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level-design Checked

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and…
🎨 Design & Creative skills By gamedev-skills Version v1.0.0 Added 2026-10-21 Updated 2026-10-21 Source ↗
7.7Overall rating
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2.0kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "level-design" skill by following the instructions at https://skill123.me/install/level-design.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/level-design.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 6 KB
📊 Static rating
7.7/10
Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About this skill

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

Level design

A level is a **sequence of intentional experiences** delivered through space.

Good level design is a *process*: define the metrics movement is built on, block

out geometry with primitives, play it, then dress it — never the reverse. This

skill is the engine-neutral practice; use godot-tilemap/unity-tilemap-2d to

lay out 2D grids and gridmaps for 3D.

Documentation

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

Level design

A level is a **sequence of intentional experiences** delivered through space.

Good level design is a *process*: define the metrics movement is built on, block

out geometry with primitives, play it, then dress it — never the reverse. This

skill is the engine-neutral practice; use godot-tilemap/unity-tilemap-2d to

lay out 2D grids and gridmaps for 3D.

When to use

  • Use to plan a level's structure: critical path, pacing, gating, encounters,

and where the player learns vs is tested.

  • Use the **blockout → test → iterate → dress** workflow to build a level that

plays well before any art exists.

  • Use to derive level **metrics** from the character's movement so geometry is

reachable and fair.

**When *not* to use:** to *generate* levels algorithmically, use procedural-gen

(authored and procedural design are complementary). For the engine's tile/grid

painting tools, use godot-tilemap / unity-tilemap-2d. For the movement

abilities the metrics come from, that's the engine movement skill + input-systems.

Core workflow

1. **Derive metrics first.** Measure the character: max jump height and distance,

run speed, reach, camera range. Every gap, ledge, and corridor is sized in

these units. Lock them before building geometry.

2. **Blockout (whitebox/greybox).** Build the whole level from untextured

primitives at correct scale. Validate flow, sightlines, and reachability while

changes are cheap. No art yet.

3. **Define the critical path** (start → goal) and the **golden path** you expect

most players to take. Layer optional/secret paths off it.

4. **Pace the experience.** Alternate tension and rest in a deliberate curve;

don't run combat-combat-combat. Give the player room to breathe and to

anticipate.

5. **Teach, then test.** Introduce each mechanic in a safe space, let the player

practice, then test it under pressure. Difficulty rises in a sawtooth, not a

straight line.

6. **Gate with intent.** Use locks/keys, abilities, and one-way drops to control

order and pacing; guide with light, lines, and landmarks rather than walls.

7. **Playtest and iterate.** Watch real players: where do they get lost, stuck,

bored, or killed unfairly? Fix the blockout; only dress when it plays well.

Patterns

### 1. Player metrics drive every dimension

View full documentation

# Measure the character ONCE, then size geometry in these units. If the jump
# changes, gaps must be re-derived — never eyeball reachability.
const RUN_SPEED      := 240.0   # px/s (or m/s in 3D)
const MAX_JUMP_H     := 96.0    # peak height of a full jump
const MAX_JUMP_DIST  := 200.0   # horizontal distance of a running jump
const SAFE_GAP       := MAX_JUMP_DIST * 0.7   # comfortable, not pixel-perfect
const HARD_GAP       := MAX_JUMP_DIST * 0.95  # a deliberate skill check
# Build platforms so required jumps use SAFE_GAP; reserve HARD_GAP for optional reward.

A reachable level falls out of honest metrics. A platform placed `MAX_JUMP_DIST +

1 away is impossible; one at SAFE_GAP` is fair. Keep these constants beside the

level data so designers and code agree.

### 2. Encounter / pacing as data (a tension timeline)


# Author the level as a sequence of beats with an intended intensity (0..1).
# This makes the pacing curve explicit and reviewable before you build rooms.
const BEATS := [
    { "room": "entry",      "type": "teach",   "intensity": 0.1 },
    { "room": "hall_1",     "type": "combat",  "intensity": 0.5 },
    { "room": "vista",      "type": "rest",    "intensity": 0.1 },  # breather + reward
    { "room": "gauntlet",   "type": "combat",  "intensity": 0.8 },
    { "room": "save_room",  "type": "rest",    "intensity": 0.2 },  # before the boss
    { "room": "boss",       "type": "climax",  "intensity": 1.0 },
]
# Read the intensity column top-to-bottom: it should rise overall but dip for rests
# (a sawtooth), never flatline high. Drive spawns/music intensity from this.

### 3. Gating and the critical path (a small graph)


# Model the level as rooms + gated connections. Validate that the goal is
# reachable with the keys/abilities the player can actually obtain in order.
const ROOMS := {
    "entry":   { "exits": [ { "to": "hall_1" } ] },
    "hall_1":  { "exits": [ { "to": "vista", "needs": "double_jump" },
                            { "to": "side_room" } ] },           # optional branch
    "side_room": { "exits": [ { "to": "hall_1" } ], "grants": "double_jump" },
    "vista":   { "exits": [ { "to": "boss", "needs": "red_key" } ] },
}
# Validation (do this!): from "entry", can the player reach "boss" given that
# "double_jump" is granted in "side_room" before "vista" requires it? A flood
# fill that only traverses an exit when its `needs` is already satisfiable
# proves the critical path isn't soft-locked.

Pitfalls

  • **Dressing before it plays.** Detailing a blockout you haven't validated wastes

the most expensive work on a layout you'll change. Greybox and test first.

  • **Geometry that ignores metrics**: gaps the jump can't clear, ledges below

reach, corridors narrower than the camera needs. Size everything in player units.

  • **Flat pacing.** Wall-to-wall combat (or wall-to-wall calm) numbs the player.

Alternate tension and rest; place a breather and a save before the climax.

  • **Testing a mechanic before teaching it.** Players meet a hazard for the first

time in a lethal spot. Introduce safely, let them practice, then test.

  • **Soft-locks and dead ends.** A gate needs an ability/key obtainable only past

the gate. Validate the critical path's key/ability order, not just connectivity.

  • **No readability / guidance.** Players get lost when nothing draws the eye. Use

light, leading lines, color, and landmarks to point toward the path.

  • **One-way drops with no signposting** strand or surprise players. Telegraph

irreversible moves.

  • **Confusing procedural with authored.** Generation gives variety, not

authored pacing. Use procedural-gen for variety; hand-author for intent.

References

  • references/pacing-and-flow.md — the difficulty/tension curve in depth,

teaching-loop design (introduce→develop→twist→test), readability and guidance

techniques, 2D vs 3D layout considerations, and a blockout review checklist.

Related skills

  • godot-tilemap, unity-tilemap-2d — paint 2D level grids; gridmaps for 3D.
  • procedural-gen — generate variety to complement authored structure.
  • game-ai — encounter enemies that navigate the space you build.
  • platformer, puzzle, roguelike — genres that compose this skill.

Score breakdown

Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0