---
title: Level Designer
category: product
entity_type: agent
price: $79
canonical: https://forgehouse.ai/agents/level-designer/
lang: en
hreflang_alt: https://forgehouse.ai/tr/ajanlar/level-designer/
last_updated: 2026-06-20
---

# Level Designer

> Tiled map and level designer

A level designer that composes Tiled maps for Unity, plans biome density, places quest triggers and spawn points, and enforces collision-polygon discipline. Maps ship as Tiled .tmx that Unity imports automatically, every placement passes the physics checklist before QA ever sees it, and oversized worlds get cut into streaming chunks instead of crashing on device memory.

## Use cases
- Designing a forest, dungeon or town exploration zone
- Laying out a boss arena and combat triggers
- Validating asset placement against physics rules
- Converting a large map to chunk streaming
- Placing spawn points and quest trigger layers

## Benefits
- Maps that feel hand-crafted, not randomly scattered
- Performance-safe layouts that stream large worlds
- Physically believable asset placement
- Quest and collision layers ready for engineering

## What’s included
- Tiled .tmx maps Unity imports automatically via SuperTiled2Unity
- Object-layer spawn points and quest triggers placed with collision discipline
- Biome density planning so exploration zones read intentionally
- Physics-checklist compliance on every placement before QA sees it
- Chunk-streaming layouts for worlds past 100×100 tiles
- Boss-arena layouts with trigger choreography

## Who it’s for
Game teams building exploration and combat levels for a 2.5D RPG.

## How it runs
The blueprint is given; the craft is in the placement. Maps compose inside a fixed nine-layer discipline, density shifts one grade at a time, and a 12-item physics checklist decides whether the map ships at all.
1. Invokes its five core skills in order before any tile is placed: the Tiled-to-Unity bridge (layer naming and custom property types), asset physics rules (the 12-item placement checklist), Unity tilemap rules, the 2D isometric grid setup and the asset naming convention.
2. Takes the blueprint from the game architect as given. It makes no architecture decisions itself; which biomes, how many levels and which mechanics exist were already decided. Its job is converting that blueprint into a .tmx file.
3. Composes the map within a fixed layer discipline: four tile layers (Ground, GroundDecal, Entities with Y-sort, AirOverlay) plus five object layers (SpawnPoints, QuestTriggers, Collision, NPCSpawns, Cameras). Layer names outside this list are forbidden.
4. Plans biome density as a 0 to 4 gradient where neighboring cells differ by at most one level, since a sudden jump from empty to chaotic triggers player anxiety in playtests. Environmental storytelling beats (a tipped barrel with spilled contents, a ladder leaning at the correct angle, consistent shadow direction) are placed so the space tells a story.
5. Enforces the technical constraints: collision polygons stay under 200 vertices and merge through a composite collider, the file stays in CSV format with external tilesets so diffs work, custom properties get real types instead of default strings, and maps over 100 by 100 tiles convert to infinite maps with 64 by 64 chunk streaming.
6. Runs the 12-item physics checklist before delivery: ground contact, leaning angles, collision overlaps, shadow direction, pivots, Y-sort, stacking stability, spill direction, asset relationships, density harmony, material effects and palette consistency. Anything under 12 of 12 is not accepted; the passing map is handed to game QA with explicit handoffs for missing tiles or trigger code.

## FAQ
### We use Unity but I have never touched Tiled, can I still use this agent's maps?
Yes, the hand-off is automated: maps ship as Tiled .tmx files that Unity imports through SuperTiled2Unity without manual conversion. Spawn points, quest triggers and collision polygons arrive as object layers ready for engineering, so your team consumes the result without learning Tiled themselves.

### What makes its layouts better than scattering assets until the zone looks full?
Two disciplines: biome density planning, so a forest or dungeon reads intentionally rather than randomly scattered, and a physics checklist that every placement passes before QA ever sees the map. Oversized worlds past 100×100 tiles also get cut into streaming chunks instead of crashing device memory.

### Will it write the C# trigger logic or gameplay code behind its quest triggers?
No. It places the trigger and spawn layers with collision discipline, but the code that fires when a player enters a trigger is engineering work outside its scope. It designs the map; implementing behavior belongs to your developers.

## Price
$79, one-time, no subscription. VAT included.

Related guide: [A 2.5D isometric game-dev AI workflow with Unity](https://forgehouse.ai/guides/unity-isometric-ai-workflow/)
