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unity-level-designlisted

Design and build game levels in Unity that play well and look lived-in rather than generated: measure the player's real metrics first, give the level a job and a beat structure, offer a top-down HTML paper map when it would help, block it out in greybox as prefabs, prove the critical path is reachable, then dress it with deliberate irregularity instead of perfect grids and uniform spacing. Use when: designing, blocking out, greyboxing or dressing a level, map, arena, room, dungeon or encounter space; "make a level", "build a test map", "block out this area", "the level feels empty", "this looks too clean", "place props around", "set dress this", "/unity-level-design".
Xenoneqq/unity-ai-skills · ★ 1 · Web & Frontend · score 74
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