design-level is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Design one level (layout, pacing, encounters, secrets) as a design doc plus a node-tree skeleton.
When your agent uses it
- Designing a single level — layout, pacing, encounters, secrets, reward gating
- Turning a level idea into a layout with a critical path, encounters, secrets, and pacing beats
Install
summer setup installs every skill for your agent. To add only this one:
claude-code for your agent, such as codex or cursor. See Skills for every option.
The skill
Overview
A level is a controlled sequence of player experiences in physical space. Layout, pacing, encounters, secrets, and reward gating must work together — a “fun layout” with a flat pacing curve still feels boring. This skill walks the six design beats of a single level and drops a node-tree skeleton ready forsummer_create_scene.
Core principle: A level has a pacing curve and a teaching arc. If you can’t draw the tension graph and name what the player learned by the end, the level isn’t designed yet.
Steps
1. Pin the level type
Ask exactly one question:What kind of level? Pick one: tutorial / hub / combat encounter / boss / exploration / puzzle / stealth / platforming-challenge / mixed.Each type has different beats. Don’t blend types in v1 — a “boss room with stealth and puzzles” is three levels poorly squeezed into one.
2. Read context
If.summer/GameSoul.md exists, read it. The level must serve the brief’s core loop and the three mechanics.
.summer/mechanics/ exists, list the mechanics. Quote them back:
Brief says mechanics are: dash, parry, double-jump. This level should exercise at least one and ideally combine two.
3. Define the teaching / experience goal
Ask plain:What does the player know by the end of this level that they didn’t at the start?Tutorial-level answer: “How to dash.” Combat-encounter answer: “That parrying converts damage to mana, and that big enemies need parry, not dodge.” Exploration answer: “That this region’s secrets are hidden behind double-jumpable gaps.” If the user can’t answer, the level has no purpose. Say it:
If there’s no answer to that question, the level is filler. Either give it a teaching goal, give it a failure-state goal (the player must die here to progress), or merge it into the next level.
4. Sketch the pacing curve
Draw it as text. Five beats, intensity 0-10:
Show the curve. Ask:
Pacing above. Does the peak land where you want, or does the level need a second wave?
5. List encounters and secrets
Encounters = explicit player tests (combat, puzzle, platforming). Secrets = optional rewards that respect the pacing curve. State them flat. For a combat encounter level:6. Define reward gating
What’s behind which gate? Levels feel cheap when they hand out rewards without respecting the difficulty curve.
Ask:
Reward gating above. Anything missing or mis-placed?
7. Define the layout primitives
Every level is built from a small vocabulary of spaces. Name them. Most levels need 4-6 distinct spaces, no more. For a combat-encounter level:
Tree above. May I create the level scene levels/<level-name>.tscn with this skeleton?
8. Scaffold via MCP
Preferred (Summer MCP): create the scene, then build the whole skeleton in one script.summer_create_scene takes path, rootName and rootType (default Node3D) and writes the new scene to disk without opening it. summer_run_script with that scenePath opens it, runs, and gives the user their tab back; the run is one undo step, so one Ctrl+Z removes the skeleton.
skeleton report (node counts by class) with the tree you showed the user, then summer_get_scene_tree on the new scene.
This is a skeleton, not playable geometry. Markers and Area3Ds, no meshes, no enemy scripts. Implementation in subsequent sessions / templates.
Fallback (no MCP): Print the .tscn file contents for the user to save manually.
9. Save the level design doc
Always write the design doc — it’s the artifact that drives implementation. Path:.summer/levels/<level-name>.md.
May I create .summer/levels/<level-name>.md with this design doc?
10. Route to the next step
End with:Skeleton + design doc saved. Next:
/design-mechanicto design any mechanics this level requires that aren’t designed yet./design-npcto design the enemies (E1-E4) in detail./art-directionif the visual style isn’t pinned yet.- Or open
levels/<level-name>.tscnand start blocking out geometry.
Common mistakes
Collaborative protocol
This skill creates a new scene file (.tscn) and a design doc (.md). Group writes per phase. Always ask before summer_create_scene.
Want a working starter?
This is a workflow that produces a skeleton scene. For runnable level examples, see:summer create 3d-fps-old-schoolships a sample arena.summer create 3d-third-person-controllergives a jump-capable character to test level layouts against.
/design-mechanic, gridmap blockout, or a template merge.
See also
brainstorm-game— produces.summer/GameSoul.mddesign-mechanic— designs the verbs the level exercisesdesign-npc— designs the enemies the encounters reference3d-lighting— sets the lighting inWorldEnvironment+ lightsart-direction— defines the visual style the level expresses
From a shell
No Summer MCP tools in this session? Run each one as a command; whensummer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
Related skills
design-npc: Design enemy, NPC, boss or companion behavior: perception, state machine, telegraphs, script stub.design-mechanic: Design one mechanic in detail (input, feedback, failure modes, tunables) as a doc plus a script stub.3d-lighting: Light a 3D scene: sun, omni and spot lights, WorldEnvironment, sky, shadows and ambient.art-direction: Define the game’s visual style (palette, mood, lighting, post) as an art bible in .summer/art-bible.md.brainstorm-game: Turn a vague game idea into a 1-page brief (genre, scope, core loop, mechanics) in .summer/GameSoul.md.
Source:
library/skills/design-level/SKILL.md, rendered from summer-engine@4.3.0 on npm.
