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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.

$79 one-time
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Prices include 20% VAT. · Forged on real agency work · one-time, no lock-in

  • Type Agent
  • Category Game Dev
  • Delivery Email · instant
  • License One-time
Run preview
forgehouse, level-designer

Inside the run · no black box

See the actual work before you buy it.

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.
Use cases · what happens when you plug it in

One power source. 5 lines out.

level-designer · core

core active · 5 lines

  1. Designing a forest, dungeon or town exploration zone

    ✓ designing a forest, dung…
  2. Laying out a boss arena and combat triggers

    ✓ laying out a boss arena
  3. Validating asset placement against physics rules

    ✓ validating asset placement
  4. Converting a large map to chunk streaming

    ✓ converting a large map to
  5. Placing spawn points and quest trigger layers

    ✓ placing spawn points and
Benefits · what you walk away with

Yours to keep.

Drag time forward. Watch what stays.

Forever

That's what owning means.

The rented stack

ai writing tool: subscription

expired · access lost

analytics suite: subscription

expired · access lost

design platform: subscription

expired · access lost

(nothing left)

Your forge

  1. Maps that feel hand-crafted, not randomly scattered

    license: perpetual
  2. Performance-safe layouts that stream large worlds

    license: perpetual
  3. Physically believable asset placement

    license: perpetual
  4. Quest and collision layers ready for engineering

    license: perpetual

subscriptions expire · deeds don't

What's included · the full manifest

Everything in the box.

Pick a piece up. Watch it work.

Tiled .tmx maps Unity imports automatically via SuperTiled2Unity

part 01 of 06 · in the box

6 parts · one working system · ships instantly by email

Who it's for

This wasn't forged for everyone.

  • Not for you if you'd rather rent a tool than own one.
  • Not for you if you want someone else to run your stack.
  • Not for you if you're happy guessing.
Still here? Good.

Game teams building exploration and combat levels for a 2.5D RPG.

then this was forged for you.

Works with

Universal by design: these run in any AI. Delivered in the open Agent Skills + MCP format (native in Claude); ChatGPT, Gemini, Cursor and Copilot adapt the same files their own way.

  • Claude Native format
  • ChatGPT Adapts via open standards
  • Gemini Adapts via open standards
  • Cursor Adapts via open standards
  • Copilot Adapts via open standards
Questions · still in the air

Catch what's on your mind.

the air is clear. nothing between you and the forge.
catch a spark: the forge will answer

  1. 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.

  2. 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.

  3. 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.

  4. How is it delivered?

    By email right after purchase: ready to run, downloaded instantly, no setup wait.

  5. One-time or subscription?

    A one-time purchase; no subscription or hidden fees. VAT (20%) is included.

  6. Can I get a refund?

    As a digital product, it can’t be refunded once downloaded. That’s why we show exactly what’s inside and who it’s for, right here.