level-design
Level Design
This skill owns spatial structure, pacing, gating, and navigation intent. level-blockout owns greybox implementation; level-teach owns spatial teaching beats; world-map owns map UI.
Modes
| Mode | Spatial emphasis |
|---|---|
| open-air | multiple routes, long sightlines, landmark navigation |
| room-gate | room sequence and authored gates |
| hub-spoke | safe hub with selectable spokes and returns |
| linear-setpiece | controlled pacing along a constrained route |
Spatial contract
Write project metrics before decoration: traversal speeds, jump/climb reach, corridor/door widths, encounter footprint, camera clearance, sightline targets, checkpoint spacing, and any accessibility constraints that materially shape space.
Gates are explicit data: soft/resource, hard/key-or-ability, optional challenge, narrative/state, or project-specific variants. A gate should communicate why traversal is blocked through space, feedback, UI, or narrative according to the chosen presentation; invisible blockers are allowed only when the project deliberately uses them and validation supports the choice.