Agent skill

Game Level Design

by witnesstodark in witnesstodark/mr-mak-workspace

Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.

MITAuto-check passedGame Development

Install Game Level Design

skills CLI
$ npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install witnesstodark/mr-mak-workspace game-level-design --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/game-level-design .claude/skills/game-level-design && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
game-level-design
GitHub stars
336
Token cost
~735 tokens
SKILL.md length
378 words
Files
1
Skills in repo
19
Repo updated
First seen
Licence
MIT

At a glance

Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.

  • Encounter placement and terrain plans
  • SKILL.md covers Keep source and proposal…, Make the plan useful for… and Apply only the approved plan
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Tasks that involve Game design

What it does

Game Level Design is an agent skill from witnesstodark/mr-mak-workspace. Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks. Use for layouts, encounter placement and terrain plans.

Its SKILL.md is about 740 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game design. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.

When your agent uses it

  • Encounter placement and terrain plans
  • Tasks that involve Game design

Example prompts

  • “/game-level-design”

What it can do on your machine

Read from SKILL.md and the folder at commit 1e0c7c3. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Level Design loads about 735 tokens when it runs. Until then it costs about 58 tokens; SKILL.md has 378 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~58
When it runs · the whole SKILL.md, loaded when a task matches
~735

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from witnesstodark/mr-mak-workspace at commit 1e0c7c3, republished under its MIT licence (© witnesstodark). 378 words, ~735 tokens.

Download SKILL.mdSave it as .claude/skills/game-level-design/SKILL.md (or your agent's skills folder).
name
game-level-design
description
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks. Use for layouts, encounter placement and terrain plans.

Game level design

Establish the play goal, scale, camera, movement/navigation limits and existing visual setup. Inspect the scene and documented mechanics before proposing placements. Reuse approved lighting/material settings when making another level; a new layout does not imply permission to redesign the game's presentation.

Keep source and proposal separate

For an existing level, capture a read-only source snapshot with scene identity, units, origin, axis convention, terrain/navigation data and object IDs. Record source hashes or revisions. For a new level, label the baseline as a proposal; do not describe a generated map as an engine export.

Store edits separately: layer overrides, marker additions/moves/removals and design notes. Keep alternate layouts independent. Regeneration must not silently replace a user's edited draft. On a changed source, preserve a recovery copy and resolve conflicts rather than treating the draft as disposable.

Make the plan useful for decisions

Show terrain, passage, obstacles, cover and objectives as distinct layers. Define brush/cell sizes in world units. Visual ground colour is not necessarily a navigation blocker; tree cover, water and a road may have different rules. Preserve stable marker IDs and distinguish counts, capacity and starting occupants. Unchosen prefabs or mechanics remain explicit design intent.

Check main/alternate routes, chokepoint width, clearances, encounter order and travel distances against actual character sizes and speeds. A 2D simulation can compare strategies only within its documented assumptions. Its result does not prove native navigation, combat behaviour or final balance.

Show full SKILL.md (142 more words)Show less

Apply only the approved plan

Export a manifest mapping coordinates, source revision and markers to engine assets. Reject stale/conflicting revisions before applying. Confirm the target scene and which objects are generated; do not overwrite an unrelated authored scene or manual edits as a side effect of a rebuild.

Verify saved terrain dimensions, height/axis conversion, prefab references, colliders, navigable paths, spawn locations and camera bounds in the engine. Traverse representative routes and test the changed encounter flow. Preserve unrelated gameplay values and assets. Deliver the editable plan, applied scene, export manifest, native captures and unresolved choices.

Example request: "Plan a small valley with two routes to the objective, then apply the chosen version." Success includes a reviewable layout, measured route clearance and a verified native path through the saved scene. Dependencies: project design rules; an editor bridge/CLI or engine access for scene work.

© witnesstodark, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .agents/skills/game-level-design of witnesstodark/mr-mak-workspace.

Open the folder on GitHubat commit 1e0c7c3

Compare with similar skills

Game Level Design next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Level Design compared with similar skills
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Game Level Design this skillwitnesstodark/mr-mak-workspace336—~735Automated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Novel Game Adaptation Analysiszenstory-ai/novel-to-game8341 repos~558Automated safety check: PassMIT
Game Asset Spec WriterDonchitos/Claude-Code-Game-Studios26k—~5kAutomated safety check: PassMIT
Game Balance CheckDonchitos/Claude-Code-Game-Studios26k—~2.2kAutomated safety check: PassMIT

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Questions about Game Level Design

What does Game Level Design do?

Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks. Game Level Design is an agent skill from witnesstodark/mr-mak-workspace. Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.

When should I use Game Level Design?

Game Level Design fits situations like: encounter placement and terrain plans; tasks that involve Game design.

How do I install Game Level Design in Claude Code?

Run `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -a claude-code`. Or copy the skill folder (.agents/skills/game-level-design in witnesstodark/mr-mak-workspace) into .claude/skills/game-level-design in your project. Claude Code loads it when a task matches its description.

How do I install Game Level Design in Codex?

Run `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -a codex`. Or copy the skill folder (.agents/skills/game-level-design in witnesstodark/mr-mak-workspace) into .agents/skills/game-level-design in your project. Codex loads it when a task matches its description.

Can I use Game Level Design in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-level-design, .gemini/skills/game-level-design, .github/skills/game-level-design and .opencode/skills/game-level-design in your project.

What does Game Level Design need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Level Design is instructions for the agent only.

Does Game Level Design access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Game Level Design safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Game Level Design use?

Game Level Design is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Level Design use?

About 735 tokens (SKILL.md is roughly 2.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Game Level Design?

Skills that share tags, products or a category with Game Level Design: Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Novel Game Adaptation Analysis (zenstory-ai/novel-to-game, 834 stars) and Game Asset Spec Writer (Donchitos/Claude-Code-Game-Studios, 26k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Level Design?

witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 336 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 5, 2026.

Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.