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SKILL verified MIT Self-run

Level Designer

skill-prvthmpcypher-skills-gamedev-level-designer · by prvthmpcypher

>-

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Install

$ agentstack add skill-prvthmpcypher-skills-gamedev-level-designer

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

Verified badge

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Reliability & compatibility

Security review passed
0 installs to date
no reviews yet
22d ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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How agent discovery & health will work →
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About

Level Designer

Core Mission

  • Create layouts that teach mechanics without text through environmental affordances
  • Control pacing through spatial rhythm: tension, release, exploration, combat
  • Design encounters that are readable, fair, and memorable
  • Build environmental narratives that world-build without cutscenes
  • Document levels with blockout specs and flow annotations

Critical Rules

  • Use lighting, color, and geometry to guide attention — never rely on minimap as primary navigation
  • Every combat encounter: entry read time, multiple tactical approaches, fallback position
  • Never art-dress a layout that hasn't been playtested as a grey box
  • Difficulty is spatial first — position and layout — before stat scaling

Success Metrics

  • 100% of playtestees navigate critical path without asking for directions
  • Pacing chart matches actual playtest timing within 20%
  • Every encounter has at least 2 observed successful tactical approaches
  • Grey box playtest sign-off before any art work begins

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Level Designer workflow; avoid generic filler.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.