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Found 9 Skills
Level design fundamentals, pacing, difficulty progression, environmental storytelling, and spatial design for engaging gameplay experiences.
Spatial storytelling and flow specialist - Masters layout theory, pacing architecture, encounter design, and environmental narrative across all game engines
Produce a detailed low-level design with API contracts, data models, error handling, test strategy, and dependency version policy. Use after the high-level design is approved.
Crafting puzzles that teach through play, create "aha" moments, and challenge without frustratingUse when "puzzle, puzzle design, puzzle game, puzzle mechanics, difficulty curve, hint system, brain teaser, riddle, logic puzzle, escape room, teaching through play, aha moment, portal puzzle, baba is you, the witness, talos principle, professor layton, puzzles, game-design, level-design, difficulty, teaching, hints, brain-teaser, escape-room, logic, challenge" mentioned.
Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and volumetric fog. Use when building 3D levels, modular tilesets, BSP-style geometry, or environmental effects. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, WorldEnvironment, Environment, Sky, ProceduralSkyMaterial, PanoramaSkyMaterial, fog_enabled, volumetric_fog_enabled.
Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
Design PM-friendly technical architecture for features. No code, only high-level design decisions.