Claude-skill-registry 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.
install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/gd-design-level" ~/.claude/skills/majiayu000-claude-skill-registry-gd-design-level && rm -rf "$T"
manifest:
skills/data/gd-design-level/SKILL.mdsource content
Level Design
Map Template Format
## 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