What problem does it solve? Creating a playable 2D game map requires more than one generated image: it needs layered visual assets, separate runtime objects, collision shapes, zones, and engine-compatible data. This Skill turns a genre or map request into a structured pipeline that produces all of those deliverables instead of a single flat picture. ## Core Features & Use Cases - Mode-Based Map Pipelines: Choose from tile_mode, scene_mode, side_scroll_mode, grid_mode, room_chunk_mode, or baked_scene_mode, each mapped to visual, object, collision, and engine-target axes. - Image-Generation-First Art Workflow: Generate foundation-only base maps, in-world reference mockups, prop packs, terrain tile atlases, and parallax layers with built-in image generation, then slice and validate them with scripts. - Structured Runtime Metadata: Produce placement JSON, collision blockers, walkable zones, spawn markers, camera bounds, exits, and scene hooks for engines like Godot, Unity, Phaser, Tiled, and LDtk. - Use Case: Ask for a Pokemon-style top-down route and receive a ground-only base map, extracted transparent props, y-sorted placement data, encounter zones, collision shapes, and a composed QA preview. ## Quick Start Ask the agent to generate a playable side-scrolling platformer stage with parallax backgrounds, separate platform objects, collision data, and a preview image.