Guide · Agent skill
How to use the Build Game Map Editor agent skill
Updated · written with AI from the project's own documentation and checked against our catalogue data
The build-game-map-editor skill gives an AI coding agent a detailed playbook for building a browser-based level and encounter placement tool for a Three.js or isometric game. It is aimed at game developers and engineers who want designers to inspect and draft placements without touching live gameplay data. After reading this guide you will know what the skill does, how to install it, how to phrase requests so it triggers, and what safety limits to keep in mind.
Quick start
- 1Download the ZIP. Download the build-game-map-editor skill ZIP from this page.
- 2Unzip into a skills folder. Unzip it into ~/.claude/skills/ for a personal install, or into .claude/skills/ inside your project for a project install.
- 3Or upload it in the Claude apps. In the Claude apps, open Settings, go to Capabilities, then Skills, and upload the ZIP.
- 4Check your repository. Confirm your project is a Three.js or isometric game with authoritative world and entity definitions, plus a browser test setup and a release path.
- 5Ask for the editor in plain language. Describe the map editor you want, such as a private director view with enemy aggro overlays and draft export.
- 6Review the proposal. Read the agent's output as a proposal. Test and release any source change through your normal path before it affects the game.
What does the build-game-map-editor skill make the agent do?
Once installed, the skill guides the agent through building a paused, top-down director view of your game world. It tells the agent to derive an editor document from your game's real production definitions rather than creating a separate map source of truth.
The playbook covers selection, dragging with snapping, an outliner, layers, camera controls, an inspector for entity settings, enemy aggro, leash and patrol overlays, undo, local draft import and export, and a private editor route protected by an IP allowlist and password sessions.
- Derives a versioned editor document from authored placements, with stable source IDs
- Renders a paused director scene that does not run combat, progression or saves
- Keeps all edits as drafts that only affect the game after a separate reviewed release
- Locks down the editor route with IP allowlists and password sessions
What do you need before installing the skill?
The skill is written for a repository that already contains a Three.js or isometric game with authoritative world and entity definitions. The agent is asked to find those definitions and to use the repository's approved tooling, so the project needs a browser test setup and a release path.
If your game is built in an engine such as Unity or Unreal, this browser-based approach does not apply.
- A repository with a Three.js or isometric game
- Authoritative world and entity definitions in the code
- A browser test setup and a release path that the agent can use
How do you install the skill?
Download the skill ZIP from this page and unzip it. You can install it for yourself or for a single project.
For a personal install, unzip it into your ~/.claude/skills/ folder. For a project install, unzip it into the .claude/skills/ folder inside the project. The skill's main instructions are in SKILL.md, so that file should sit inside the unzipped skill folder.
In the Claude apps, you can instead upload the ZIP under Settings → Capabilities → Skills.
- Download the ZIP from this page
- Personal install: unzip into ~/.claude/skills/
- Project install: unzip into .claude/skills/ in the project
- Claude apps: upload under Settings → Capabilities → Skills
How do you trigger the skill with a natural request?
You do not need a special command. Describe the editor task in plain language and mention the game and the kind of tool you want. The skill's description lists the kinds of work it covers, so requests that match those tasks are the ones most likely to load it.
Good triggers include asking for a private director view, an outliner or layer panel, enemy aggro or patrol overlays, local draft import and export, or a secured editor route. Say explicitly that you want the editor to avoid changing live gameplay data if that matters to you.
- Ask for a private director view of the level in a Three.js or isometric game
- Ask for an outliner, layers, selection, drag and snap controls
- Ask for enemy aggro, leash or patrol overlays in the inspector
- Ask for local draft import, export, undo and reset
- Ask to secure the editor route with an IP allowlist and password session
- Ask to validate and release the map editor without mutating live gameplay data
What does a typical request look like?
A useful request names the repository, the entities you want to place and the review path you need. For example, you might ask the agent to build a draft-only editor for enemy encounters that shows aggro radius and patrol paths, exports a validated JSON proposal, and never writes to the live game definitions.
Expect the agent to inspect the repository first, locate the authoritative definitions, and then propose the editor structure. The skill tells it to treat export as a proposal, so the result should be a reviewable set of changes rather than an automatic update to the game.
- Example: build a draft-only encounter editor for our Three.js game with enemy aggro and leash overlays
- Example: add undo, redo and local draft storage to the existing map editor, with export validation
- Example: audit our map editor route and check that it fails closed when access settings are missing
What safety limits should you know about?
The skill itself is a set of instructions. According to its listing, it runs no scripts and makes no network requests. The editor it helps you build, however, is a production tool that may be reachable on the web, so the skill's guidance on access control matters.
The skill says a private URL is not enough protection. It recommends failing closed when access configuration is missing, using an exact IP allowlist, signed short-lived session cookies, and keeping passwords and signing material in deployment secrets. It also says the access-gating guidance assumes a private deployment, so public-facing editors need a separate security review.
- The skill listing states it runs no scripts and uses no network
- Passwords, allowlists and signing keys belong in deployment secrets, not in the bundle or logs
- Exports are proposals; they do not change the game until source changes are tested and released
- Do not use the access guidance for a public editor without a security review
What tips help you get the best results?
Start by asking the agent to locate your authoritative world and entity definitions before it designs anything. Keep the editor's data format small and serializable, and keep game-specific adapters outside the reusable editor component.
Expect the skill to insist on validation at every import and export boundary, including schema version, entity count, coordinate limits and matching entity manifests. Ask the agent to test the access-control cases it lists, such as wrong password, wrong IP and logout, before you rely on the editor.
- Point the agent at the real definitions first, so the editor is derived from production data
- Ask for the draft lifecycle to be shown in the UI: production source, editor document, isolated draft, validated export, reviewed integration
- Require confirmation before any reset of draft changes
- Keep flat-plane positions with Y fixed, if your game is flat-world
What people use it for
- Building an internal encounter placement tool for enemies, spawns and pickups in a Three.js game
- Letting designers inspect enemy aggro, leash and patrol settings in a paused top-down view
- Producing a validated JSON draft that engineers review and integrate into source code
- Adding an access-controlled editor route with an IP allowlist and password session for a private production tool
- Auditing an existing map editor for validation, undo and draft-isolation gaps
Frequently asked questions
Is the build-game-map-editor skill free to use?
The skill is published under the MIT licence, as stated on this page. Check the licence file in the repository you download it from for the full terms before you reuse it.
What do I need to use the build-game-map-editor skill?
You need a repository containing a Three.js or isometric game with authoritative world and entity definitions. You also need a browser test setup and a release path, because the skill asks the agent to use the repository's approved tooling.
Where do I install the build-game-map-editor skill?
Unzip the downloaded ZIP into ~/.claude/skills/ for a personal install or into .claude/skills/ inside a project. In the Claude apps, you can upload the ZIP under Settings, Capabilities, then Skills.
Does the editor change my live game when I export?
No. The skill treats export as a proposal. A separate source-code change must be reviewed, tested, committed and released before any draft affects gameplay.
Does the skill work with Unity or Unreal?
No. The skill is for browser-based editors for Three.js and isometric games. Engines such as Unity or Unreal already have their own level editing tools, so this approach does not apply to them.
Why does the skill mention Codex when I use Claude?
The skill's description is written for Codex, so its trigger wording refers to Codex. The install locations on this page are for Claude. Both point to the same SKILL.md instructions, so phrase your request around the editor task itself.
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Our verdict
This skill suits game developers and engineers who build internal level or encounter placement tools for a Three.js or isometric game and want drafts that never touch live data. It is a poor fit for engines like Unity or Unreal, for anyone expecting exports to change the game automatically, or for public-facing editors that have not had a security review.
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