Individual skill
author-game-levels
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.
agent-skills/game-development/author-game-levels/SKILL.md
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SKILL.mdcore · 4,374 bytesagents/openai.yamlasset · 203 bytes
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# 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