Prompt

Procedural level layout brief

level design · works with Claude 3.5 Sonnet · via GitHub

The prompt

Generate a text-based layout for a {{level_theme}} level: list rooms in traversal order, one obstacle or enemy type per room, and one key/item placement that gates progress.

Expected result

An ordered list of rooms, each with one obstacle and a single gating item, forming a playable critical path.

Why it works

Asking for exactly one gating item and one obstacle per room prevents the model from overloading rooms with disconnected ideas that are hard to build from.

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