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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:
Swap 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 for summer_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.
If .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:
For a 5-minute encounter level: 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:
Show the skeleton. Ask:
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.
Compare the 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.
Ask:
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-mechanic to design any mechanics this level requires that aren’t designed yet.
  • /design-npc to design the enemies (E1-E4) in detail.
  • /art-direction if the visual style isn’t pinned yet.
  • Or open levels/<level-name>.tscn and 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-school ships a sample arena.
  • summer create 3d-third-person-controller gives a jump-capable character to test level layouts against.
The skeleton this skill produces is meant to be filled in via /design-mechanic, gridmap blockout, or a template merge.

See also

  • brainstorm-game — produces .summer/GameSoul.md
  • design-mechanic — designs the verbs the level exercises
  • design-npc — designs the enemies the encounters reference
  • 3d-lighting — sets the lighting in WorldEnvironment + lights
  • art-direction — defines the visual style the level expresses

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --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.
  • 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.