What problem does it solve? Building game environments manually is slow and risky, and procedural generation without guardrails can destroy authored content or produce unplayable levels. This Skill generates navigable, performant worlds from design constraints while preserving existing work and enforcing quality gates before anything ships. ## Core Features & Use Cases - Constraint-Driven Generation: Maps critical paths, spawn rules, landmarks, and accessibility constraints, then runs deterministic procedural stages with saved seeds and parameters for reproducibility. - Reversible, Non-Destructive Output: Generates into a new scene or layer so authored content is preserved, baking navigation, lighting, and streaming data only after plan approval. - Seven-Gate Production Validation: Verifies reachability, spawn safety, performance budgets, licensing and provenance, and requires human approval before replacing source assets. - Use Case: A level designer needs a forest biome level for a Godot project. Provide the level intent, traversal metrics, and performance budgets, and receive a generated scene copy with navigation evidence, playthrough captures, and a seed manifest for regeneration. ## Quick Start Use the world-generate skill to create a reversible, navigable environment from my level design constraints including player metrics, biome, and performance budgets.