# Level Design

Design and build playable levels, the blockout/whitebox-to-playable workflow, player...

- Repository: https://github.com/gamedev-skills/awesome-gamedev-agent-skills (6445 stars)
- Category: Design
- License: Apache-2.0
- Last updated: 2026-10-28
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill level-design -g -a claude-code -y`
Codex: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill level-design -g -a codex -y`
Cursor: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill level-design -g -a cursor -y`
Gemini CLI: `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill level-design -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/blob/HEAD/skills/disciplines/level-design/SKILL.md
