| name | level-encounter-planner |
| description | Structure spaces and encounters to deliver on pillars and pacing. The craft of "what happens where and in what order." Use this skill when: (1) designing level layouts, encounter sequences, or scenario structures, (2) building pacing curves (tension/release patterns), (3) defining encounter composition (enemy mix, challenge types, resource pressure), (4) choosing spatial flow models (linear, hub-and-spoke, open, gated), (5) planning difficulty ramping across a game, (6) designing for replayability through encounter variation, (7) mapping narrative beats to specific encounters or locations. Medium-agnostic โ works for digital levels, tabletop scenarios, and hybrid encounters.
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Level/Encounter Blueprint Planner
Levels and encounters are where design meets the player. Vision, pillars, loops, and narrative all converge into "what actually happens during play." This skill structures those moments.
Level vs. Encounter
Level โ A bounded play space with a beginning, progression, and conclusion. A dungeon. A mission. A board game scenario. A chapter.
Encounter โ A discrete challenge or interaction within a level. A combat. A puzzle. A social negotiation. A skill check.
Levels contain encounters. Encounters express the core loop. The level's job is to sequence encounters to create pacing, variety, and emotional arc.
Spatial Flow Models
How the player moves through a level:
Linear
A โ B โ C โ D โ E
Player progresses through a fixed sequence.
- Strengths: Easy to pace, clear narrative progression, no disorientation
- Weaknesses: Low exploration reward, predictable, no player choice in routing
- Best for: Narrative-driven levels, tutorial sequences, competitive maps
- Examples: Call of Duty campaigns, Pandemic Legacy scenarios, linear dungeon crawls
Branching
A โ B โ {C or D} โ E โ {F or G} โ H
Player chooses between paths at decision points.
- Strengths: Player agency, replay variety, strategic route planning
- Weaknesses: Balance across paths, content some players never see
- Best for: Roguelikes, heist missions, story-choice games
- Examples: Slay the Spire map, Betrayal at House on the Hill exploration
Hub-and-Spoke
โโ B โโ
A โ HUB โโผโ C โโผโ HUB โ FINALE
โโ D โโ
Central area with radiating paths the player can tackle in any order.
- Strengths: Player freedom, natural pacing (self-directed), clear orientation
- Weaknesses: Hub can feel repetitive, difficulty in non-linear areas varies
- Best for: Exploration games, RPG towns, Metroidvanias
- Examples: Zelda dungeons, Hades hub, Clue mansion
Open/Sandbox
โโโโโโโโโโโโโโโ
โ A B C D โ
โ E F G H โ
โ I J K L โ
โโโโโโโโโโโโโโโ
Player can go anywhere, encounter anything.
- Strengths: Maximum freedom, emergent discovery, high replayability
- Weaknesses: Hard to pace, disorientation risk, difficulty to balance encounters
- Best for: Open worlds, sandbox games, exploration-first designs
- Examples: Breath of the Wild, Minecraft, sandbox tabletop RPG sessions
Gated
A โ B โ [GATE: requires key] โ C โ D โ [GATE: requires boss kill] โ E
Linear or open with progression gates that require specific conditions.
- Strengths: Controlled progression, mastery verification, dramatic pacing
- Weaknesses: Can feel artificial, backtracking frustration, key-hunt tedium
- Best for: Metroidvanias, campaign games, tiered content
- Examples: Metroid, Gloomhaven scenario unlocks, tech-tree-gated content
Core Deliverables
1. Pacing Curve
The tension/release pattern across a level or session:
INTENSITY
5 โ โฑโฒ
4 โ โฑโฒ โฑ โฒ โฑโฒ
3 โ โฑโฒ โฑ โฒ โฑ โฒ โฑ โฒ
2 โ โฑโฒ โฑ โฒโฑ โณ โฒโฑ โฒ
1 โโฑโฒ โฑ โฒโฑ โฒ
0 โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
START END
โintro โbuild โpeak โclimax โresolution
Pacing principles:
- Rising baseline โ Each peak should be slightly higher than the last
- Valleys matter โ Rest moments after peaks let the player process and anticipate
- The final peak should be the highest โ Don't put the best encounter in the middle
- Variety in peaks โ Not every peak should be the same type (combat, puzzle, narrative)
- Opening hook โ Start with a small peak to establish tone, not a slow tutorial
Pacing template per encounter:
ENCOUNTER # TYPE INTENSITY DURATION PURPOSE
โโโโโโโโโโโโโโ โโโโโโโโโโโโ โโโโโโโโโโ โโโโโโโโโโ โโโโโโโโโโโโโโโโโโ
1 [type] [1-5] [minutes] [Why is this here?]
2 [type] [1-5] [minutes] [Why is this here?]
...
2. Encounter Composition Templates
Define the building blocks of encounters:
ENCOUNTER TYPE: [Name โ e.g., "Ambush", "Puzzle Gate", "Resource Trove"]
CHALLENGE TYPE: [Combat / Puzzle / Social / Exploration / Survival / Hybrid]
DIFFICULTY: [1-5 scale relative to player's expected capability]
DURATION: [Expected time to complete]
RESOURCE PRESSURE: [What resources does this encounter cost the player?]
REWARD: [What does the player gain?]
PLAYER COUNT: [Solo / Small group / Full party / Scalable]
FAILURE STATE: [What happens if the player fails? Retry? Consequence? Bypass?]
PILLAR SERVED: [Which design pillars does this encounter deliver?]
Encounter variety checklist:
3. Difficulty Ramping Plan
How challenge escalates across the full game:
SEGMENT DIFFICULTY NEW ELEMENTS INTRODUCED PLAYER CAPABILITY
โโโโโโโโโโโโโโโโ โโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโโโโโโโโโ โโโโโโโโโโโโโโโโโโ
Tutorial 1/5 Core mechanics only Baseline
Early game 2/5 First system combinations Learning
Mid game 3/5 Full system depth Competent
Late game 4/5 Mastery-required encounters Skilled
Endgame/Bonus 5/5 Creative challenge Expert
Difficulty sources (not just "enemies hit harder"):
- Mechanical complexity โ More systems active simultaneously
- Time pressure โ Less time to think and react
- Resource scarcity โ Less margin for error in resource spending
- Information scarcity โ Less knowledge about what's coming
- Combination challenge โ Requiring multiple skills/systems at once
- Opponent intelligence โ Smarter/more aggressive AI or scenario design
- Stakes escalation โ Higher consequences for failure
4. Replayability Design
How encounters stay fresh across multiple playthroughs:
Procedural variation:
- Randomized enemy placement / encounter composition
- Modular level segments that recombine
- Random events or modifiers per encounter
- Tabletop: shuffled event decks, random map tiles
Player-driven variation:
- Different builds/characters experience encounters differently
- Multiple viable strategies per encounter
- Optional objectives that change approach
- Tabletop: different player count, different character combinations
Structural variation:
- Branching paths ensure different encounters per playthrough
- Difficulty modifiers (challenge runs, hard mode, scenario difficulty)
- Meta-progression that changes available options
- Tabletop: scenario variants, legacy changes, expansion content
5. Level Blueprint Template
Complete blueprint for a single level/scenario:
LEVEL NAME: [Name]
LEVEL TYPE: [Main path / Side content / Optional / Bonus]
SPATIAL FLOW: [Linear / Branching / Hub / Open / Gated]
DURATION TARGET: [Expected play time]
DIFFICULTY BAND: [Where in the difficulty curve]
NARRATIVE ROLE: [What story does this level tell?]
EMOTIONAL ARC: [What should the player feel at start, middle, end?]
ENCOUNTER SEQUENCE:
1. [Encounter โ type, intensity, duration, purpose]
2. [Encounter โ type, intensity, duration, purpose]
3. [Encounter โ type, intensity, duration, purpose]
...
RESOURCE ECONOMY:
Starting resources: [What the player enters with]
Resources available: [What can be found/earned in-level]
Resources consumed: [Expected expenditure]
Net result: [Player should exit with more/less/same as entry?]
KEY MOMENTS:
[The 1-3 moments that make this level memorable]
AESTHETIC NOTES:
Visual: [How should this level look?]
Audio: [How should this level sound?]
Feel: [What's the kinesthetic/tactile mood?]
Workflow
Designing levels/encounters for a new game
- Reference the core loop (Skill 7) โ Encounters are instances of the loop
- Reference the experience model (Skill 4) โ Levels deliver the emotional arc
- Reference the narrative structure (Skill 12) โ Where do story beats land?
- Choose spatial flow model โ What movement pattern serves the game?
- Build the pacing curve โ Map tension/release across the level
- Define encounter types โ What are the building blocks?
- Compose encounter sequences โ Arrange encounters to serve the pacing curve
- Plan difficulty ramping โ How does challenge escalate?
- Design replayability โ How do encounters stay fresh?
- Cross-check with aesthetic direction (Skill 3) โ Visual/audio pacing per encounter
- Cross-check with balance (Skill 11) โ Are encounters appropriately challenging?
- Blueprint specific levels โ Full documentation per level
Evaluating an existing level
- Play through and note where engagement rises, falls, or stalls
- Map the actual pacing curve โ does it match the intended curve?
- Check encounter variety โ are there enough different types?
- Check difficulty curve โ does it ramp appropriately?
- Check resource economy โ does the player exit in the intended state?
- Check narrative delivery โ do story beats land at the right moments?
- Identify the memorable moment โ every level needs at least one
Outputs
This skill produces:
- Pacing curves โ tension/release patterns per level and per session
- Encounter composition templates โ reusable building blocks
- Difficulty ramping plan โ challenge escalation across the full game
- Replayability design โ variation mechanisms
- Level blueprints โ complete documentation per level/scenario
These outputs feed into:
- Skill 11 (Balance) โ Encounter difficulty needs balancing
- Skill 12 (Narrative) โ Encounters deliver story beats
- Skill 15 (Prototype) โ Which levels to prototype first
- Skill 16 (Playtest) โ Levels are what's being playtested
- Skill 3 (Aesthetic) โ Visual/audio pacing per encounter
- Skill 19 (GDD) โ Level designs are a core GDD section