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author-game-worlds

Design or revise readable, testable game spaces with explicit routes, landmarks, collision, navigation, encounter zones, objectives, lighting, and content data.

Skill by TimothyMeadows

IndexedMIT★ 4
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

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, traversal spaces, or world expansions across supported game architectures.

Use cases: design, data, writing

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/author-game-worlds

What's inside

Skill name
author-game-worlds
Description
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, traversal spaces, or world expansions across supported game architectures.
License
MIT
Instructions
30 lines in SKILL.md · view on GitHub

Files (2)

  • SKILL.md
  • openai.yaml · agents/

SKILL.md (first lines)

# 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.

From TimothyMeadows/OpenCaw, MIT.

More from TimothyMeadows/OpenCaw

Signals

Stars
4
Forks
3
Open issues
2
Last commit (this folder)
Jul 25, 2026 (3 months ago)
Last release
Aug 11, 2026 (2 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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author-game-worlds skill. Agent Mart. https://agentmart.dev/skills/timothymeadows-author-game-worlds (last updated 2026-10-24)