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Level Design

  • 516 installs
  • 30 repo stars
  • Updated January 5, 2026
  • pluginagentmarketplace/custom-plugin-game-developer

level-design is a Claude Code skill at version 2.0.0 that plans level flow, pacing, difficulty curves, and environmental storytelling for Unity games using ProBuilder, terrain tools, and modular assets.

About

level-design is a game developer plugin skill (version 2.0.0, sasmp_version 1.3.0) covering level design fundamentals for engaging gameplay spaces. It encodes principles for flow and pacing, visual guidance, environmental storytelling, and player navigation, with tooling guidance for ProBuilder, terrain tools, and modular assets. A bundled Python planner returns JSON principles and tool lists for quick reference. Developers reach for level-design when blocking out Unity levels, tuning difficulty progression, or aligning spatial design with narrative beats before greyboxing.

  • Five design pillars: flow, pacing, visual guidance, environmental storytelling, player navigation
  • Parameterized level_type and game_genre enums with retry and observability hooks
  • Tooling references: ProBuilder, terrain tools, modular assets
  • Metrics alignment: completion_time, death_count, exploration_percentage
  • PRIMARY_BOND to 01-game-designer agent in SASMP workflow

Level Design by the numbers

  • 516 all-time installs (skills.sh)
  • +18 installs in the week ending Jul 26, 2026 (Skillselion tracking)
  • Ranked #45 of 247 Game Development skills by installs in the Skillselion catalog
  • Security screen: MEDIUM risk (skills.sh audit)
  • Data as of Jul 26, 2026 (Skillselion catalog sync)
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill level-design

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Listed on Skillselion
Installs516
repo stars30
Security audit3 / 3 scanners passed
Last updatedJanuary 5, 2026
Repositorypluginagentmarketplace/custom-plugin-game-developer

How do you plan level pacing and difficulty curves?

Plan level flow, pacing, difficulty curves, and environmental storytelling before blocking out spaces in Unity or similar engines.

Who is it for?

Unity game developers greyboxing levels who need structured flow, pacing, and environmental storytelling guidance.

Skip if: Teams needing automated Playwright QA, shader work, or multiplayer netcode instead of spatial level planning.

When should I use this skill?

Planning level flow, pacing, difficulty progression, environmental storytelling, or spatial navigation before blocking spaces.

What you get

Level design plan with flow, pacing, guidance principles, and ProBuilder or terrain tooling notes.

  • level flow plan
  • pacing and difficulty notes
  • tooling checklist json

By the numbers

  • Skill version 2.0.0
  • sasmp_version 1.3.0
  • References 3 tools: probuilder, terrain_tools, modular_assets

Files

SKILL.mdMarkdownGitHub ↗

Level Design

Level Design Philosophy

┌─────────────────────────────────────────────────────────────┐
│                    LEVEL DESIGN PILLARS                     │
├─────────────────────────────────────────────────────────────┤
│  1. FLOW: Guide the player naturally through space         │
│  2. PACING: Control intensity and rest moments             │
│  3. DISCOVERY: Reward exploration and curiosity            │
│  4. CLARITY: Player always knows where to go               │
│  5. CHALLENGE: Skill tests that teach and satisfy          │
└─────────────────────────────────────────────────────────────┘

Level Structure Patterns

LINEAR LEVEL:
┌─────────────────────────────────────────────────────────────┐
│  [Start] → [Tutorial] → [Challenge] → [Boss] → [End]       │
│                                                              │
│  PROS: Easy to pace, clear direction                        │
│  CONS: Limited replay value, less exploration              │
│  BEST FOR: Story-driven games, action games                │
└─────────────────────────────────────────────────────────────┘

HUB & SPOKE:
┌─────────────────────────────────────────────────────────────┐
│              [Level A]                                       │
│                  ↑                                           │
│  [Level B] ← [HUB] → [Level C]                              │
│                  ↓                                           │
│              [Level D]                                       │
│                                                              │
│  PROS: Player choice, non-linear progression                │
│  CONS: Can feel disconnected                                │
│  BEST FOR: RPGs, Metroidvanias, open-world                 │
└─────────────────────────────────────────────────────────────┘

METROIDVANIA:
┌─────────────────────────────────────────────────────────────┐
│  ┌───┐   ┌───┐   ┌───┐                                      │
│  │ A │───│ B │───│ C │ (locked: need ability X)            │
│  └─┬─┘   └───┘   └───┘                                      │
│    │       │                                                 │
│  ┌─┴─┐   ┌─┴─┐                                              │
│  │ D │───│ E │ (grants ability X)                          │
│  └───┘   └───┘                                              │
│                                                              │
│  PROS: Rewarding exploration, ability gating                │
│  CONS: Can get lost, backtracking tedium                   │
│  BEST FOR: Exploration games, 2D platformers               │
└─────────────────────────────────────────────────────────────┘

Pacing & Flow

INTENSITY GRAPH (Good Pacing):
┌─────────────────────────────────────────────────────────────┐
│  High │      ╱╲           ╱╲    ╱╲                          │
│       │     ╱  ╲    ╱╲   ╱  ╲  ╱  ╲    ╱╲                  │
│       │    ╱    ╲  ╱  ╲ ╱    ╲╱    ╲  ╱  ╲                 │
│  Low  │───╱──────╲╱────╲──────────────╲╱────────           │
│       └────────────────────────────────────────→ Time       │
│                                                              │
│  PATTERN: Build → Peak → Rest → Build → Peak → Rest        │
└─────────────────────────────────────────────────────────────┘

PACING ELEMENTS:
┌─────────────────────────────────────────────────────────────┤
│  BUILD-UP:                                                   │
│  • Introduce new mechanic safely                            │
│  • Increase difficulty gradually                            │
│  • Foreshadow upcoming challenge                            │
├─────────────────────────────────────────────────────────────┤
│  PEAK (Combat/Puzzle):                                       │
│  • Test player skills                                       │
│  • High stakes moments                                      │
│  • Boss encounters                                          │
├─────────────────────────────────────────────────────────────┤
│  REST:                                                       │
│  • Safe zones                                               │
│  • Story/exploration moments                                │
│  • Resource replenishment                                   │
│  • Save points                                              │
└─────────────────────────────────────────────────────────────┘

Environmental Storytelling

STORYTELLING TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│  VISUAL NARRATIVES:                                          │
│  • Abandoned objects tell stories                           │
│  • Environmental damage shows history                       │
│  • Character belongings reveal personality                  │
│  • Graffiti and notes provide context                       │
├─────────────────────────────────────────────────────────────┤
│  ATMOSPHERE:                                                 │
│  • Lighting sets mood (warm=safe, cold=danger)             │
│  • Sound design reinforces tone                             │
│  • Weather reflects narrative beats                         │
│  • Music cues emotional state                               │
├─────────────────────────────────────────────────────────────┤
│  DISCOVERY LAYERS:                                           │
│  • Surface: Obvious story elements                          │
│  • Hidden: Rewards for exploration                          │
│  • Deep: Lore for dedicated players                         │
└─────────────────────────────────────────────────────────────┘

Whitebox Process

LEVEL DESIGN WORKFLOW:
┌─────────────────────────────────────────────────────────────┐
│  1. CONCEPT (Paper)                                          │
│     • Sketch rough layout                                   │
│     • Define key beats                                      │
│     • Identify player path                                  │
│                    ↓                                         │
│  2. WHITEBOX (Engine)                                        │
│     • Block out with primitives                             │
│     • Test scale and timing                                 │
│     • Place placeholder enemies                             │
│                    ↓                                         │
│  3. PLAYTEST                                                 │
│     • Get feedback early                                    │
│     • Iterate on layout                                     │
│     • Fix flow issues                                       │
│                    ↓                                         │
│  4. ART PASS                                                 │
│     • Replace with final art                                │
│     • Add lighting                                          │
│     • Polish visual details                                 │
│                    ↓                                         │
│  5. FINAL POLISH                                             │
│     • Audio integration                                     │
│     • VFX placement                                         │
│     • Performance optimization                              │
└─────────────────────────────────────────────────────────────┘

Player Guidance

VISUAL GUIDANCE TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│  LIGHTING:                                                   │
│  ┌─────────────────────────────────────────────────────┐   │
│  │     [Dark]    [BRIGHT PATH]    [Dark]               │   │
│  │                    ↓                                  │   │
│  │              [OBJECTIVE]                             │   │
│  └─────────────────────────────────────────────────────┘   │
│                                                              │
│  LANDMARKS:                                                  │
│  • Tall structures visible from distance                    │
│  • Unique colors for important locations                    │
│  • Repeated motifs for path clarity                         │
│                                                              │
│  ARCHITECTURE:                                               │
│  • Lines leading to objectives                              │
│  • Framing important elements                               │
│  • Negative space around key items                          │
└─────────────────────────────────────────────────────────────┘

Difficulty Progression

TEACHING THROUGH DESIGN:
┌─────────────────────────────────────────────────────────────┐
│  STEP 1: Safe Introduction                                   │
│  ┌─────────────────────────────────────────────┐           │
│  │  [Player] ──→ [Gap] ──→ [Platform]          │           │
│  │  (No enemies, can't die)                    │           │
│  └─────────────────────────────────────────────┘           │
│                                                              │
│  STEP 2: Add Stakes                                          │
│  ┌─────────────────────────────────────────────┐           │
│  │  [Player] ──→ [Gap+Spikes] ──→ [Platform]   │           │
│  │  (Same mechanic, consequence for failure)   │           │
│  └─────────────────────────────────────────────┘           │
│                                                              │
│  STEP 3: Add Complexity                                      │
│  ┌─────────────────────────────────────────────┐           │
│  │  [Player] ──→ [Moving Platform] ──→ [Goal]  │           │
│  │  (Timing + previously learned jump)         │           │
│  └─────────────────────────────────────────────┘           │
│                                                              │
│  STEP 4: Combine Mechanics                                   │
│  ┌─────────────────────────────────────────────┐           │
│  │  [Player] ──→ [Enemy] + [Gap] ──→ [Reward]  │           │
│  │  (Combat + platforming together)            │           │
│  └─────────────────────────────────────────────┘           │
└─────────────────────────────────────────────────────────────┘

🔧 Troubleshooting

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players get lost                                   │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Add stronger visual guides (lighting, landmarks)          │
│ → Use environmental cues (footprints, trails)               │
│ → Place NPCs or signs at decision points                    │
│ → Add map/compass UI elements                               │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Level feels too long/boring                        │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Add more pacing variety (peaks and valleys)               │
│ → Cut redundant sections                                    │
│ → Add shortcuts for backtracking                            │
│ → Place more rewards and discoveries                        │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Difficulty spikes frustrating players              │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Add training area before hard section                     │
│ → Place checkpoint closer to challenge                      │
│ → Provide optional resources before boss                    │
│ → Playtest with different skill levels                      │
└─────────────────────────────────────────────────────────────┘

┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players skip optional content                      │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS:                                                   │
│ → Make secrets more visible (partial reveal)                │
│ → Place rewards near critical path                          │
│ → Use audio cues for hidden areas                           │
│ → Reward exploration with meaningful items                  │
└─────────────────────────────────────────────────────────────┘

Level Metrics

MetricActionPuzzleRPGPlatformer
Avg. Completion5-10 min10-20 min30-60 min3-8 min
Deaths/Level2-50-21-35-15
Secrets2-31-25-103-5
CheckpointsEvery 2 minPuzzle startSafe roomsEvery 30 sec

---

Use this skill: When designing engaging levels, pacing gameplay, or creating environmental narratives.

Related skills

How it compares

Pick level-design for spatial pacing and storytelling planning; use qa-game when the need is automated Playwright regression testing on builds.

FAQ

What engines does level-design target?

level-design targets Unity and similar engines, referencing ProBuilder, terrain tools, and modular assets for blocking spaces with planned flow, pacing, and environmental storytelling.

What principles does level-design emphasize?

level-design emphasizes flow and pacing, visual guidance for player navigation, environmental storytelling, and difficulty progression planning before greyboxing level geometry.

Is Level Design safe to install?

skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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