GameLevelDesignTask

Generates production-ready game level designs with comprehensive documentation, including layout, encounters, pacing analysis, and player guidance.

Side-Effect Safe GPT-4 Preferred Category: Games
⚙️ TaskConfig.json

{
  "level_name": "The Obsidian Vault",
  "game_type": "metroidvania",
  "level_theme": "dungeon",
  "level_duration_minutes": 15,
  "difficulty_tier": "hard",
  "include_boss_encounter": true
}
            
👁️ User UI
# Level Design: The Obsidian Vault
[S] -- [Z1] -- [Z2]
         |
      [P1] -- [B]
Phase 1: Level structure created (9 zones)
Phase 2: 6 encounters designed
Phase 3: Pacing curve analyzed (Intensity: 82/100)
Phase 4: 15 collectibles placed

Live Results Showcase

Explore actual level design artifacts generated by this task in the Cognotik workspace.

Field Type Description
level_name * String The name of the level.
game_type String The type of game (e.g., 'platformer', 'shooter', 'puzzle', 'rpg', 'metroidvania'). Default: "platformer".
level_duration_minutes Int (5-30) Target duration in minutes (5-30). Default: 10.
difficulty_tier String tutorial, easy, medium, hard, expert. Default: medium.
player_count Int Number of players (1-8). Default: 1. (2+ for multiplayer).
level_theme String Level theme (e.g., 'forest', 'dungeon', 'city', 'space_station'). Default: "dungeon".
pacing_style String steady, escalating, varied. Default: escalating.
include_boss_encounter Boolean Whether to include a final boss. Default: false.
include_puzzles Boolean Whether to include puzzle elements. Default: true.
include_secrets Boolean Whether to include secret areas. Default: true.
include_collectibles Boolean Whether to include collectibles. Default: true.
generate_difficulty_variants Boolean Whether to generate difficulty variants for accessibility. Default: false.
include_visual_layout Boolean Whether to include ASCII visual layout. Default: true.
input_files List<String> Optional glob patterns for context (e.g. **/*.kt).
  • 02
    Phase 1: Level Structure

    Generates the macro-layout, including zones, connections, and an ASCII visual representation of the map.

  • 03
    Phase 2: Encounter Design

    Populates zones with combat, puzzles, and environmental challenges, including enemy composition and rewards.

  • 04
    Phase 3: Pacing Analysis

    Calculates intensity curves, identifies the climax location, and strategically places rest points.

  • 05
    Phase 4: Content Placement

    Adds collectibles and secret areas based on the theme and difficulty tier.

  • 06
    Phase 5: UX & Guidance

    Defines implicit (environmental) and explicit (markers) player guidance systems.

  • 07
    Phase 6: Difficulty Variants

    Generates optional balance adjustments for Easy, Hard, and Expert modes for accessibility.

  • 08
    Phase 7: Final Assembly

    Compiles all phases into a comprehensive Markdown document, generates HTML/PDF exports, and provides a summary of generation statistics.