level-design

from pluginagentmarketplace/custom-plugin-game-developer

Game developer roadmap plugin with engine-specific patterns and optimization

3 stars0 forksUpdated Jan 5, 2026
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill level-design

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:                                                

...
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