/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:
| Beat | Duration | Intensity | Player feels | Designer plants |
|---|---|---|---|---|
| Intro | 30s | 2 | Calm, oriented | Visual landmark for the goal direction |
| Build | 90s | 5 | Tension rising, small pressure | First weak enemy / first puzzle clue |
| Peak | 60s | 8 | Stakes high, mistakes hurt | Main encounter / hardest fight |
| Release | 60s | 3 | Catharsis, loot | Reward + breath room |
| Hook | 30s | 6 | Curiosity for next | Visible-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.
| Reward | Gate | Why |
|---|---|---|
| Heal pickup | After E2 | Player just learned parry; reward + safety net before the peak |
| New ability unlock | After mini-boss | Mastery-pinned; player demonstrates parry before getting upgrade |
| Currency cache | Behind S1 (breakable wall) | Optional; rewards observation |
| Story note | At the calm intro | Free; 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>.tscnwith 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>.mdwith 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
| Mistake | Fix |
|---|---|
| No teaching goal | Every level teaches something or fails. State it explicitly. |
| Flat pacing curve | If intensity stays at 5 the whole time, you have a hallway, not a level. |
| Too many spaces | 4-6 distinct spaces max. More fragments the player's mental map. |
| Encounters not tied to mechanics | E2 should require parry, not just allow it. Forced use teaches; optional use doesn't. |
| Secrets ignore the pacing curve | Don't put a major secret in the calm intro — players aren't curious yet. |
| Reward gating too generous | Free heals before the peak deflate the peak. Gate them after the test. |
| Blending level types | Stealth + puzzle + boss in one level = three half-baked levels. Pick one. |
| Building geometry before the skeleton | Skeleton-first lets you iterate on layout cheaply. Geometry comes after the design is locked. |
| Calling SetResourceProperty before the property holds a resource | Explicit 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-schoolships a sample arena.summer create 3d-third-person-controllergives 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.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; 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.
| In this skill | Command |
|---|---|
summer_add_node | summer engine add-node |
summer_create_scene | summer engine create-scene |
summer_get_scene_tree | summer engine get-scene-tree |
summer_get_script_errors | summer engine get-script-errors |
summer_open_scene | summer engine open-scene |
summer_run_script | summer engine run-script |
summer_save_scene | summer engine save-scene |
summer_set_prop | summer engine set-prop |


