) │
│ └─┬─┘ └───┘ └───┘ │
│ │ │ │
│ ┌─┴─┐ ┌─┴─┐ │
│ │ D │───│ E │ (grants ability X) │
│ └───┘ └───┘ │
│ │
│ PROS: Rewarding exploration, ability gating │
│ CONS: Can get lost, backtracking tedium │
│ BEST FOR: Exploration games, 2D platformers │
└─────────────────────────────────────────────────────────────┘
Pacing & Flow
INTENSITY GRAPH (Good Pacing):
┌─────────────────────────────────────────────────────────────┐
│ High │ ╱╲ ╱╲ ╱╲ │
│ │ ╱ ╲ ╱╲ ╱ ╲ ╱ ╲ ╱╲ │
│ │ ╱ ╲ ╱ ╲ ╱ ╲╱ ╲ ╱ ╲ │
│ Low │───╱──────╲╱────╲──────────────╲╱──────── │
│ └────────────────────────────────────────→ Time │
│ │
│ PATTERN: Build → Peak → Rest → Build → Peak → Rest │
└─────────────────────────────────────────────────────────────┘
PACING ELEMENTS:
┌─────────────────────────────────────────────────────────────┤
│ BUILD-UP: │
│ • Introduce new mechanic safely │
│ • Increase difficulty gradually │
│ • Foreshadow upcoming challenge │
├─────────────────────────────────────────────────────────────┤
│ PEAK (Combat/Puzzle): │
│ • Test player skills │
│ • High stakes moments │
│ • Boss encounters │
├─────────────────────────────────────────────────────────────┤
│ REST: │
│ • Safe zones │
│ • Story/exploration moments │
│ • Resource replenishment │
│ • Save points │
└─────────────────────────────────────────────────────────────┘