How this command is triggered — by the user, by Claude, or both
Slash command
/level-design:layout-wireframeThe summary Claude sees in its command listing — used to decide when to auto-load this command
# Layout Wireframe Generator Create a textual level layout description. ## Context Gathering Before generating the layout, understand the requirements: ### Analyze Space Needs - What activities happen in this level? - What's the flow (linear, hub, open)? - How many major spaces are needed? - What connections between spaces? ### Understand Technical Limits - What's the maximum size? - Are there streaming/loading considerations? - What perspective (2D, 3D, isometric)? - Platform performance limits? ### Check Design Requirements - Encounter spaces needed? - Navigation landmarks needed? -...
Create a textual level layout description.
Before generating the layout, understand the requirements:
Use this context to create appropriate layout.
# Level Layout: [Level Name]
## Overview
**Dimensions:** [Approximate X × Y × Z]
**Flow Type:** [Linear / Hub / Open / Branching]
**Primary Direction:** [North-South / East-West / Vertical / Mixed]
**Estimated Traversal:** [X minutes without combat]
## ASCII Layout
### Top-Down View
LEGEND: [E] = Entry [X] = Exit [A] = Arena [C] = Corridor [H] = Hub [S] = Safe Room [P] = Puzzle [V] = Vista Point [#] = Wall/Solid [ ] = Open Space [/] = Slope/Ramp [|] = Vertical Connection
LAYOUT: ┌─────────────────────────────────────┐ │ │ │ [E]──[C]──[A]──[C]──[H] │ │ │ │ │ │ [P]┘ └──[A] │ │ │ │ │ [V]┘ │ │ │ │ │ [S]──[X] │ │ │ └─────────────────────────────────────┘
### Side View (if vertical)
Level 3: [Vista] | Level 2: [Arena]──[Corridor] | Level 1: [Entry]──[Hub]
## Space Descriptions
### [Space Name] (Type: [Arena/Corridor/Hub/etc.])
**Position:** [Relative location in layout]
**Size:** [Small/Medium/Large]
**Connections:** [What it links to]
**Purpose:** [Why this space exists]
**Key features:** [Notable elements]
[Repeat for each major space]
## Flow Analysis
### Critical Path
[Entry] → [Space A] → [Space B] → [Space C] → [Exit]
### Optional Paths
[Hub] → [Secret Area] (requires: [condition]) [Arena B] → [Hidden Room] (requires: [condition])
### Backtracking
[When and why player returns to previous spaces]
## Vertical Structure
| Level | Height | Contents |
|-------|--------|----------|
| [N] | [Meters] | [What's here] |
## Sightlines
### Long Views
| From | To | Purpose |
|------|-----|---------|
| [Space] | [Target] | [Why this view exists] |
### Key Reveals
[What's revealed when, for dramatic effect]
## Navigation Aids
### Landmarks
| Landmark | Visible From | Purpose |
|----------|--------------|---------|
| [Object] | [Spaces] | [How it helps navigation] |
### Wayfinding
[How players know where to go]
## Technical Notes
[Streaming boundaries, performance considerations, etc.]
Generate based on the user's level requirements.
npx claudepluginhub sponticelli/gamedev-claude-plugins --plugin level-design/level-beatDesigns or revises level flow, beats, pacing, and encounter structure, producing structured outputs with assumptions, risks, open questions, and tasks.
/generate-mapGenerates procedural Dungeondraft maps from biome presets (e.g., forest, cave) or custom YAML configs, saving a .dungeondraft_map file with generation stats.