author-game-levels

Author readable flat-world Three.js game levels with validated collision, navigation, and lighting.

5.7k|685|Updated Feb 3, 2026
One-click install
npx skills add https://github.com/MengTo/Skills --skill author-game-levels
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: author-game-levels
Source: https://github.com/MengTo/Skills/tree/main/agent-skills/game-development/author-game-levels
Command: npx skills add https://github.com/MengTo/Skills --skill author-game-levels

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about author-game-levels

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I author a playable Three.js game level?

Define each space's gameplay purpose, keep all collision and navigation on one flat plane, and place arenas, gates, and checkpoints deliberately. Then validate level data and traverse every route in the browser on desktop and mobile.

How to keep game level lighting consistent in Three.js?

Attach every local light to a visible emitter and maintain a source-to-light inventory with IDs, transforms, range, color, and state. Move or disable the light when its emitter moves, is hidden, or is destroyed.

Can I add vertical platforms or stairs to a flat-world level?

No. This approach forbids stairs, ramps, raised platforms, and any height-changing traversal. Visual height is allowed only as non-walkable background dressing that never affects navigation, targeting, or movement.

Why separate collision, navigation, and visual geometry layers?

Separated layers keep each system independently testable and prevent decoration from silently defining gameplay boundaries. Stable shared IDs and transforms keep the layers synchronized without inferring collision from visuals.

How do I verify a Three.js level plays correctly?

Run deterministic route, collision, navigation, encounter, and lighting fixtures, then traverse all critical and optional routes in the browser. Check movement clearance, encounter telegraphs, gates, retry paths, console health, and frame time on desktop and mobile.