Design Level logo

Design Level

Organization
SummerEngine
design-level

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

Overview

PublisherSummerEngine
Repositorysummer
Skill namedesign-level
Stars
91
Forks
8
Bundled files
1
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by SummerEngine on GitHub. Read the source before you install it.

Installation

Install the Design Level AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/SummerEngine/summer/tree/main/library/skills/design-level
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/design-level .claude/skills/design-level
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Design Level in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Design Level on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Design Level is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

/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

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 skillCommand
summer_add_nodesummer engine add-node
summer_create_scenesummer engine create-scene
summer_get_scene_treesummer engine get-scene-tree
summer_get_script_errorssummer engine get-script-errors
summer_open_scenesummer engine open-scene
summer_run_scriptsummer engine run-script
summer_save_scenesummer engine save-scene
summer_set_propsummer engine set-prop

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Design Level AI skill do?

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

Why use Design Level on TypingMind?

Because you install it once and use it with any model. Design Level is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Design Level in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/design-level. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Design Level?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Design Level?

As many as you like. As long as a model supports skills, you can use Design Level with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Design Level AI skill free?

Yes. It is published on GitHub by SummerEngine under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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