| name | level-world-and-content-production |
| description | Use when designing and producing game levels, worlds, encounters, missions, narrative content, procedural generation, streaming partitions, content schemas, validation, pacing, or multidisciplinary content handoffs. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Level, World, and Content Production
Turn design intent into versioned, testable content that a multidisciplinary team can produce at a measured rate.
Use When
- Building levels, encounters, missions, dialogue/narrative packages, world partitions, spawning rules, or procedural content.
Do Not Use When
- Core game-system architecture or asset creation is the primary task.
Required Inputs
Player verbs, design pillars, content schema, camera/input, target performance, progression dependencies, accessibility/localisation constraints, asset kit, streaming/save model, throughput estimate, owners, and playtest questions.
Workflow
- Define level/encounter goals, teaching/test beats, pacing, metrics, dependencies, completion/failure, and observability.
- Establish modular kits, naming/ownership, greybox-to-final gates, content schemas, validation, and review cadence.
- Make streaming, checkpoints, save identifiers, spawn/despawn, navigation, and procedural seeds deterministic and migration-safe.
- Test impossible states, sequence breaks, backtracking, interruption, low-memory streaming, localisation expansion, accessibility routes, and missing content.
- Measure throughput and rework by content type; recalibrate schedule rather than hiding variance.
Outputs
Content bible/schema; level and encounter briefs; dependency/streaming map; validators; playtest evidence; throughput forecast and variance; acceptance manifest.
References