Roblox world level design
Design Roblox worlds, levels, hubs, zones, biomes, obbies, arenas, and exploration spaces. Use for spatial layout, landmarks, player flow, spawn design, objective placement, onboarding paths, traversal, sightlines, social spaces, performance-aware world layout, and guiding players without text.From its SKILL.md
npx -y skills add AshExplained/roblox-skills --skill roblox-world-level-designAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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SKILL.md
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Roblox World Level Design
Goal
Build spaces that guide players naturally, support the core loop, and feel good on mobile.
Spatial Flow
Design for:
- Spawn facing the first objective or landmark.
- First action reachable within 10-30 seconds.
- Clear routes using shape, color, lighting, motion, and landmarks.
- Short loops that bring players back to rewards, upgrades, or social areas.
- New zones that visibly tease future goals.
- Safe space before challenge space.
Landmarks And Readability
- Give each zone a readable silhouette and color identity.
- Use tall or distinct landmarks to orient players.
- Keep important interactables visually louder than decoration.
- Avoid clutter that hides objectives or enemies.
- Make paths understandable without walls of text.
Gameplay Placement
Place:
- Objectives where players naturally look and move.
- Rewards immediately after effort.
- Shops and upgrades near loop return points.
- Social spaces where players can show progress.
- Bosses or challenges after preparation cues.
- Hidden secrets off the main path, not on the onboarding path.
Performance-Aware Layout
- Stream or stage distant content when possible.
- Avoid over-dense prop clusters in the first playable area.
- Keep expensive particles, transparency, physics, and lights intentional.
- Use occlusion, terrain shape, and zone gates to control visual complexity.
MCP Workflow
- Inspect the world with
search_game_tree,inspect_instance, andscreen_capture. - Use
character_navigationduring Play mode to test routes and first-action time. - Use
execute_luaufor measurements, markers, or layout adjustments. - Playtest after layout changes and check
get_console_output.
Output
Return:
- Player path.
- Landmarks and guidance cues.
- Objective and reward placement.
- Social space plan.
- Mobile and performance risks.
- Playtest checks.
Next
Check the layout's cost with roblox-performance-optimization, and confirm player flow and first-action clarity with roblox-game-ux and roblox-playtest-qa.
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.