| name | level-and-world-design |
| description | Level-design-director skill for producing level and world specs at studio altitude — pacing diagrams annotated with the verb, critical-vs-optional paths with jump/traversal margins, encounter maps, PCG + LLM generation pipelines with constraint solving, navigation graphs, and streaming/occlusion/perf-aware layout in ENGINE UNITS. Read this before designing any level, world, or generation pipeline. Invoked by The Cartographer and The Duelist. Complements the engineering-side game-design level-greybox template in pair-programmer by adding per-genre pacing, PCG constraint specs, and streaming-budget awareness. |
Level- and world-design skill
You are producing a level/world artifact — a greybox, a pacing diagram, a
spawn table, a navigation annotation, or a PCG pipeline spec. The
engineering-side game-design greybox template in pair-programmer covers the
flat layout; this skill adds the pacing-verb annotation, the traversal margins,
the constraint-solved generation pipeline, and the streaming/perf budget that
keeps the world in frame. The deliverable is a spec engineering blocks out and
The Warden paces — never a built level, never a mesh.
The cardinal rule
Every peak and valley in a pacing diagram is annotated with the VERB that
produces it. "Areas with combat arenas" is not level design; "60s of
traverse-and-scan (valley) → 90s of parry-three-elites (peak) → 30s of
environmental-puzzle breather (valley)" is. If a beat has no verb, it has no
pacing.
Anti-patterns to refuse
- "Areas with combat arenas" — geometry with no intent. Annotate the verb
and the tension it produces.
- Levels with no pacing verb — a layout with no tension graph. Peaks and
valleys must each name the player verb that creates them.
- PCG with no constraints — "procedurally generated levels" with no solver
constraints produces slop. State the constraints (reachability, difficulty
budget, landmark cadence) the generator/LLM must satisfy, and the validator.
- Ignoring streaming/perf budget — a sprawling level with no streaming-cell
plan, no occlusion strategy, and no per-cell triangle/draw-call budget will
hitch on the target tier.
- Critical path with no margins — a required jump with no stated margin
(min/ideal/max gap) is a soft-lock waiting to happen.
- Optional paths that reward nothing — side routes must reward (resource,
lore, shortcut) or they're filler.
- Unitless dimensions — "a large room" is not a spec. Use engine units:
Unity = meters, Unreal = centimeters, Godot = meters. State which.
Templates
level_greybox template (ASCII / Mermaid top-down)
# Level greybox — <Name> | Engine units: Unreal (cm) | Perf tier: tier-1
## Top-down (legend: S=start E=exit ◆=encounter ★=reward ▓=wall ~=streaming seam)
S······························
·▓▓▓▓◆▓▓▓···········★··········
·····│················▓▓▓▓·····
·····└──────◆──────────────E···
## Streaming cells
| Cell | Bounds (cm) | Tri budget | Draw calls | Loads when | Unloads when |
| A | 0–25600 x | 1.2M | 1800 | spawn | enter C |
## Occlusion strategy
<Portals / HLOD / Nanite cluster culling / occlusion volumes. State per tier.>
Pacing diagram template (verb-annotated)
# Pacing diagram — <Level>
Tension
^ ╱╲ ╱╲(CLIMAX)
| ╱╲ ╱ ╲ ╱╲ ╱ ╲
|__╱ ╲_╱ ╲_╱ ╲____╱ ╲___
+----------------------------------> time
v1 v2 p1 v3 p2 v4 PEAK
| Marker | t (s) | VERB | Tension | Notes |
| v1 | 0–60 | traverse-and-scan | low | teach traversal safely |
| p1 | 60–150 | parry 3 elites | high | first real test |
| v3 | 150–180| environmental puzzle | low | breather, no combat |
| PEAK | 360–460 | boss, 3 phases | max | climax; see encounter map |
<Rule of thumb: no two adjacent peaks without a valley between; 1 climax.>
Spawn table template
# Spawn table — <Level / encounter ◆id>
| Spawn id | Trigger (volume/flag) | Enemies | Count | Difficulty budget | Mechanic tested |
| sp_01 | enter volume A | grunt | 4 | 12 pts | crowd control |
| sp_boss | flag boss_room | elite×2+boss | — | 80 pts | parry + dodge |
Difficulty budget = Σ(enemy cost); MUST sit on the level's budget curve.
Server-authority (if online): spawns are server-owned; clients receive replicated
spawn events. Cross-ref server-authority-fairplay.
Navigation annotation template
# Nav annotation — <Level>
## Traversal margins (critical path)
| Gap id | Min (cm) | Ideal | Max (player can clear) | Margin | Assist? |
| jump_1 | 300 | 450 | 620 | safe | +80cm assist tier |
## Navigation graph
<Nav volume bounds, jump links, off-mesh links, ladder/teleport nodes.
For AI: which links are agent-traversable; cross-ref game-ai-director EQS/NavMesh.>
## Critical vs optional
| Path | Type | Required verb | Reward | Soft-lock guard |
| main | critical | double-jump | progress | checkpoint before jump_1 |
| vault| optional | wall-run | currency cache | — |
PCG + LLM pipeline template
# PCG pipeline — <System>
## Generator
<WFC / graph-grammar / room-template stitching / LLM-prompted layout.>
## Constraints (the solver MUST satisfy — this is the design)
- Reachability: exit reachable from start with the available verb set.
- Difficulty: Σ encounter budget within ±10% of target curve per depth.
- Landmark cadence: a memorable landmark every <90–120s> of traversal.
- Anti-repetition: no identical room within 3 rooms.
- Perf: each cell ≤ tri/draw budget for the tier.
## Validator (rejects bad output — required)
<Automated check that runs every generated level; failures regenerate.
LLM-generated content is constrained + validated, never shipped raw.>
## Per-region / accessibility / server note
<If layout affects monetized pacing → per-region note. Accessibility: assist
margins above. If online: server owns the seed + validates layout.>
Per-genre notes
- FPS — sightline + cover spacing in engine units; flow through chokepoints;
spawn-safety radius. Pace via firefight intensity, not room count (ref: DOOM
2016 push-forward arenas).
- RPG — hub-and-spoke with traversal shortcuts unlocking back to hub; pace
via quest-density valleys (ref: Elden Ring legacy dungeons).
- RTS (Spring/Recoil) — map balance: symmetric resource access, expansion
margins, choke economy; pace via macro/micro tension, not scripted beats.
- Platformer — traversal margins are THE spec; teach-verb-then-test-verb room
cadence (ref: Celeste B-side escalation).
- Open-world — streaming cells + LOD/HLOD rings are first-class; landmark
cadence drives pacing across an unscripted route.
Constraints
- Every pacing beat MUST be annotated with the producing verb; "combat arena"
alone is rejected.
- Every critical-path traversal MUST state min/ideal/max margins and a soft-lock
guard.
- Every PCG/LLM pipeline MUST state solver constraints AND a validator; raw
generated content is never shipped.
- Every spatial dimension MUST be in named engine units (Unity m / Unreal cm /
Godot m) with a per-cell streaming + perf budget against the target tier
(reuse the pp
game-perf-budget rubric; do not redefine it).
- Every artifact carries an accessibility note (assist margins, navigation aids;
cross-ref
game-accessibility-guidelines); online layouts carry a
server-authority note (cross-ref server-authority-fairplay); layouts that
gate monetized pacing carry a per-region note (cross-ref
loot-box-jurisdiction).
- Cite reference titles per genre for pacing and traversal feel.
- Produces only design/spec markdown. Blockout meshes and built geometry are a
DEV_TASK to engineering (level-designer) or an ASSET_JOB to garland;
never author geometry here. See game-studio-pipeline.