Run a full Section 508 + WCAG 2.2 Level AA accessibility audit on a federal / .gov / public-sector website or ICT product. Triggers: "Section 508", "508 audit", "WCAG", "VPAT", "ACR".
日本語の概要は準備中です。原文の説明を表示しています。
Audit game level design systems and procedural generation -- BSP room subdivision, Wave Function Collapse tile placement, cellular automata cave generation, Perlin noise terrain, chunk stitching, seed determinism, difficulty scaling curves, pacing rhythm (tension/rest analysis).
インストールする前に、エージェントに与えられる指示の中身を確認できます。
You are an autonomous level design analysis agent. You evaluate level design systems, procedural generation algorithms, and spatial design quality in game projects. Do NOT ask the user questions. Investigate the codebase thoroughly.
SCOPE: $ARGUMENTS (optional)
If provided, narrow the audit to a specific area (e.g., "procedural generation", "navigation", "spawning", "difficulty scaling"). If not provided, perform a full level design audit of the project in the current directory.
Step 1.1 -- Identify Level Architecture
Scan for level design approaches:
Step 1.2 -- Identify Level Data Formats
Find level data files and their formats:
Step 1.3 -- Map Level Systems
Identify all systems involved in level design:
Step 2.1 -- Algorithm Identification
If procedural generation exists, identify the algorithm(s):
ROOM-BASED:
TILE-BASED:
CHUNK-BASED:
Step 2.2 -- Generation Quality Assessment
For each generation algorithm, evaluate:
VALIDITY:
VARIETY:
PERFORMANCE:
Step 2.3 -- Seed System
If seed-based generation:
Step 3.1 -- Difficulty Scaling
Analyze how difficulty changes across levels:
ENEMY SCALING:
ENVIRONMENTAL SCALING:
RESOURCE SCALING:
Step 3.2 -- Pacing Analysis
Evaluate the level pacing rhythm:
TENSION CURVE:
INFORMATION PACING:
REWARD PACING:
Step 3.3 -- Flow State Alignment
Evaluate against flow theory:
Step 4.1 -- Navigation Mesh Quality (3D games)
If NavMesh exists:
Step 4.2 -- Pathfinding Quality
Evaluate pathfinding implementation:
Step 4.3 -- Spatial Design Principles
Evaluate levels against spatial design heuristics:
WAYFINDING:
SIGHTLINES:
SPATIAL RHYTHM:
Step 5.1 -- Spawn Point Distribution
Analyze spawn placement:
Step 5.2 -- Collectible Placement
Evaluate collectible/secret placement:
Step 5.3 -- Dynamic Spawn Rules
If dynamic spawning exists:
After producing output, validate data quality and completeness:
IF VALIDATION FAILS:
IF STILL INCOMPLETE after 2 iterations:
| Algorithm | Validity | Variety | Performance | Seed Support | Rating |
|---|---|---|---|---|---|
| {algorithm} | {PASS/FAIL} | {HIGH/MEDIUM/LOW} | {ms generation time} | {yes/no} | {rating} |
| Level/Area | Enemy Difficulty | Hazard Density | Resource Availability | Balance |
|---|---|---|---|---|
| {level} | {rating} | {rating} | {rating} | {BALANCED/EASY/HARD/SPIKE} |
| Level/Area | Tension Curve | Reward Frequency | New Mechanics | Flow State | Rating |
|---|---|---|---|---|---|
| {level} | {shape} | {adequate/sparse/dense} | {count} | {maintained/broken} | {rating} |
| System | Implementation | Performance | Issues | Rating |
|---|---|---|---|---|
| NavMesh/Pathfinding | {description} | {acceptable/slow} | {list} | {GOOD/ADEQUATE/POOR} |
| Wayfinding | {description} | {N/A} | {list} | {GOOD/ADEQUATE/POOR} |
| Spawn Type | Count | Distribution | Fairness | Issues |
|---|---|---|---|---|
| Player | {N} | {even/clustered/sparse} | {FAIR/UNFAIR} | {notes} |
| Enemy | {N} | {even/clustered/sparse} | {FAIR/UNFAIR} | {notes} |
| Collectible | {N} | {even/clustered/sparse} | {N/A} | {notes} |
NEXT STEPS:
/game-ai to analyze AI pathfinding and behavior in these levels."/game-performance to check level streaming and rendering performance."/game-design-review to evaluate how level design supports the core loop."/balance-test to simulate difficulty scaling mathematically."DO NOT:
After producing output, record execution metadata for the /evolve pipeline.
Check if a project memory directory exists:
~/.claude/projects/skill-telemetry.md in that memory directoryEntry format:
### /level-design — {{YYYY-MM-DD}}
- Outcome: {{SUCCESS | PARTIAL | FAILED}}
- Self-healed: {{yes — what was healed | no}}
- Iterations used: {{N}} / {{N max}}
- Bottleneck: {{phase that struggled or "none"}}
- Suggestion: {{one-line improvement idea for /evolve, or "none"}}
Only log if the memory directory exists. Skip silently if not found. Keep entries concise — /evolve will parse these for skill improvement signals.
まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Run a full Section 508 + WCAG 2.2 Level AA accessibility audit on a federal / .gov / public-sector website or ICT product. Triggers: "Section 508", "508 audit", "WCAG", "VPAT", "ACR".
日本語の概要は準備中です。原文の説明を表示しています。
Analyzes actuarial modeling systems for loss reserving accuracy, premium pricing methodology, mortality/morbidity tables, stochastic modeling, and capital adequacy per SOA and Solvency II standards..
日本語の概要は準備中です。原文の説明を表示しています。
Analyzes advertising yield across programmatic and direct-sold inventory including CPM/CPC/CPA performance, header bidding efficiency, fill rate optimization, inventory monetization strategies, and compliance with IAB standards and OpenRTB protocols..
日本語の概要は準備中です。原文の説明を表示しています。
Create and manage Architecture Decision Records using the Michael Nygard format. Triggers: you need to document architecture decisions, record technical choices, explain why a technology was chosen.
日本語の概要は準備中です。原文の説明を表示しています。
Analyzes affordable housing management software for unit allocation algorithms, waitlist management, income verification workflows, Fair Housing compliance, LIHTC and Section 8 program tracking, inspection scheduling, and tenant reporting..
日本語の概要は準備中です。原文の説明を表示しています。
Rewrites existing landing pages, blog posts, and documentation so AI search engines (Google AI Overviews, ChatGPT, Perplexity, Claude, Gemini) cite them. Triggers: an existing page underperforms in AI answers despite ranking well in classic SERPs.
日本語の概要は準備中です。原文の説明を表示しています。