summerengine/summer/design-level

Claude Code and agent skill by summerengine/summer

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Design one level (layout, pacing, encounters, secrets) as a design doc plus a node-tree skeleton.

Install

npx vskill@latest install summerengine/summer/design-level

SKILL.md

/design-level — Design One Level

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.

Read .summer/GameSoul.md

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:

Intro Build Peak Release Hook
2 → 5 → 8 → 3 → 6

For a 5-minute encounter level:

BeatDurationIntensityPlayer feelsDesigner plants
Intro30s2Calm, orientedVisual landmark for the goal direction
Build90s5Tension rising, small pressureFirst weak enemy / first puzzle clue
Peak60s8Stakes high, mistakes hurtMain encounter / hardest fight
Release60s3Catharsis, lootReward + breath room
Hook30s6Curiosity for nextVisible-but-locked secret or path

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:

Encounters (in player-traversal order):
1. E1 — Tutorial enemy (1 weak grunt) at 0:30, in the open atrium. Teaches the basic attack.
2. E2 — Forced parry (mid-tier enemy with telegraphed wind-up) at 1:30, in a corridor with no dodge room. Teaches parry.
3. E3 — Mixed wave (2 grunts + 1 parry-required) at 3:00, in the peak arena. Tests both.
4. E4 — Mini-boss at 4:00 in the chamber. Combines.
Secrets (3 total — one per beat after intro):
- S1 (build beat): Behind a breakable wall in the corridor, holds 50 currency. Teaches "walls can break".
- S2 (peak beat): Visible from the arena, accessible only via parrying off an enemy. Rewards mastery.
- S3 (hook beat): Locked door, key in a future level. Plants curiosity for next level.
6. Define reward gating

What's behind which gate? Levels feel cheap when they hand out rewards without respecting the difficulty curve.

RewardGateWhy
Heal pickupAfter E2Player just learned parry; reward + safety net before the peak
New ability unlockAfter mini-bossMastery-pinned; player demonstrates parry before getting upgrade
Currency cacheBehind S1 (breakable wall)Optional; rewards observation
Story noteAt the calm introFree; orients the player to the level's narrative

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:

Spaces (node-tree skeleton):
World (Node3D)
├── Geometry (Node3D)
│ ├── IntroAtrium (Node3D) # open, calm, well-lit
│ ├── Corridor (Node3D) # tight, forces parry
│ ├── PeakArena (Node3D) # large, multiple cover, exit visible
│ └── BossChamber (Node3D) # contained, single exit, dramatic lighting
├── Spawns (Node3D)
│ ├── PlayerSpawn (Node3D) # marker
│ ├── E1_Spawn (Node3D)
│ ├── E2_Spawn (Node3D)
│ ├── E3_Wave_Spawns (Node3D)
│ └── MiniBoss_Spawn (Node3D)
├── Triggers (Node3D)
│ ├── E2_GateTrigger (Area3D) # locks door behind player on entry
│ ├── PeakWaveTrigger (Area3D)
│ └── BossDoorTrigger (Area3D)
├── Pickups (Node3D)
│ ├── HealAfterE2 (Node3D)
│ └── CurrencyS1 (Node3D)
├── Secrets (Node3D)
│ ├── S1_BreakableWall (StaticBody3D)
│ ├── S2_ParryLedge (StaticBody3D)
│ └── S3_LockedDoor (StaticBody3D)
└── Lighting (Node3D) # WorldEnvironment + DirectionalLight3D

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.

summer_create_scene(path="res://levels/level_01.tscn", rootName="World", rootType="Node3D")
summer_run_script(scenePath="res://levels/level_01.tscn", source="""
func run(ctx):
var skeleton = {
"Geometry": [["Node3D", "IntroAtrium"], ["Node3D", "Corridor"], ["Node3D", "PeakArena"], ["Node3D", "BossChamber"]],
"Spawns": [["Node3D", "PlayerSpawn"], ["Node3D", "E1_Spawn"], ["Node3D", "E2_Spawn"], ["Node3D", "E3_Wave_Spawns"], ["Node3D", "MiniBoss_Spawn"]],
"Triggers": [["Area3D", "E2_GateTrigger"], ["Area3D", "PeakWaveTrigger"], ["Area3D", "BossDoorTrigger"]],
"Pickups": [["Node3D", "HealAfterE2"], ["Node3D", "CurrencyS1"]],
"Secrets": [["StaticBody3D", "S1_BreakableWall"], ["StaticBody3D", "S2_ParryLedge"], ["StaticBody3D", "S3_LockedDoor"]],
"Lighting": [["WorldEnvironment", "WorldEnvironment"], ["DirectionalLight3D", "Sun"]],
}
for group in skeleton:
var parent = ctx.add_node("Node3D", group)
for child in skeleton[group]:
ctx.add_node(child[0], child[1], parent)
ctx.report("skeleton", ctx.summary())
ctx.save_scene()
""")

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.

markdown
# Level: <Name>
**Type:** combat encounter
**Duration target:** 5 min
**Teaching goal:** Player learns parry and that parrying mid-tier enemies is required, not optional.
**Pacing curve:** 2 → 5 → 8 → 3 → 6
**Beats:** Intro (30s) | Build (90s) | Peak (60s) | Release (60s) | Hook (30s)
## Encounters
-E1 — Tutorial grunt @ 0:30 (IntroAtrium)
-E2 — Forced parry @ 1:30 (Corridor)
-E3 — Mixed wave @ 3:00 (PeakArena)
-E4 — Mini-boss @ 4:00 (BossChamber)
## Secrets
-S1 — Breakable wall (Corridor) → 50 currency
-S2 — Parry-ledge (PeakArena) → cosmetic
-S3 — Locked door (BossChamber) → next level
## Reward Gating
-Heal pickup after E2
-Ability unlock after mini-boss
## Spaces
1.IntroAtrium — open, calm
2.Corridor — tight, forces parry
3.PeakArena — large with cover
4.BossChamber — contained, dramatic
## Open questions
<list anything the user couldn't answer>

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

MistakeFix
No teaching goalEvery level teaches something or fails. State it explicitly.
Flat pacing curveIf intensity stays at 5 the whole time, you have a hallway, not a level.
Too many spaces4-6 distinct spaces max. More fragments the player's mental map.
Encounters not tied to mechanicsE2 should require parry, not just allow it. Forced use teaches; optional use doesn't.
Secrets ignore the pacing curveDon't put a major secret in the calm intro — players aren't curious yet.
Reward gating too generousFree heals before the peak deflate the peak. Gate them after the test.
Blending level typesStealth + puzzle + boss in one level = three half-baked levels. Pick one.
Building geometry before the skeletonSkeleton-first lets you iterate on layout cheaply. Geometry comes after the design is locked.
Calling SetResourceProperty before the property holds a resourceExplicit resource is null error, not a silent drop. Assign the resource first (summer_set_prop key="mesh" value="BoxMesh"), then set its sub-properties. Scene-embedded sub_resources are fully supported targets.

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

<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->

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.

This is the start of the file. Read the full SKILL.md on GitHub.

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