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Author Game Levels

Meng ToCommunityCreated by Meng To

  • Skill
  • Content generator
  • Design and creative
  • MIT
  • No issues found

From the author

Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.
— the description by Meng To

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

This skill provides a rigorous framework for authoring and verifying 2D-plane game levels within a Three.js environment. It emphasizes architectural clarity, where every level element—from lighting to collision geometry—serves a specific gameplay purpose. By enforcing a single-plane constraint and requiring the separation of visual, collision, and navigation data, the skill ensures that levels remain readable, performant, and deterministic across both desktop and mobile platforms.

What it does

  • Enforces a strict single-plane design to prevent vertical traversal issues.
  • Requires the separation of level data into distinct, testable layers.
  • Provides guidelines for telegraphing gameplay encounters and objectives.
  • Mandates a source-to-light inventory to ensure lighting is physically motivated.
  • Includes validation steps for collision, navigation, and lighting integrity.
  • Outlines a browser-based verification process for both desktop and mobile.

When to use it

  • When designing new levels for a Three.js-based game.
  • When refactoring existing levels to improve readability and performance.
  • When debugging navigation, collision, or lighting issues in a 3D environment.
  • When preparing a level for cross-platform deployment on desktop and mobile.

Advantages

  • Reduces complexity by eliminating verticality and complex pathfinding.
  • Improves performance through clear separation of concerns.
  • Ensures consistent gameplay behavior via deterministic data structures.
  • Enhances player experience by prioritizing visual clarity and telegraphing.

Usage examples

“Review my current level layout for adherence to the single-plane constraint.”
The agent will audit the collision and navigation data to ensure no vertices or links exist outside the primary gameplay plane.
“Validate my light source inventory for the dungeon level.”
The agent will verify that every light is attached to a visible emitter and check for correct state transitions when emitters are disabled.

Install

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/mengto/author-game-levels/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip author-game-levels.zip -d .agents/skills

Documentation by Meng To

Author Game Levels

Treat architecture as gameplay communication. Every route, arena, gate, prop, and light must help the player read movement, threats, objectives, or state.

Enforce one gameplay plane

Keep all collision, navigation, encounter routes, objectives, pickups, and player movement on one accessible plane.

  • Do not add stairs, ramps, raised platforms, drop-offs, cliffs, bridges, ledges, pits, or vertical traversal.

  • Do not change gameplay elevation for shortcuts, arenas, hazards, rewards, or visual variety.

  • If visual height is requested later, keep it non-walkable background dressing. It must not alter navigation, camera occlusion, threat visibility, targetability, or player movement.

Separate level systems

Maintain explicit, independently testable layers for:

  • authored level data and stable zone/anchor IDs;

  • visual geometry and non-walkable background dressing;

  • simplified collision geometry;

  • flat navigation data and movement clearance;

  • encounter, enemy, gate, reset, pickup, objective, and exit zones.

Share stable IDs and transforms between layers, but never infer collision, navigation, or encounter boundaries from decoration alone.

Lay out readable play

  1. Define the architectural purpose of each space: traversal, orientation, combat, recovery, reward, transition, or objective.

  2. Preserve clear movement, camera, and dodge corridors at the intended play distance.

  3. Keep threats, pickups, exits, gates, and interaction targets visible before commitment.

  4. Telegraph encounters through visible arena shape, approach, state change, and stable zone anchors.

  5. Deliberately place arenas, gates, checkpoints, retry spawns, and reset paths. Prevent soft locks, duplicate rewards, hidden re-entry, and enemies pursuing through unrelated zones.

  6. Use landmarks, lighting, contrast, and composition to guide without hiding hazards or making the route ambiguous.

Motivate every local light

Attach every local torch, lantern, brazier, or similar light spatially to a visible emitter. Its position, range, color, intensity, shadowing, and occlusion behavior must match what that emitter appears able to produce.

  • Forbid unexplained floating local lights.

  • Keep a source-to-light inventory with emitter ID, light ID, attachment transform, type, range, color/intensity, occlusion intent, enabled state, and fallback behavior.

  • Move the light with a moving emitter. Disable or remove its local contribution when the emitter is disabled, hidden, destroyed, or unloaded.

  • Document ambient or world lighting separately. Use it for deliberate global visibility or mood, never to fake a torch or other local source.

Validate data and geometry

  • Assert that all walkable collision, navigation vertices/links, encounter anchors, gates, objectives, pickups, exits, and reset points remain on the configured gameplay plane within a small tolerance.

  • Reject walkable slopes, out-of-plane links, vertical shortcuts, elevated spawn points, and level data that implies height-changing traversal.

  • Check collision/nav agreement, route clearance, zone containment, deterministic gate/reset behavior, stable anchor references, and persistence of level progress.

  • Validate source-to-light inventory completeness, emitter/light attachment, range/color intent, and moving or disabled emitter state transitions.

Prove traversal in the browser

Run deterministic route, collision, navigation, encounter, reset, and lighting fixtures, then traverse every critical and optional route in the repository-approved browser.

  • On desktop and mobile, verify uninterrupted flat movement, dodge clearance, camera framing, threat/pickup/exit visibility, encounter telegraphs, gates, retry paths, and touch controls.

  • Exercise moving and disabled emitter cases and confirm no light remains detached or unexplained.

  • Inspect dense views for occlusion, console health, frame time, draw calls, memory stability, and long-session lighting cost.

  • Report new failures separately from existing baseline issues.

Files

ATTRIBUTION.md

Attribution

This folder is an unmodified copy of the Agent Skill "author-game-levels", distributed by AutoGineer (https://autogineer.com/agent-skills).

The skill's own files are unmodified copies. AutoGineer is not affiliated with or endorsed by the author or the publisher.

Files added by AutoGineer

  • ATTRIBUTION.md: this file, written by AutoGineer

  • LICENSE: copied from LICENSE

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Security

No issues found by our static scan· No issues found

A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.

Attribution and licence

Created by
Meng To
Publisher
Meng To (Community)
Source
MengTo/Skills · agent-skills/game-development/author-game-levels · commit 5ea1661
Licence
MIT License (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE)
  • ATTRIBUTION.md (written by AutoGineer)
Synced

AutoGineer is not affiliated with or endorsed by Meng To.

Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download author-game-levels.zip