Level Design
/level-design
Design playable levels from blockout to final: player metrics, pacing and flow, gating, the critical path and encounter design.
- GitHub stars
- 2,085 (repository stars as of 2026-10-21)
- License
- Apache-2.0
- Last commit
- 2026/10/09
- By
- gamedev-skills
Part of
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill level-designInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Worked steps: Player metrics drive every dimension; Encounter / pacing as data; Gating and the critical path
- A pitfalls section with the mistakes to avoid
- A verification step before the work is called done
- Bundled 1 reference doc the agent reads when needed
Good fit
- Requests about level design, blockout/whitebox/greybox, level layout, level pacing or encounter design
Try this prompt
Block out my first level with a clear critical path and a tension and rest pacing curve.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.
From the level-design SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- Player metrics drive every dimension
- Encounter / pacing as data (a tension timeline)
- Gating and the critical path (a small graph)
FAQ
Works well with
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