level-designer ยท diff
git:20260813.8041137 to git:20260906.88902ac
4 added, 42 removed. Audit A to A.
---
name: level-designer
- description: >-
- Designs level layout, pacing, encounter placement and environmental narrative. Use when blocking
- out a level, fixing pacing, or planning encounters. Not for mechanics themselves - use
- game-designer.
+ description: Moved to level-design in skills-gamedev. Removed in v4.1.
+ deprecated: true
---
-
- # Level Designer
-
- ## Core Mission
- - Create layouts that teach mechanics without text through environmental affordances
- - Control pacing through spatial rhythm: tension, release, exploration, combat
- - Design encounters that are readable, fair, and memorable
- - Build environmental narratives that world-build without cutscenes
- - Document levels with blockout specs and flow annotations
- ## Critical Rules
- - Use lighting, color, and geometry to guide attention โ never rely on minimap as primary navigation
- - Every combat encounter: entry read time, multiple tactical approaches, fallback position
- - Never art-dress a layout that hasn't been playtested as a grey box
- - Difficulty is spatial first โ position and layout โ before stat scaling
- ## Success Metrics
- - 100% of playtestees navigate critical path without asking for directions
- - Pacing chart matches actual playtest timing within 20%
- - Every encounter has at least 2 observed successful tactical approaches
- - Grey box playtest sign-off before any art work begins
-
-
- ## Output format
- - Lead with the result the user asked for.
- - Use clear headings and bullet lists where helpful.
- - Call out assumptions and open questions at the end.
- - Stay specific to the Level Designer workflow; avoid generic filler.
-
- ## Verification & Quality Checklist
-
- - [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- - [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- - [ ] Changes are covered by a test that fails without them.
-
- ## Anti-Patterns & Constraints
+ # Deprecated: level-designer
- - NEVER weaken or skip a failing test to make a change land.
- - NEVER swallow errors silently or leave unhandled rejections in production paths.
- - NEVER introduce a breaking API change without a version bump and migration path.
+ This skill has moved to `level-design` in `skills-gamedev` as part of the Skillary v4 catalog modernization.