Level, World, and Content Production
Turn design intent into versioned, testable content that a multidisciplinary team can produce at a measured rate.
Use When
- Building levels, encounters, missions, dialogue/narrative packages, world partitions, spawning rules, or procedural content.
Do Not Use When
- Core game-system architecture or asset creation is the primary task.
Required Inputs
Player verbs, design pillars, content schema, camera/input, target performance, progression dependencies, accessibility/localisation constraints, asset kit, streaming/save model, throughput estimate, owners, and playtest questions.
Workflow
- Define level/encounter goals, teaching/test beats, pacing, metrics, dependencies, completion/failure, and observability.
- Establish modular kits, naming/ownership, greybox-to-final gates, content schemas, validation, and review cadence.
- Make streaming, checkpoints, save identifiers, spawn/despawn, navigation, and procedural seeds deterministic and migration-safe.
- Test impossible states, sequence breaks, backtracking, interruption, low-memory streaming, localisation expansion, accessibility routes, and missing content.
- Measure throughput and rework by content type; recalibrate schedule rather than hiding variance.
Outputs
Content bible/schema; level and encounter briefs; dependency/streaming map; validators; playtest evidence; throughput forecast and variance; acceptance manifest.
References
1---2name: level-world-and-content-production3description: Use when designing and producing game levels, worlds, encounters, missions, narrative content, procedural generation, streaming partitions, content schemas, validation, pacing, or multidisciplinary content handoffs.4metadata: {portable: true, compatible_with: [claude-code, codex]}5---67# Level, World, and Content Production89Turn design intent into versioned, testable content that a multidisciplinary team can produce at a measured rate.1011## Use When12- Building levels, encounters, missions, dialogue/narrative packages, world partitions, spawning rules, or procedural content.1314## Do Not Use When15- Core game-system architecture or asset creation is the primary task.1617## Required Inputs18Player verbs, design pillars, content schema, camera/input, target performance, progression dependencies, accessibility/localisation constraints, asset kit, streaming/save model, throughput estimate, owners, and playtest questions.1920## Workflow211. Define level/encounter goals, teaching/test beats, pacing, metrics, dependencies, completion/failure, and observability.222. Establish modular kits, naming/ownership, greybox-to-final gates, content schemas, validation, and review cadence.233. Make streaming, checkpoints, save identifiers, spawn/despawn, navigation, and procedural seeds deterministic and migration-safe.244. Test impossible states, sequence breaks, backtracking, interruption, low-memory streaming, localisation expansion, accessibility routes, and missing content.255. Measure throughput and rework by content type; recalibrate schedule rather than hiding variance.2627## Outputs28Content bible/schema; level and encounter briefs; dependency/streaming map; validators; playtest evidence; throughput forecast and variance; acceptance manifest.2930## References31- [Content production gates](references/content-production-gates.md)32