算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
level-encounter-planner【设计与创意】Structure spaces and encounters to deliver on pillars and pacing. The craft of "what happens where and in what order." Use this skill when: (1) designing level layouts, encounter sequences, or scenario structures, (2) building pacing curves (tension/release patterns), (3) defining encounter composition (enemy mix, challenge types, resource pressure),…
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Levels and encounters are where design meets the player. Vision, pillars, loops, and narrative all converge into "what actually happens during play." This skill structures those moments.
Level — A bounded play space with a beginning, progression, and conclusion. A dungeon. A mission. A board game scenario. A chapter.
Encounter — A discrete challenge or interaction within a level. A combat. A puzzle. A social negotiation. A skill check.
Levels contain encounters. Encounters express the core loop. The level's job is to sequence encounters to create pacing, variety, and emotional arc.
How the player moves through a level:
A → B → C → D → E
Player progresses through a fixed sequence.
A → B → {C or D} → E → {F or G} → H
Player chooses between paths at decision points.
┌→ B ─┐
A → HUB ─┼→ C ─┼→ HUB → FINALE
└→ D ─┘
Central area with radiating paths the player can tackle in any order.
┌─────────────┐
│ A B C D │
│ E F G H │
│ I J K L │
└─────────────┘
Player can go anywhere, encounter anything.
A → B → [GATE: requires key] → C → D → [GATE: requires boss kill] → E
Linear or open with progression gates that require specific conditions.
The tension/release pattern across a level or session:
INTENSITY
5 │ ╱╲
4 │ ╱╲ ╱ ╲ ╱╲
3 │ ╱╲ ╱ ╲ ╱ ╲ ╱ ╲
2 │ ╱╲ ╱ ╲╱ ╳ ╲╱ ╲
1 │╱╲ ╱ ╲╱ ╲
0 └──────────────────────────────────
START END
↑intro ↑build ↑peak ↑climax ↑resolution
Pacing principles:
Pacing template per encounter:
ENCOUNTER # TYPE INTENSITY DURATION PURPOSE
────────────── ──────────── ────────── ────────── ──────────────────
1 [type] [1-5] [minutes] [Why is this here?]
2 [type] [1-5] [minutes] [Why is this here?]
...
Define the building blocks of encounters:
ENCOUNTER TYPE: [Name — e.g., "Ambush", "Puzzle Gate", "Resource Trove"]
CHALLENGE TYPE: [Combat / Puzzle / Social / Exploration / Survival / Hybrid]
DIFFICULTY: [1-5 scale relative to player's expected capability]
DURATION: [Expected time to complete]
RESOURCE PRESSURE: [What resources does this encounter cost the player?]
REWARD: [What does the player gain?]
PLAYER COUNT: [Solo / Small group / Full party / Scalable]
FAILURE STATE: [What happens if the player fails? Retry? Consequence? Bypass?]
PILLAR SERVED: [Which design pillars does this encounter deliver?]
Encounter variety checklist:
How challenge escalates across the full game:
SEGMENT DIFFICULTY NEW ELEMENTS INTRODUCED PLAYER CAPABILITY
──────────────── ──────────── ────────────────────────── ──────────────────
Tutorial 1/5 Core mechanics only Baseline
Early game 2/5 First system combinations Learning
Mid game 3/5 Full system depth Competent
Late game 4/5 Mastery-required encounters Skilled
Endgame/Bonus 5/5 Creative challenge Expert
Difficulty sources (not just "enemies hit harder"):
How encounters stay fresh across multiple playthroughs:
Procedural variation:
Player-driven variation:
Structural variation:
Complete blueprint for a single level/scenario:
LEVEL NAME: [Name]
LEVEL TYPE: [Main path / Side content / Optional / Bonus]
SPATIAL FLOW: [Linear / Branching / Hub / Open / Gated]
DURATION TARGET: [Expected play time]
DIFFICULTY BAND: [Where in the difficulty curve]
NARRATIVE ROLE: [What story does this level tell?]
EMOTIONAL ARC: [What should the player feel at start, middle, end?]
ENCOUNTER SEQUENCE:
1. [Encounter — type, intensity, duration, purpose]
2. [Encounter — type, intensity, duration, purpose]
3. [Encounter — type, intensity, duration, purpose]
...
RESOURCE ECONOMY:
Starting resources: [What the player enters with]
Resources available: [What can be found/earned in-level]
Resources consumed: [Expected expenditure]
Net result: [Player should exit with more/less/same as entry?]
KEY MOMENTS:
[The 1-3 moments that make this level memorable]
AESTHETIC NOTES:
Visual: [How should this level look?]
Audio: [How should this level sound?]
Feel: [What's the kinesthetic/tactile mood?]
This skill produces:
These outputs feed into: