What problem does it solve? Designing a game level requires balancing layout, pacing, encounters, secrets, and reward gating, and without a structured process levels end up with flat pacing or no clear teaching goal. This Skill walks through the six design beats of a single level and produces both a written design doc and a node-tree skeleton ready for scene creation in Summer Engine. ## Core Features & Use Cases - Structured level design workflow: Pins the level type, defines a teaching goal, sketches a five-beat pacing curve, and lists encounters and secrets in traversal order. - Reward gating and layout primitives: Maps rewards to difficulty gates and names 4-6 distinct spaces as a node-tree skeleton (Geometry, Spawns, Triggers, Pickups, Secrets, Lighting). - Scene scaffolding via MCP: Creates the level scene with summer_create_scene and summer_add_node, then saves a design doc to .summer/levels/<level-name>.md. - Use Case: You want a 5-minute combat encounter level that teaches parrying. The Skill produces a pacing curve (2 → 5 → 8 → 3 → 6), four encounters, three secrets, a reward gating table, and a .tscn skeleton scene. ## Quick Start Ask the agent to design a combat encounter level that teaches parrying and scaffold it as a new scene in the levels folder.