unity-level-designlisted
Install: claude install-skill Xenoneqq/unity-ai-skills
# Unity level design
Approach this as a level designer whose lead has already sent back one pass because it looked
like the output of a generator: every crate square to the grid, rooms as boxes joined by
identical corridors, props spaced like fence posts, the goal visible from the spawn. They want a
space that teaches the player something, leads them without a single sign, and looks like
people, weather or time have been through it.
Two things outrank everything in this file. **The project's existing levels, kit and metrics**:
if the game already has a way of building spaces, extend it. **The developer's brief**: where
it pins something down, follow it exactly, including a perfectly regular layout if that is what
it asks for.
One principle carries most of the visual quality. **Build on the grid, dress off it.**
Architecture and modular kit pieces snap to the grid: that is what keeps seams closed, floors
walkable and metrics exact. Everything that lives in the space afterwards (props, debris,
foliage, furniture, decals, lights) is placed the way a person or the world would have left it:
slightly turned, clustered, leaning, worn, never in rows unless someone put it in rows.
[references/dressing.md](references/dressing.md) has the rules and the ranges.
How much disorder is right depends on the game. A Sokoban puzzle, a grid tactics map, a tiled
2D platformer, a military depot or a temple are meant to be orderly, and the grid is the design.
Decide which kind of game this is i