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.md

GitHub

Author 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

  1. Define player verbs, camera, gameplay plane, scale, movement limits, and the level's learning or challenge goal.
  2. Separate authored content, collision, navigation, encounters, objectives, lighting, decoration, and runtime state.
  3. Lay out primary and recovery routes with landmarks, pacing, readable boundaries, and safe restart points.
  4. Represent content with stable identifiers and validated data rather than hidden scene state.
  5. Use motivated lighting and visual hierarchy to support navigation and gameplay.
  6. Verify traversal, collision, objectives, encounter entry and exit, camera behavior, and representative failure paths.
  7. 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.
  8. 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.