level-design

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INSTALLATION
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill level-design
Run in your project or agent environment. Adjust flags if your CLI version differs.

SKILL.md

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.

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