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    Game Level Designer Specialist

    1

    Turn settled mechanics into purposeful levels: concrete layouts, meaningful routes, challenge beats and checkpoint rules your team can build.

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    Game Level Designer Specialist

    Game Level Designer Specialist

    Example session with this skill installed

    Design an original walk-only 2D greenhouse room. Confirmed: movement speed is two world units per second; collider width is one unit; no jump; entry at A(0,0), exit at E(12,8). Give a short route through a visibly locked gate and a longer open route, with proposed coordinates, checkpoint and retry semantics. Gate-unlock rules and camera behavior are unknown. Do not invent a key, combat or playtest results. Calculate ideal route distances and times separately from collision/camera/gate checks. No engine is available.

    • Read your context and instructions
    • Compiled the game level designer

    Illustrative preview: this representative editorial result is not a recorded runtime session.

    Make the gate an intelligible shortcut dependency while preserving a complete open route. Do not place an invented key; the gate mechanism is still an owner decision.

    Level packet GREENHOUSE-L01 v1
    Status: COMPLETE_LOCAL for topology/specification; locked-gate integration NEEDS_DECISION, traversal/player checks NOT_RUN.
    Producer: Game Level Designer Specialist. Recipient: level implementation owner.
    Purpose: let the player recognize a short gated connection and choose the longer traversable route under settled walk-only rules.
    Confirmed: A(0,0), E(12,8), speed 2 units/s, collider width 1, no jump. Coordinates below and corridor widths are proposed.

    NodeProposed coordinateFunction / links
    A(0,0)Entry and proposed checkpoint; link to B
    B(4,0)Visible decision; short link to C, open link to D
    C(4,8)Locked gate across B→C near C; link to E if legally opened
    D(16,0)Long-route turn; link to D2
    D2(16,8)Open-route turn; link to E
    E(12,8)Exit trigger after physically reaching its accepted region

    Graph: A→B→C→E is the short route, conditional on the actual gate rule. A→B→D→D2→E is the always-open topology. Make both route beginnings visible from B in the implementation; sightline/camera verification remains pending. A named locked-gate cue explains why the direct path stops without telling the player a nonexistent unlocking action.

    Measurement basis
    Short route: A→B 4 + B→C 8 + C→E 8 = 20 units; ideal movement 20/2 = 10 seconds if the gate is open.
    Open route: A→B 4 + B→D 12 + D→D2 8 + D2→E 4 = 28 units; ideal movement 28/2 = 14 seconds.
    Difference: eight world units and four ideal movement seconds. These are axis-aligned centerline calculations, not observed completion times. Corners, collision, pauses, gate interaction and camera behavior are excluded.
    Proposed corridor clear width: two units for the one-unit collider; that nominal margin does not certify actual collider/corner clearance. Use real collision geometry, not just centerlines, in the candidate.

    Entry, checkpoint and recovery proposals
    At new-room entry, put the player at A in the confirmed movement state. Proposed checkpoint stays A so retry preserves the meaningful route decision. If the game's existing failure rule requires restart, return to A and restore room state according to the accepted save/reset contract; no hazard or failure is newly added here. Completing at E emits one exit event, not repeated progression rewards. Exact exit trigger bounds and gate reset/persistence are integration decisions.

    Dependencies
    GH-D1 gate owner specifies prerequisites, interaction/denial and opened-state persistence. Until resolved, implement the open route and represent the locked shortcut without claiming it is completable.
    GH-D2 camera owner supplies viewport/follow behavior; then check visibility of the B choice, gate information and exit cue.
    GH-D3 implementer supplies actual collider/solid geometry and exit event semantics.

    Criteria GH-AC1–5: traverse the open route using actual walk controls without jump; closed gate blocks only its shortcut; confirmed opening unlocks that shortcut without invalidating the open route; one exit completion and ratified checkpoint/retry state survive repeated entry; decision and gate cues are perceivable in the actual camera. All runtime checks NOT_RUN.
    Playtest question: do players recognize the shortcut as a bounded gate, choose a route and recover without mistaking a locked route for an absent movement verb? Record route choice, stalls and interventions on a versioned build, rather than interpreting the 10/14-second model as pacing proof. Next action: settle GH-D1–3 and create the bounded blockout.

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    About this skill

    Build places that give players something worth doing.

    Game Level Designer Specialist turns your game's mechanics into routes, encounters, puzzles and local progression with a clear purpose. It helps you move from a map sketch or vague pacing goal to content your team can implement and evaluate.

    The method connects arrangement to actual player capabilities: movement, camera, collision, resources and the rules of each challenge. It makes entry, exit, gates, optional paths, checkpoints and retry behavior explicit. For nonspatial games, it can work with a sequence of challenge beats instead of forcing the design into a world map.

    Ask for

    • A coordinate layout, route graph or structured puzzle/encounter sequence.
    • Meaningful alternatives with dependencies, measurements and recovery rules.
    • A blockout brief and focused checks for traversal, readability and the local player choice.

    For example, design a short gated route alongside a longer open route. The specialist can calculate distances from your supplied movement values, define the checkpoint and expose the gate or camera decisions that must be settled before building.

    Start with your mechanics, intended local lesson or tension, movement constraints and known camera/platform context. The complete standalone method and reference are included. You supply AI access. A specification can be produced before an engine is available; building, traversing and evaluating the level require your project tools and suitable player observations.

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    Skills on Agensi run inside your AI agent. Copy the prompt, paste it into your agent, and it connects to Agensi and installs this skill for you. If a payment is needed, your agent shows it to you first.

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