| name | level-design |
| description | Game level design — spatial composition, pacing, enemy placement, scripting events, and playtesting methodology |
| allowed-tools | ["Read","Write","Grep"] |
| effort | medium |
When to activate
- Designing game levels, dungeons, or maps
- Planning pacing curves and difficulty progression
- Scripting in-game events and triggers
- Setting up enemy encounters and spawn points
- Creating level design documentation and blockouts
When NOT to use
- For procedural generation algorithms
- For environmental art and asset creation
- For narrative writing (use story skills)
Instructions
- Define goals. What does this level teach? What emotion should it evoke? What's the core challenge?
- Pacing curve. Tension → Release → Escalation → Climax → Resolution. Alternate combat and exploration.
- Spatial composition. Landmarks for navigation. Gating for progression. Loops and shortcuts for backtracking.
- Encounter design. Enemy count, placement, and variety. Introduce → Develop → Master pattern. Safe rooms between encounters.
- Scripting. Triggers (area enter, item pickup, time-based). State machines for complex sequences. Fail-safe conditions.
- Playtesting. Record sessions. Track deaths, time-to-complete, confusion points. Iterate based on data, not assumptions.
- Documentation. Top-down map with annotations. Encounter descriptions. Item placement rationale. Intended path vs alternatives.
Example
Level Design Doc: "Abandoned Mine" (Level 3)
Theme: Claustrophobic, dark, discovering ancient ruins
Duration: 15-20 minutes
Difficulty: Medium (player has basic abilities)
Pacing:
0-3min: Exploration, environmental storytelling (tutorial for flashlight)
3-6min: First enemy encounter (2 weak enemies, teaches combat)
6-9min: Puzzle section (power restoration, opens new areas)
9-12min: Combat escalation (4 enemies + 1 elite)
12-15min: Boss encounter (mine guardian)
15-18min: Reward area, shortcut back to hub
Key Landmarks: Broken elevator (start), Power room (mid), Guardian chamber (end)