Use this skill: When designing engaging levels, pacing gameplay, or creating environmental narratives.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionlevel-designExecute the skills CLI command in your project's root directory to begin installation:
Fetches level-design from pluginagentmarketplace/custom-plugin-game-developer and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate level-design. Access via /level-design in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Automate repetitive workflows and reduce manual effort
Example
Generate reports, summarize documents, draft communications
Save 3-5 hours per week on routine tasks
Learn new skills, understand complex topics, get expert guidance
Example
Explain concepts, provide examples, suggest learning resources
Accelerate learning and skill development by 2x
Enhance output quality through reviews, suggestions, and refinements
Example
Review drafts, suggest improvements, catch errors
Improve work quality by 30-40% with less effort
1
total installs
1
this week
17
GitHub stars
0
upvotes
Run in your terminal
1
installs
1
this week
17
stars
┌─────────────────────────────────────────────────────────────┐
│ 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 │
└─────────────────────────────────────────────────────────────┘
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 │
└─────────────────────────────────────────────────────────────┘
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 │
└─────────────────────────────────────────────────────────────┘
STORYTELLING TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│ VISUAL NARRATIVES: │
│ • Abandoned objects tell stories │
│ • Environmental damage shows history │
│ • Character belongings reveal personality │
│ • Graffiti and notes provide context │
├─────────────────────────────────────────────────────────────┤
│ ATMOSPHERE: │
│ • Lighting sets mood (warm=safe, cold=danger) │
│ • Sound design reinforces tone │
│ • Weather reflects narrative beats │
│ • Music cues emotional state │
├─────────────────────────────────────────────────────────────┤
│ DISCOVERY LAYERS: │
│ • Surface: Obvious story elements │
│ • Hidden: Rewards for exploration │
│ • Deep: Lore for dedicated players │
└─────────────────────────────────────────────────────────────┘
LEVEL DESIGN WORKFLOW:
┌─────────────────────────────────────────────────────────────┐
│ 1. CONCEPT (Paper) │
│ • Sketch rough layout │
│ • Define key beats │
│ • Identify player path │
│ ↓ │
│ 2. WHITEBOX (Engine) │
│ • Block out with primitives │
│ • Test scale and timing │
│ • Place placeholder enemies │
│ ↓ │
│ 3. PLAYTEST │
│ • Get feedback early │
│ • Iterate on layout │
│ • Fix flow issues │
│ ↓ │
│ 4. ART PASS │
│ • Replace with final art │
│ • Add lighting │
│ • Polish visual details │
│ ↓ │
│ 5. FINAL POLISH │
│ • Audio integration │
│ • VFX placement │
│ • Performance optimization │
└─────────────────────────────────────────────────────────────┘
VISUAL GUIDANCE TECHNIQUES:
┌─────────────────────────────────────────────────────────────┐
│ LIGHTING: │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ [Dark] [BRIGHT PATH] [Dark] │ │
│ │ ↓ │ │
│ │ [OBJECTIVE] │ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ LANDMARKS: │
│ • Tall structures visible from distance │
│ • Unique colors for important locations │
│ • Repeated motifs for path clarity │
│ │
│ ARCHITECTURE: │
│ • Lines leading to objectives │
│ • Framing important elements │
│ • Negative space around key items │
└─────────────────────────────────────────────────────────────┘
TEACHING THROUGH DESIGN:
┌─────────────────────────────────────────────────────────────┐
│ STEP 1: Safe Introduction │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Gap] ──→ [Platform] │ │
│ │ (No enemies, can't die) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 2: Add Stakes │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Gap+Spikes] ──→ [Platform] │ │
│ │ (Same mechanic, consequence for failure) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 3: Add Complexity │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Moving Platform] ──→ [Goal] │ │
│ │ (Timing + previously learned jump) │ │
│ └─────────────────────────────────────────────┘ │
│ │
│ STEP 4: Combine Mechanics │
│ ┌─────────────────────────────────────────────┐ │
│ │ [Player] ──→ [Enemy] + [Gap] ──→ [Reward] │ │
│ │ (Combat + platforming together) │ │
│ └─────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players get lost │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add stronger visual guides (lighting, landmarks) │
│ → Use environmental cues (footprints, trails) │
│ → Place NPCs or signs at decision points │
│ → Add map/compass UI elements │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Level feels too long/boring │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add more pacing variety (peaks and valleys) │
│ → Cut redundant sections │
│ → Add shortcuts for backtracking │
│ → Place more rewards and discoveries │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Difficulty spikes frustrating players │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add training area before hard section │
│ → Place checkpoint closer to challenge │
│ → Provide optional resources before boss │
│ → Playtest with different skill levels │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Players skip optional content │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Make secrets more visible (partial reveal) │
│ → Place rewards near critical path │
│ → Use audio cues for hidden areas │
│ → Reward exploration with meaningful items │
└─────────────────────────────────────────────────────────────┘
| Metric | Action | Puzzle | RPG | Platformer |
|---|---|---|---|---|
| Avg. Completion | 5-10 min | 10-20 min | 30-60 min | 3-8 min |
| Deaths/Level | 2-5 | 0-2 | 1-3 | 5-15 |
| Secrets | 2-3 | 1-2 | 5-10 | 3-5 |
| Checkpoints | Every 2 min | Puzzle start | Safe rooms | Every 30 sec |
Use this skill: When designing engaging levels, pacing gameplay, or creating environmental narratives.
Prerequisites
Time Estimate
15-45 minutes depending on use case complexity
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.
✗ Avoid when
Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.
anthropics/claude-code
sickn33/antigravity-awesome-skills
leonxlnx/taste-skill
erichowens/some_claude_skills
hyperb1iss/hyperskills
omer-metin/skills-for-antigravity
level-design is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
I recommend level-design for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Keeps context tight: level-design is the kind of skill you can hand to a new teammate without a long onboarding doc.
level-design reduced setup friction for our internal harness; good balance of opinion and flexibility.
Registry listing for level-design matched our evaluation — installs cleanly and behaves as described in the markdown.
Registry listing for level-design matched our evaluation — installs cleanly and behaves as described in the markdown.
level-design reduced setup friction for our internal harness; good balance of opinion and flexibility.
level-design has been reliable in day-to-day use. Documentation quality is above average for community skills.
Solid pick for teams standardizing on skills: level-design is focused, and the summary matches what you get after install.
We added level-design from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
showing 1-10 of 28