Guide · Agent skill
How to use the Author Flat Three.js Game Levels agent skill
Updated · written with AI from the project's own documentation and checked against our catalogue data
The author-game-levels skill is a set of written rules that tells an AI agent how to build or revise flat-world game levels in Three.js, a JavaScript 3D library for browsers. It is for indie and hobby developers, level designers and teams who want an agent to produce level data that is readable, testable and consistent. After this guide you will know what the skill changes about the agent's behaviour, how to install it, how to phrase requests so it triggers, and what to check when it has finished.
Quick start
- 1Download the ZIP. Get the skill ZIP from this page and unzip it so you have the folder containing SKILL.md and agents/openai.yaml.
- 2Place the folder. Move the unzipped folder into ~/.claude/skills/ for personal use, or into your project's .claude/skills/ folder for one project.
- 3Or upload in the Claude apps. In the Claude apps, open Settings → Capabilities → Skills and upload the skill.
- 4Confirm your project uses Three.js. Make sure the level code you want the agent to write is in a Three.js project and that you have a repository-approved browser for tests.
- 5Ask for a specific level change. Describe the level element, the Three.js context and the outcome you want, such as a readable encounter zone or a torch with a visible emitter.
- 6Review the layers and light inventory. Check that visuals, collision, navigation and zones are separate, and that every local light has a documented source.
- 7Run the playthrough checks. Ask the agent to run deterministic fixtures and browser traversals on desktop and mobile, then review new failures separately from baseline issues.
What an agent skill is and what this one does
An agent skill is a folder containing a SKILL.md file of instructions that an AI agent can load when a task matches its description. This skill's description covers movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, and desktop and mobile playthrough verification.
Once it is active, the agent keeps all collision, navigation, encounter routes, objectives, pickups and player movement on one accessible plane. It will not add stairs, ramps, raised platforms, drop-offs, bridges, ledges, pits or other vertical traversal. It separates visual geometry, simplified collision, flat navigation data and zone definitions into distinct layers, and it ties every local light to a visible emitter such as a torch or lantern.
- Keeps every walkable area on one flat plane
- Keeps visuals, collision, navigation and encounter zones as separate, testable layers
- Requires a source-to-light inventory for local lights
- Describes validation checks on data and geometry
- Describes browser playthroughs on desktop and mobile, reporting new failures apart from existing baseline issues
Install the skill from the ZIP
Download the ZIP for this skill from this page and unzip it. The skill folder contains agents/openai.yaml and SKILL.md. For a personal install, place the unzipped skill folder in ~/.claude/skills/. For a single project, place it in that project's .claude/skills/ folder.
Alternatively, if you use the Claude apps, upload the skill under Settings → Capabilities → Skills.
- Personal install: ~/.claude/skills/
- Project install: the project's .claude/skills/ folder
- Claude apps: Settings → Capabilities → Skills, then upload
Check your requirements
The skill assumes you already have a Three.js project, because the level code is written with that library. It also expects a browser that the repository has approved for playthrough verification. The skill does not supply engine code, assets or ready-made levels; it sets rules and a process.
The skill runs no scripts and makes no network calls, according to its listing.
- A Three.js project
- A repository-approved browser for playthrough checks
- Not included: assets, a game engine or a finished level
Trigger the skill with natural requests
You do not need a special command. Describe the level work in plain terms that match the skill's scope, and name Three.js so the agent knows which library to target. The agent decides whether to load the skill based on how well your request matches its description.
Good requests name the level element you want and the outcome. Mention the verification step if you want one.
- "Revise the courtyard level so the guard encounter zone is visible from the gate before the player commits."
- "Add three torches to the crypt level in Three.js, each with a visible emitter and a documented light entry."
- "Author a flat Three.js arena with two pickups, one exit and a retry spawn, then test the route on desktop and mobile."
- "Check this level's navigation data for any vertical links or elevated spawn points."
What to expect from the output
Expect the agent to explain its layout in terms of purpose (traversal, combat, recovery, reward, transition or objective) and to produce level data with stable zone and anchor IDs. For lighting, expect a source-to-light inventory listing emitter ID, light ID, attachment, type, range, colour, intensity, occlusion intent, enabled state and fallback behaviour.
The skill asks the agent to run deterministic fixtures and browser traversals. Review the report for new failures listed separately from existing baseline issues, since the skill requires that split.
- Layout notes tied to play purpose
- Stable zone and anchor IDs in the level data
- A source-to-light inventory for each local light
- Test results split into new failures and baseline issues
Safety notes and tips
Because the skill runs no scripts and uses no network, its risk is mainly in what the agent changes in your project files. Review diffs before accepting them, especially level data and the browser test setup.
If your design needs stairs, ramps, jumps or multiple floors, this skill will work against it. Use a different approach or a different skill for those levels. Keep ambient lighting separate from torch-style lights so that global mood does not hide a missing source.
- Review level data and test setup changes before committing
- Do not use this skill for games that need vertical traversal
- Ask for a fixture or test run explicitly if you want playthrough verification
What people use it for
- Revising a Three.js courtyard so guards, gates and exits are visible before the player reaches them.
- Adding torches or lanterns to a dungeon level with each light attached to a visible emitter and logged in an inventory.
- Building a flat arena with pickups, a retry spawn and a reset path that avoids soft locks and duplicate rewards.
- Auditing existing level data for out-of-plane links, elevated spawn points or sloped walkable geometry.
- Checking that touch controls, camera framing and dodge corridors work on both desktop and mobile browsers.
Frequently asked questions
Is the author-game-levels skill free to use?
The skill is listed under the MIT licence, which the listing states. Check the licence file in the download for the full terms before you rely on it in a commercial project.
What do I need to install and use this skill?
You need a Three.js project, because the guidance targets that library, and a browser approved by your repository for playthrough verification. The skill runs no scripts and uses no network, according to its listing.
Where do I put the skill files?
Unzip the downloaded ZIP and place the folder in ~/.claude/skills/ for personal use or in a project's .claude/skills/ folder for one project. In the Claude apps you can instead upload it under Settings → Capabilities → Skills.
Can it build stairs, ramps or multi-floor levels?
No. The skill explicitly forbids stairs, ramps, raised platforms, drop-offs, bridges and any vertical traversal, so it is not suited to multi-floor games.
Does it work with engines other than Three.js?
The skill's guidance is specific to Three.js. For other engines, such as Unity or Godot, look for a skill written for that engine.
Does the skill provide ready-made levels or assets?
No. The listing says it sets rules and a process, not assets, engines or finished levels. You still build the geometry and content yourself.
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Our verdict
Use this skill if you are making flat-world 3D browser games in Three.js and want an agent to keep levels readable, separate data layers cleanly and document every local light. Pick a different tool if your game needs stairs, ramps, jumps, multiple floors, a different engine, or ready-made assets.
Download the skill