home / skills / pluginagentmarketplace / custom-plugin-game-developer / level-design

level-design skill

/skills/level-design

This skill helps design engaging levels by applying flow, pacing, and environmental storytelling to craft clear, challenging gameplay experiences.

npx playbooks add skill pluginagentmarketplace/custom-plugin-game-developer --skill level-design

Review the files below or copy the command above to add this skill to your agents.

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SKILL.md
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---
name: level-design
version: "2.0.0"
description: |
  Level design fundamentals, pacing, difficulty progression, environmental
  storytelling, and spatial design for engaging gameplay experiences.
sasmp_version: "1.3.0"
bonded_agent: 01-game-designer
bond_type: PRIMARY_BOND

parameters:
  - name: level_type
    type: string
    required: false
    validation:
      enum: [linear, open_world, hub, procedural, puzzle]
  - name: game_genre
    type: string
    required: false
    validation:
      enum: [action, adventure, puzzle, platformer, fps, rpg]

retry_policy:
  enabled: true
  max_attempts: 3
  backoff: exponential

observability:
  log_events: [start, complete, error]
  metrics: [completion_time, death_count, exploration_percentage]
---

# 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

| Metric | Action | Puzzle | RPG | Platformer |
|--------|--------|--------|-----|------------|
| Avg. Completion | 5-10 min | 10-20 min | 30-60 min | 3-8 min |
| Deaths/Level | 2-5 | 0-2 | 1-3 | 5-15 |
| Secrets | 2-3 | 1-2 | 5-10 | 3-5 |
| Checkpoints | Every 2 min | Puzzle start | Safe rooms | Every 30 sec |

---

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

Overview

This skill teaches level design fundamentals for creating engaging gameplay through flow, pacing, difficulty progression, environmental storytelling, and spatial design. It condenses practical patterns—linear, hub-and-spoke, Metroidvania—into actionable workflows and troubleshooting tips. Use it to plan, whitebox, playtest, and polish levels that guide players and reward exploration.

How this skill works

The skill inspects level structure, pacing graphs, and player guidance techniques to identify design strengths and gaps. It recommends layout patterns, a staged whitebox-to-polish workflow, and concrete fixes for common problems like getting lost or difficulty spikes. It also prescribes environmental storytelling layers, lighting and landmark strategies, and stepwise difficulty teaching.

When to use it

  • Designing a new level or campaign layout
  • Balancing pacing and difficulty across a section
  • Creating environmental storytelling and player guidance
  • Iterating after early playtests and whitebox sessions
  • Troubleshooting player confusion, boredom, or difficulty spikes

Best practices

  • Start with a clear concept and sketch key beats before touching the engine
  • Whitebox static geometry to test scale, timing, and flow early
  • Teach mechanics in safe contexts, then add stakes, complexity, and combinations
  • Design intensity as Build → Peak → Rest loops to manage player fatigue
  • Use lighting, landmarks, architecture and audio as non-verbal guidance

Example use cases

  • Build a short linear tutorial level that introduces and tests a core mechanic
  • Design a hub-and-spoke progression for optional choices and replayability
  • Create Metroidvania gating that rewards exploration with abilities and shortcuts
  • Rework a long level by adding peaks, rest areas, and checkpoints to improve pacing
  • Add environmental clues (objects, damage, notes) to tell background lore without dialogue

FAQ

How do I prevent players from getting lost?

Add strong visual guides: lighting contrasts, tall landmarks, repeated motifs, and occasional NPCs or signposts at decision points. Consider a simple map or compass if navigation remains unclear.

What’s the fastest way to test pacing?

Whitebox the layout in the engine, run playtests focusing only on timing and intensity, and use the Build→Peak→Rest pattern to inspect energy spikes. Iterate quickly before art pass.

How should difficulty progress within a level?

Introduce mechanics safely, add stakes, increase complexity, then combine mechanics. Place checkpoints and optional resources before hard peaks and playtest with varied skill levels.