level-design
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#3528
全站排名
安装命令
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill level-design
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claude-code
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opencode
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Skill 文档
Level Design
Level Design Philosophy
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â LEVEL DESIGN PILLARS â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ¤
â 1. FLOW: Guide the player naturally through space â
â 2. PACING: Control intensity and rest moments â
â 3. DISCOVERY: Reward exploration and curiosity â
â 4. CLARITY: Player always knows where to go â
â 5. CHALLENGE: Skill tests that teach and satisfy â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Level Structure Patterns
LINEAR LEVEL:
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â [Start] â [Tutorial] â [Challenge] â [Boss] â [End] â
â â
â PROS: Easy to pace, clear direction â
â CONS: Limited replay value, less exploration â
â BEST FOR: Story-driven games, action games â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
HUB & SPOKE:
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â [Level A] â
â â â
â [Level B] â [HUB] â [Level C] â
â â â
â [Level D] â
â â
â PROS: Player choice, non-linear progression â
â CONS: Can feel disconnected â
â BEST FOR: RPGs, Metroidvanias, open-world â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
METROIDVANIA:
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â âââââ âââââ âââââ â
â â A âââââ B âââââ C â (locked: need ability X) â
â âââ¬ââ âââââ âââââ â
â â â â
â âââ´ââ âââ´ââ â
â â D âââââ E â (grants ability X) â
â âââââ âââââ â
â â
â PROS: Rewarding exploration, ability gating â
â CONS: Can get lost, backtracking tedium â
â BEST FOR: Exploration games, 2D platformers â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Pacing & Flow
INTENSITY GRAPH (Good Pacing):
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â High â â±â² â±â² â±â² â
â â â± â² â±â² â± â² â± â² â±â² â
â â â± â² â± â² â± â²â± â² â± â² â
â Low âââââ±âââââââ²â±âââââ²âââââââââââââââ²â±ââââââââ â
â ââââââââââââââââââââââââââââââââââââââââââ Time â
â â
â PATTERN: Build â Peak â Rest â Build â Peak â Rest â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
PACING ELEMENTS:
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â BUILD-UP: â
â ⢠Introduce new mechanic safely â
â ⢠Increase difficulty gradually â
â ⢠Foreshadow upcoming challenge â
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â PEAK (Combat/Puzzle): â
â ⢠Test player skills â
â ⢠High stakes moments â
â ⢠Boss encounters â
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â REST: â
â ⢠Safe zones â
â ⢠Story/exploration moments â
â ⢠Resource replenishment â
â ⢠Save points â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Environmental Storytelling
STORYTELLING TECHNIQUES:
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â VISUAL NARRATIVES: â
â ⢠Abandoned objects tell stories â
â ⢠Environmental damage shows history â
â ⢠Character belongings reveal personality â
â ⢠Graffiti and notes provide context â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ¤
â ATMOSPHERE: â
â ⢠Lighting sets mood (warm=safe, cold=danger) â
â ⢠Sound design reinforces tone â
â ⢠Weather reflects narrative beats â
â ⢠Music cues emotional state â
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â DISCOVERY LAYERS: â
â ⢠Surface: Obvious story elements â
â ⢠Hidden: Rewards for exploration â
â ⢠Deep: Lore for dedicated players â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Whitebox Process
LEVEL DESIGN WORKFLOW:
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â 1. CONCEPT (Paper) â
â ⢠Sketch rough layout â
â ⢠Define key beats â
â ⢠Identify player path â
â â â
â 2. WHITEBOX (Engine) â
â ⢠Block out with primitives â
â ⢠Test scale and timing â
â ⢠Place placeholder enemies â
â â â
â 3. PLAYTEST â
â ⢠Get feedback early â
â ⢠Iterate on layout â
â ⢠Fix flow issues â
â â â
â 4. ART PASS â
â ⢠Replace with final art â
â ⢠Add lighting â
â ⢠Polish visual details â
â â â
â 5. FINAL POLISH â
â ⢠Audio integration â
â ⢠VFX placement â
â ⢠Performance optimization â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Player Guidance
VISUAL GUIDANCE TECHNIQUES:
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â LIGHTING: â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââ â
â â [Dark] [BRIGHT PATH] [Dark] â â
â â â â â
â â [OBJECTIVE] â â
â âââââââââââââââââââââââââââââââââââââââââââââââââââââââ â
â â
â LANDMARKS: â
â ⢠Tall structures visible from distance â
â ⢠Unique colors for important locations â
â ⢠Repeated motifs for path clarity â
â â
â ARCHITECTURE: â
â ⢠Lines leading to objectives â
â ⢠Framing important elements â
â ⢠Negative space around key items â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Difficulty Progression
TEACHING THROUGH DESIGN:
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â STEP 1: Safe Introduction â
â âââââââââââââââââââââââââââââââââââââââââââââââ â
â â [Player] âââ [Gap] âââ [Platform] â â
â â (No enemies, can't die) â â
â âââââââââââââââââââââââââââââââââââââââââââââââ â
â â
â STEP 2: Add Stakes â
â âââââââââââââââââââââââââââââââââââââââââââââââ â
â â [Player] âââ [Gap+Spikes] âââ [Platform] â â
â â (Same mechanic, consequence for failure) â â
â âââââââââââââââââââââââââââââââââââââââââââââââ â
â â
â STEP 3: Add Complexity â
â âââââââââââââââââââââââââââââââââââââââââââââââ â
â â [Player] âââ [Moving Platform] âââ [Goal] â â
â â (Timing + previously learned jump) â â
â âââââââââââââââââââââââââââââââââââââââââââââââ â
â â
â STEP 4: Combine Mechanics â
â âââââââââââââââââââââââââââââââââââââââââââââââ â
â â [Player] âââ [Enemy] + [Gap] âââ [Reward] â â
â â (Combat + platforming together) â â
â âââââââââââââââââââââââââââââââââââââââââââââââ â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
ð§ Troubleshooting
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â PROBLEM: Players get lost â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ¤
â SOLUTIONS: â
â â Add stronger visual guides (lighting, landmarks) â
â â Use environmental cues (footprints, trails) â
â â Place NPCs or signs at decision points â
â â Add map/compass UI elements â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â PROBLEM: Level feels too long/boring â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ¤
â SOLUTIONS: â
â â Add more pacing variety (peaks and valleys) â
â â Cut redundant sections â
â â Add shortcuts for backtracking â
â â Place more rewards and discoveries â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â PROBLEM: Difficulty spikes frustrating players â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ¤
â SOLUTIONS: â
â â Add training area before hard section â
â â Place checkpoint closer to challenge â
â â Provide optional resources before boss â
â â Playtest with different skill levels â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
â PROBLEM: Players skip optional content â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ¤
â SOLUTIONS: â
â â Make secrets more visible (partial reveal) â
â â Place rewards near critical path â
â â Use audio cues for hidden areas â
â â Reward exploration with meaningful items â
âââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââââ
Level Metrics
| Metric | Action | Puzzle | RPG | Platformer |
|---|---|---|---|---|
| Avg. Completion | 5-10 min | 10-20 min | 30-60 min | 3-8 min |
| Deaths/Level | 2-5 | 0-2 | 1-3 | 5-15 |
| Secrets | 2-3 | 1-2 | 5-10 | 3-5 |
| Checkpoints | Every 2 min | Puzzle start | Safe rooms | Every 30 sec |
Use this skill: When designing engaging levels, pacing gameplay, or creating environmental narratives.