What problem does it solve?
Game levels often become unplayable when collision, navigation, encounters, and lighting are improvised without structure, leading to soft locks, unreadable routes, and floating unexplained lights. This Skill provides a disciplined playbook for authoring flat-world Three.js levels where every route, zone, and light is deliberate and verifiable.
Core Features & Use Cases
- Flat gameplay plane enforcement: Keeps all collision, navigation, encounters, pickups, and movement on one accessible plane, rejecting stairs, ramps, and vertical traversal.
- Separated level systems: Maintains independent layers for level data, visual geometry, collision, navigation, and encounter zones with shared stable IDs.
- Motivated lighting inventory: Requires every local light to attach to a visible emitter with a tracked source-to-light inventory and state transitions.
- Browser playthrough verification: Runs deterministic route, collision, and lighting fixtures, then validates traversal on desktop and mobile.
- Use Case: When building a Three.js arena level, use this Skill to lay out readable combat and reward spaces, wire gates and retry spawns, attach torch lights to visible emitters, and prove the full route plays cleanly in the browser.
Quick Start
Use the author-game-levels skill to design a flat Three.js level with defined encounter zones, motivated lighting, and verified desktop and mobile traversal.