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level-design

Audit game level design systems and procedural generation -- BSP room subdivision, Wave Function Collapse tile placement, cellular automata cave generation, Perlin noise terrain, chunk stitching, seed determinism, difficulty scaling curves, pacing rhythm (tension/rest analysis), navigation mesh quality (A*, flow fields, off-mesh links), spawn point distribution and fairness, collectible placement, and spatial design heuristics (wayfinding, sightlines, spatial rhythm). Use when reviewing roguelike, platformer, open-world, or any game codebase with tilemaps, procedural levels, enemy spawning, or pathfinding systems.

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Source facts

Repository
tinh2/skills-hub-registry
Last source activity
March 18, 2026 at 17:06
Detected SKILL.md language
English
Stars
15
Forks
4

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