# Game Level Design

Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then...

- Repository: https://github.com/witnesstodark/mr-mak-workspace (642 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-10-31
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -g -a claude-code -y`
Codex: `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -g -a codex -y`
Cursor: `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -g -a cursor -y`
Gemini CLI: `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -g -a gemini-cli -y`

## Description

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.

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

# 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.

## Apply only the approved plan

The rest: https://github.com/witnesstodark/mr-mak-workspace/blob/HEAD/.claude/skills/game-level-design/SKILL.md
