level-design SKILL.md skillA

level-design from ukanwat/overtime is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add ukanwat/overtime/level-design@git:20260812.5b73825

Pins git:20260812.5b73825 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
ukanwat/overtime
Path
.claude/skills/level-design/SKILL.md
Versions recorded
1
Latest version
git:20260812.5b73825, committed Aug 12, 2026
Size
7,333 bytes
Repository stars
399
License
MIT

Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.

Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.

What the file says

# Level design

A level is a **sequence of intentional experiences** delivered through space.
Good level design is a *process*: define the metrics movement is built on, block
out geometry with primitives, play it, then dress it — never the reverse. This
skill is the engine-neutral practice; use `godot-tilemap`/`unity-tilemap-2d` to
lay out 2D grids and gridmaps for 3D.

## When to use

- Use to plan a level's structure: critical path, pacing, gating, encounters,
  and where the player learns vs is tested.
- Use the **blockout → test → iterate → dress** workflow to build a level that
  plays well before any art exists.
- Use to derive level **metrics** from the character's movement so geometry is
  reachable and fair.

**When *not* to use:** to *generate* levels algorithmically, use `procedural-gen`
(authored and procedural design are complementary). For the engine's tile/grid
painting tools, use `godot-tilemap` / `unity-tilemap-2d`. For the movement
abilities the metrics come from, that's the engine movement skill + `input-systems`.

## Core workflow

1. **Derive metrics first.** Measure the character: max jump height and distance,
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add ukanwat/overtime/level-design@sha256:aba0bca1ebc84656

The line at the top of this page pins the label git:20260812.5b73825, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_bhezep2v574ff2hk.svg)](https://markdownregistry.com/a/art_bhezep2v574ff2hk)

2 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 1 version of this file, committed on Aug 12, 2026.

versioncommittedcommitsizeaudit
git:20260812.5b73825 latest2026-08-12 5b73825 7,333 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (7333 bytes)
  • pass: No zero-width or bidi control characters
  • pass: No instruction hidden inside an HTML comment
  • pass: No link to an exfiltration or paste host
  • pass: No credential-shaped string
  • pass: No instruction to send local credentials anywhere
  • pass: No text hidden with inline styles
  • pass: No prompt-injection phrasing
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

ukanwat/overtime · 399 stars · license MIT · pushed 2026-10-18 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_bhezep2v574ff2hk
GET https://markdownregistry.com/api/v1/resolve?ref=ukanwat/overtime/level-design
GET https://markdownregistry.com/api/v1/blob/aba0bca1ebc846568e7601afb83824d9bc4ecbab0096bc044c402d901761696d

Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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Every file in ukanwat/overtime

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