Agent skill
gd-design-level
Map and level design documentation. Use when designing map layouts, creating level templates, placing loot and spawns, designing flow and pacing, or creating navigation systems.
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npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/gd-design-level
SKILL.md
Level Design
Map Template Format
markdown
## Map: [Name]
**ID:** MAP-[NNN]
**Size:** [Dimensions]
**Player Count:** [Min-Max]
**Match Duration:** [Minutes]
### Zone Layout
[ASCII art or visual description]
### Zones
| Zone | Risk Level | Loot Tier | Purpose |
|------|------------|-----------|---------|
| [Name] | [Level] | [Tier] | [Function] |
### Extraction Points
| Extract | Location | Type | Requirements | Risk |
|---------|----------|------|--------------|------|
| [Name] | [Position] | [Type] | [Needs] | [Level] |
### Loot Distribution
| Zone | Common % | Uncommon % | Rare % |
|------|----------|------------|--------|
| [Name] | [X%] | [X%] | [X%] |
### Flow Analysis
**Rotation patterns:** [How players move]
**Choke points:** [Conflict locations]
**Camping risks:** [Defensible spots]
**Anti-camping:** [Mitigations]
### AI Spawns (if applicable)
| Patrol | Route | Difficulty | Loot |
|--------|-------|------------|------|
| [Name] | [Path] | [Level] | [Drops] |
Level Design Principles
Flow
Players should move through the space with purpose:
- Clear paths - Intuitive routes between areas
- Multiple options - No single "correct" way
- Decision points - Players choose their path
- Risk gradient - Danger increases with reward
Landmarks
Players should orient themselves easily:
- Silhouettes - Distinct visual shapes
- Lighting - Key areas highlighted
- Audio cues - Sounds indicate location
- Unique features - Memorable elements
Pacing
Match the intended experience:
- Buildup - Start slow, increase intensity
- Peaks - High-tension moments
- Breathing room - Brief downtime
- Climax - Final push to objective
Level Design Process
Step 1: Concept Sketch
Create a rough layout showing:
- Overall shape
- Major zones
- Key landmarks
- Spawn/extract points
Step 2: Zone Definition
Define each area by:
- Primary purpose
- Risk level
- Loot quality
- Flow role
Step 3: Connection Design
Create paths between zones:
- Main routes (obvious)
- Alternative routes (hidden)
- Shortcuts (risk/reward)
- Choke points (conflict areas)
Step 4: Loot Placement
Place rewards following:
- Risk gradient (deeper = better)
- Exploration reward (off-path = bonus)
- Flow guidance (loot attracts movement)
- Balance considerations (not all in one spot)
Step 5: Playtest Validation
Test and iterate:
- Do players flow as intended?
- Are there camping spots?
- Is loot distributed fairly?
- Are spawns safe?
Common Level Patterns
Arena
Symmetrical, focused on fair competition:
- Central conflict zone
- Mirrored starting positions
- Clear sightlines
- Equal distance to objectives
Linear
Progressive, narrative-driven:
- Clear forward path
- Branching side areas
- Setpiece encounters
- Progressive difficulty
Open World
Exploration-focused:
- Non-linear progression
- Multiple objectives
- Fast travel points
- Dynamic events
Hub and Spoke
Central base with destinations:
- Central safe zone
- Radiating paths
- Distinct themed areas
- Return to hub mechanic
Level Review Checklist
Before marking a level complete:
- Layout supports target player count
- Spawns are safe and accessible
- Extractions are balanced
- Loot distribution is fair
- Flow creates meaningful choices
- Landmarks provide orientation
- Choke points have counterplay
- Performance is acceptable
- Art style is consistent
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