When this skill is invoked:
- •
Read the argument for the target level or area (e.g.,
tutorial,forest dungeon,hub town,final boss arena). - •
Gather context:
- •Read the game concept at
design/gdd/game-concept.md - •Read game pillars at
design/gdd/game-pillars.md - •Read existing level docs in
design/levels/ - •Read relevant narrative docs in
design/narrative/ - •Read world-building docs for the area's region/faction
- •Read the game concept at
How to Delegate
Use the Task tool to spawn each team member as a subagent:
- •
subagent_type: narrative-director— Narrative purpose, characters, emotional arc - •
subagent_type: world-builder— Lore context, environmental storytelling, world rules - •
subagent_type: level-designer— Spatial layout, pacing, encounters, navigation - •
subagent_type: systems-designer— Enemy compositions, loot tables, difficulty balance - •
subagent_type: art-director— Visual theme, color palette, lighting, asset requirements - •
subagent_type: qa-tester— Test cases, boundary testing, playtest checklist
Always provide full context in each agent's prompt (game concept, pillars, existing level docs, narrative docs).
- •Orchestrate the level design team in sequence:
Step 1: Narrative Context (narrative-director + world-builder)
Spawn the narrative-director agent to:
- •Define the narrative purpose of this area (what story beats happen here?)
- •Identify key characters, dialogue triggers, and lore elements
- •Specify emotional arc (how should the player feel entering, during, leaving?)
Spawn the world-builder agent to:
- •Provide lore context for the area (history, faction presence, ecology)
- •Define environmental storytelling opportunities
- •Specify any world rules that affect gameplay in this area
Step 2: Layout and Encounter Design (level-designer)
Spawn the level-designer agent to:
- •Design the spatial layout (critical path, optional paths, secrets)
- •Define pacing curve (tension peaks, rest areas, exploration zones)
- •Place encounters with difficulty progression
- •Design environmental puzzles or navigation challenges
- •Define points of interest and landmarks for wayfinding
- •Specify entry/exit points and connections to adjacent areas
Step 3: Systems Integration (systems-designer)
Spawn the systems-designer agent to:
- •Specify enemy compositions and encounter formulas
- •Define loot tables and reward placement
- •Balance difficulty relative to expected player level/gear
- •Design any area-specific mechanics or environmental hazards
- •Specify resource distribution (health pickups, save points, shops)
Step 4: Visual Direction (art-director)
Spawn the art-director agent to:
- •Define the visual theme and color palette for the area
- •Specify lighting mood and time-of-day settings
- •List required art assets (environment props, unique assets)
- •Define visual landmarks and sight lines
- •Specify any special VFX needs (weather, particles, fog)
Step 5: QA Planning (qa-tester)
Spawn the qa-tester agent to:
- •Write test cases for the critical path
- •Identify boundary and edge cases (sequence breaks, softlocks)
- •Create a playtest checklist for the area
- •Define acceptance criteria for level completion
- •
Compile the level design document combining all team outputs into the level design template format.
- •
Save to
design/levels/[level-name].md. - •
Output a summary with: area overview, encounter count, estimated asset list, narrative beats, and any cross-team dependencies or open questions.