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author-game-levels — Claude Code skill: what it does, how to install

Builds and refines readable, flat-plane Three.js game levels. Useful for tuning camera corridors, collision layers, motivated lighting, and browser playthroughs.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill author-game-levels -a claude-code
Open on GitHub

What author-game-levels does

The skill treats level architecture as gameplay communication. Its core rule enforces a single flat plane. Stairs and ramps are strictly forbidden. Visual height belongs solely in non-walkable background dressing. Such props must never block camera angles or threat visibility.

The skill separates authored data, simplified collisions, flat navigation, and trigger zones. Navigation cannot rely on visual props alone. Local lighting requires strict inventory tracking. Each torch or lantern must link to an explicit emitter. Local lights must follow their emitters and switch off when destroyed.

Data checks reject walkable slopes and height shifts. The skill breaks on projects that depend on vertical traversal or multi-tiered platforms. Traversal fixtures run directly in the browser. They verify frame rates, draw calls, and touch controls on desktop and mobile.

What it helps with

  • design flat Three.js levels without height-changing traversal
  • separate collision geometry, background dressing, and trigger zones
  • link local light sources to visible emitter meshes
  • verify traversal corridors and touch controls in mobile browsers

Example prompts for the agent

  • Verify that all spawn anchors and collision bounds stay on a single flat plane.
  • Audit local lights and attach every lantern to a visible emitter ID.
  • Run browser traversal fixtures to test camera framing and dodge clearance on mobile.

How to install author-game-levels

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill author-game-levels -a claude-code

2Manually: put the files in place

~/.claude/skills/author-game-levels/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/author-game-levels/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about author-game-levels

How do I install author-game-levels in Claude Code?

Run npx skills add MengTo/Skills --skill author-game-levels -a claude-code. The skill file is placed in ~/.claude/skills/author-game-levels/SKILL.md.

What does author-game-levels do?

It enforces rules for building flat Three.js game levels. It isolates collision from decoration, demands emitter-backed lighting, and validates routes in the browser.

Why does the skill prohibit stairs and ramps?

It locks gameplay to one flat plane so combat corridors and navigation stay clear. Height can exist only as non-walkable background dressing that never alters movement or camera visibility.

Source text

SKILL.md · MIT
---
name: author-game-levels
description: Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.
---

# Author Game Levels

Treat architecture as gameplay communication. Every route, arena, gate, prop, and light must help the player read movement, threats, objectives, or state.

## Enforce one gameplay plane

Keep all collision, navigation, encounter routes, objectives, pickups, and player movement on one accessible plane.

- Do not add stairs, ramps, raised platforms, drop-offs, cliffs, bridges, ledges, pits, or vertical traversal.
- Do not change gameplay elevation for shortcuts, arenas, hazards, rewards, or visual variety.
- If visual height is requested later, keep it non-walkable background dressing. It must not alter navigation, camera occlusion, threat visibility, targetability, or player movement.

## Separate level systems

Maintain explicit, independently testable layers for:

- authored level data and stable zone/anchor IDs;
- visual geometry and non-walkable background dressing;
- simplified collision geometry;
- flat navigation data and movement clearance;
- encounter, enemy, gate, reset, pickup, objective, and exit zones.

Share stable IDs and transforms between layers, but never infer collision, navigation, or encounter boundaries from decoration alone.

## Lay out readable play

1. Define the architectural purpose of each space: traversal, orientation, combat, recovery, reward, transition, or objective.
2. Preserve clear movement, camera, and dodge corridors at the intended play distance.
3. Keep threats, pickups, exits, gates, and interaction targets visible before commitment.
4. Telegraph encounters through visible arena shape, approach, state change, and stable zone anchors.
5. Deliberately place arenas, gates, checkpoints, retry spawns, and reset paths. Prevent soft locks, duplicate rewards, hidden re-entry, and enemies pursuing through unrelated zones.
6. Use landmarks, lighting, contrast, and composition to guide without hiding hazards or making the route ambiguous.

## Motivate every local light

Attach every local torch, lantern, brazier, or similar light spatially to a visible emitter. Its position, range, color, intensity, shadowing, and occlusion behavior must match what that emitter appears able to produce.

- Forbid unexplained floating local lights.
- Keep a source-to-light inventory with emitter ID, light ID, attachment transform, type, range, color/intensity, occlusion intent, enabled state, and fallback behavior.
- Move the light with a moving emitter. Disable or remove its local contribution when the emitter is disabled, hidden, destroyed, or unloaded.
- Document ambient or world lighting separately. Use it for deliberate global visibility or mood, never to fake a torch or other local source.

## Validate data and geometry

- Assert that all walkable collision, navigation vertices/links, encounter anchors, gates, objectives, pickups, exits, and reset points remain on the configured gameplay plane within a small tolerance.
- Reject walkable slopes, out-of-plane links, vertical shortcuts, elevated spawn points, and level data that implies height-changing traversal.
- Check collision/nav agreement, route clearance, zone containment, deterministic gate/reset behavior, stable anchor references, and persistence of level progress.
- Validate source-to-light inventory completeness, emitter/light attachment, range/color intent, and moving or disabled emitter state transitions.

## Prove traversal in the browser

Run deterministic route, collision, navigation, encounter, reset, and lighting fixtures, then traverse every critical and optional route in the repository-approved browser.

- On desktop and mobile, verify uninterrupted flat movement, dodge clearance, camera framing, threat/pickup/exit visibility, encounter telegraphs, gates, retry paths, and touch controls.
- Exercise moving and disabled emitter cases and confirm no light remains detached or unexplained.
- Inspect dense views for occlusion, console health, frame time, draw calls, memory stability, and long-session lighting cost.
- Report new failures separately from existing baseline issues.

© MengTo · MIT · MengTo/Skills

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