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.md
source 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