gd-level-design

Designs game level structures, difficulty curves, boss encounters, and session pacing patterns.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-level-design-unity-upm-packages
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gd-level-design
Source: https://github.com/Unity-UPM-Packages/Antigravity-skills/tree/main/.agents/skills/gd-level-design
Command: npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-level-design-unity-upm-packages

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game designers often struggle with uneven difficulty curves, poorly paced levels, and boss fights that frustrate rather than challenge players. This Skill provides structured templates and proven patterns for designing levels, pacing difficulty, and building multi-phase boss encounters. ## Core Features & Use Cases - Level Structure Template: Standardized format covering environment, objective, new mechanics, duration, difficulty rating, and rewards. - Difficulty Curve Design: Wave-based intensity mapping with rest levels, relief valves every 5th level, and boss peaks preceded by mechanic tutorials. - Boss Encounter Framework: Three-phase boss pattern with escalating mechanics, telegraph cues, and punish windows tied to HP thresholds. - Mobile Session Pacing: Content sizing for micro (1-3 min), standard (5-10 min), and deep (15-30 min) sessions with safe stopping points. - Use Case: A mobile game designer notices players churning at level 12. Use this Skill to map the intensity curve, identify the missing rest level after a difficulty spike, and restructure the pacing. ## Quick Start Ask the AI to design a level structure and difficulty curve for your game using the level design skill, specifying the level number, theme, and target session length.

Frequently Asked Questions about gd-level-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a game difficulty curve?▼

Design the difficulty curve as a wave pattern rather than a straight rising line. Place a rest level after every difficulty spike, make every 5th level noticeably easier as a relief valve, and position boss fights at intensity peaks preceded by a tutorial of the boss mechanic.

How to structure a boss fight with multiple phases?▼

Use a three-phase structure tied to HP thresholds: Phase 1 (100-70%) teaches a simple pattern with obvious telegraphs, Phase 2 (70-30%) adds a new mechanic, and Phase 3 (30-0%) combines all mechanics in an enrage state with subtle cues.

What is a good level design template for games?▼

A solid level template defines the level name, environment theme, clear win condition, the new mechanic introduced, estimated duration, difficulty rating on a 1-10 scale relative to prior levels, and the completion reward.

How long should mobile game sessions be?▼

Mobile sessions fall into three tiers: micro-sessions of 1-3 minutes for a single level, standard sessions of 5-10 minutes for 3-5 levels, and deep sessions of 15-30 minutes for story chapters. Design levels so players can stop at any point without losing progress.

Why do players quit at a specific level in my game?▼

Players typically quit when difficulty spikes without a following rest level or when two new mechanics are introduced simultaneously. If a level has over a 30% failure rate, the level design is at fault rather than the player skill.