
Game Level Design
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then...
Install
npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -g -a claude-code -y- Repository
- witnesstodark/mr-mak-workspace642
- Category
- Engineering
- Updated
- 4d ago
- License
- MIT
- Context cost
- Lightabout 670 tokens
- Runs scripts
- No, instructions only
What it does
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks. Use for layouts, encounter placement and terrain plans.
Game level design
Establish the play goal, scale, camera, movement/navigation limits and existing visual setup. Inspect the scene and documented mechanics before proposing placements. Reuse approved lighting/material settings when making another level; a new layout does not imply permission to redesign the game's presentation.
Keep source and proposal separate
For an existing level, capture a read-only source snapshot with scene identity, units, origin, axis convention, terrain/navigation data and object IDs. Record source hashes or revisions. For a new level, label the baseline as a proposal; do not describe a generated map as an engine export.
Store edits separately: layer overrides, marker additions/moves/removals and design notes. Keep alternate layouts independent. Regeneration must not silently replace a user's edited draft. On a changed source, preserve a recovery copy and resolve conflicts rather than treating the draft as disposable.
Make the plan useful for decisions
Show terrain, passage, obstacles, cover and objectives as distinct layers. Define brush/cell sizes in world units. Visual ground colour is not necessarily a navigation blocker; tree cover, water and a road may have different rules. Preserve stable marker IDs and distinguish counts, capacity and starting occupants. Unchosen prefabs or mechanics remain explicit design intent.
Check main/alternate routes, chokepoint width, clearances, encounter order and travel distances against actual character sizes and speeds. A 2D simulation can compare strategies only within its documented assumptions. Its result does not prove native navigation, combat behaviour or final balance.
