author-game-worlds
Design or revise readable, testable game spaces with explicit routes, landmarks, collision, navigation, encounter zones, objectives, lighting, and content data. Use for levels, maps, arenas, hubs, tra
SKILL.mdskills/author-game-worlds/SKILL.md
GitHubAuthor Game Worlds
When to use
- Creating a new level or revising an unreadable space.
- Defining level data and ownership before runtime implementation.
- Preparing deterministic traversal and encounter verification.
Workflow
- Define player verbs, camera, gameplay plane, scale, movement limits, and the level's learning or challenge goal.
- Separate authored content, collision, navigation, encounters, objectives, lighting, decoration, and runtime state.
- Lay out primary and recovery routes with landmarks, pacing, readable boundaries, and safe restart points.
- Represent content with stable identifiers and validated data rather than hidden scene state.
- Use motivated lighting and visual hierarchy to support navigation and gameplay.
- Verify traversal, collision, objectives, encounter entry and exit, camera behavior, and representative failure paths.
- Route scene, navigation, AI, physics, and serialization integration to compatible engine feature skills using
resolve-skill.sh. Keep general route and encounter rules independent of engine scene objects; preserve stable authored IDs and explicit import/runtime ownership. - Declare representative playthrough and performance budgets for the project's actual target devices. Include large-world streaming or scene transitions only when applicable, and verify that transition cleanup releases world-local UI and feedback rather than carrying stale cues into a new area.
Output
- A level brief and system ownership map.
- Validated content schema or placement specification.
- Desktop and supported-device playthrough scenarios with acceptance criteria.
Guardrails
- Do not use decoration to hide broken navigation or collision.
- Do not make map-editor drafts authoritative without reviewed integration.
- Do not add content density that prevents players from reading threats and objectives.