What problem does it solve? Building playable 2D game maps requires more than a single generated image: runtime objects, collision zones, spawn markers, and parallax layers must stay separate and editable. This Skill turns image generation into a structured map-production pipeline so browser games get real map art plus the metadata engines need. ## Core Features & Use Cases - Six map pipelines: tile maps, base-plus-props scenes, side-scroller parallax stages, rule-heavy grids, modular room chunks, and flat baked backgrounds, each with defined deliverables. - Prop production workflow: generate foundation-only base art, plan placement with an in-world reference mockup, then extract transparent props from magenta-backed sheets with extract_prop_pack.py. - Collision and scene metadata: emit placement JSON, blockers, walk bounds, zones, scene hooks, and camera bounds, then compose QA previews with compose_layered_preview.py. - Use Case: Ask for a Mega Man-style side-scroller stage and receive scenery-only parallax layers, separate platform and hazard sprites, collision data, spawn markers, and a composed stage preview ready for a canvas or Phaser runtime. ## Quick Start Generate a playable top-down RPG town map with separate props, collision zones, and a layered preview for my browser game.