PlugWiki

level-design Skill (gamedev-skills) for Claude: Blockout to Playable Levels and How to Install It

Makes Claude design game levels the way level designers work, from player metrics and blockout to pacing, gating and encounters, in any engine.

Installs
9.8K
on skills.sh
Stars
6.4K
on GitHub
Files
1
besides SKILL.md
Updated
Oct 2026
last repo commit

level-design gives Claude a seven-step workflow: derive player metrics, build a blockout from plain shapes, set the critical path, pace tension and rest, teach before testing, gate with intent, then playtest. It also carries three GDScript patterns and a list of eight common mistakes. A reference file goes deeper on the difficulty curve, the teaching loop, guidance and a blockout review checklist.

It loads when you mention level design, blockout, whitebox, greybox, layout, pacing, encounter design or the critical path. The skill is engine-neutral guidance and bundles no scripts. It points to sibling skills in the same repo for tile painting and procedural generation.

Good for

  • Indie developers planning a level before any art exists
  • Game jam teams who need a critical path and a pacing curve fast
  • Godot, Unity and Unreal users who want engine-neutral level structure

Install level-design

Claude Code

  1. 1

    Copy this prompt.

    Install the level-design skill in Claude Code. Run this command:
    
    claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills
    claude plugin install disciplines@awesome-gamedev-agent-skills
    
    Then check that it loaded and tell me how to use it.
  2. 2

    Paste it into Claude Code. It shows the change and asks before running it.

Requires Claude Code.

The marketplace lists level-design in both the disciplines plugin and the gamedev plugin. The README says to install the router skill too, so a router can pick skills for you; the level-design SKILL.md does not mention it. Pick one route, not several, or you get skills twice.

From the project README. Source.

What's in the skill

When it loads

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

Sections in SKILL.md

  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Player metrics drive every dimension
  5. 2. Encounter / pacing as data (a tension timeline)
  6. 3. Gating and the critical path (a small graph)
  7. Pitfalls
  8. References
  9. Related skills

Key facts

Installs on skills.sh
9,752 (Nov 2, 2026)
Last commit
Oct 28, 2026

What it includes

  • Measures jump height and distance, run speed, reach and camera range first

    Every gap, ledge and corridor is then sized in those units.

    1. Derive metrics

  • Builds the whole level from untextured primitives at correct scale

    Names Godot CSGBox3D, Unity ProBuilder, Unreal Modeling Mode and a grey 2D tileset.

    2. Blockout

  • Defines the start-to-goal route, the golden path and optional branches

    Optional and secret paths branch off the critical path.

    3. Critical path

  • Alternates tension and rest in a deliberate curve

    No wall-to-wall combat. Rest before the climax.

    4. Pace the experience

  • Introduces each mechanic safely before testing it under pressure

    Difficulty rises in a sawtooth, not a straight line.

    5. Teach, then test

  • Uses locks, keys, abilities and one-way drops to control order

    Guides with light, lines and landmarks instead of walls.

    6. Gate with intent

  • Watches where players get lost, stuck, bored or killed unfairly

    Dress the level only after the blockout plays well.

    7. Playtest and iterate

  • GDScript constants that derive safe and hard gap sizes from the jump

    An example to adapt. It is code for you to run in your own project.

    Pattern: metrics as constants

  • GDScript list of beats, each with a room, type and intensity from 0 to 1

    Makes the pacing curve visible before you build rooms.

    Pattern: tension timeline

  • GDScript check that the goal is reachable with the keys the player can get

    The example finds a soft-lock where no room grants the red key.

    Pattern: gating graph

  • Difficulty curve, teaching loop, guidance, 2D vs 3D and a blockout checklist

    Bundled reference file the skill points to.

    Read · references/pacing-and-flow.md

From the official docs

Questions

What does the level-design skill do?

It makes Claude plan and build game levels with a set workflow. The steps are player metrics, blockout, critical path, pacing, teaching then testing, gating and playtesting.

Which game engine does it need?

None. SKILL.md calls it engine-neutral practice. Its code examples are GDScript, and it names Godot, Unity and Unreal tools for blockouts.

How do I install level-design?

Use the install box above. The repo has a Claude Code plugin called disciplines that includes it, plus the full gamedev plugin. The skills CLI route installs only this skill.

Do I need the router skill?

The README says to install the router so a dispatcher can load the right skills for your request. The level-design SKILL.md does not mention the router.

Does it work in the Claude app, Codex or Cursor?

The README lists Claude Code, Cursor, Windsurf, Cline, Codex, Gemini CLI and GitHub Copilot among agents that load the same SKILL.md. The install guide also has a Claude.ai ZIP upload route, shown in the install box.

Is level-design safe?

The skill is a guide with one reference file and bundles no scripts. Its code samples are examples for you to place in your own project. The repo does have scripts elsewhere, for other skills, which this skill does not use.

Can it generate levels for me?

Not by itself. SKILL.md says to use the procedural-gen skill to generate levels algorithmically, and godot-tilemap or unity-tilemap-2d for tile painting.

level-design vs procedural-gen?

level-design is for authored levels, with intent and pacing. procedural-gen creates variety by algorithm. SKILL.md calls them complementary.

Information

updated Nov 2, 2026

Folder
skills/disciplines/level-design

gamedev-skills/awesome-gamedev-agent-skillsskills.sh

Sources

Docs, issue trackers and discussions this page is built from.

Show all 6
  1. INSTALLATION.md · github.com
  2. level-design SKILL.md · github.com
  3. awesome-gamedev-agent-skills README · github.com
  4. marketplace.json · github.com
  5. pacing-and-flow.md · github.com
  6. skills.sh listing · skills.sh

Updated Nov 2, 2026.