
Build Game Map Editor
Teaches the agent to build a paused, draft-only browser map editor for Three.js and isometric games.
- Repository
- MengTo/Skills
- Stars
- 7,187
- Licence
- MIT
- Files
- 3 files
What it does
Once installed, the agent follows a detailed playbook for building a browser-based level/map editor for a game made with Three.js or isometric rendering. It guides how to derive an editor document from the game's real production definitions, render a paused top-down director view, add selection, dragging, snapping, undo, and inspector panels for enemies and other entities, and keep all edits as drafts that only affect the game after a separate reviewed release. It also covers locking down a private editor route with IP allowlists and password sessions.
Great for
- Game developers building internal level or encounter placement tools for a Three.js or isometric game
- Teams that want designers to inspect and draft placements without touching live gameplay data or saves
- Engineers who need to add access control and validation to a private production tool
Skip it if
- Simple level editing in a finished engine like Unity or Unreal, where this browser-based approach does not apply
- Anyone expecting the editor's exports to change the live game automatically; the skill explicitly treats exports as proposals requiring source changes, tests and a release
- Public-facing editors without a security review, since the skill's access-gating guidance assumes a private deployment
Try asking
- “Build a private director-view map editor for my Three.js isometric game that shows enemies and pickups from our existing world definitions”
- “Add aggro, leash and patrol overlays to our existing map editor for enemy AI tuning”
- “Add undo, redo, local draft save and JSON export/import with schema validation to our editor”
- “Lock down our /editor route with an IP allowlist and password session cookie”
Install in 3 steps
- 1
Download the skill
The ZIP contains the 3 original files, the MIT licence and an attribution note.
build-game-map-editor.zip - 2
Add it to your agent
Claude Code (all projects)
mkdir -p ~/.claude/skills && unzip build-game-map-editor.zip -d ~/.claude/skills/Claude Code / Agent SDK (this project only)
mkdir -p .claude/skills && unzip build-game-map-editor.zip -d .claude/skills/Claude apps (web/desktop): Settings → Capabilities → Skills → Upload skill, and choose the ZIP.
- 3
Ask for the task
No special command needed — the agent reads the skill's description and loads it when your request matches. Try one of the prompts above.
Get better results
- Point the agent at your real world and encounter definition files first, since the skill insists the editor derive from them rather than create a separate map source
- Ask for the access-control steps explicitly and review the generated IP, password and cookie code yourself before deploying
- Keep the export-then-integrate workflow in your process so drafts never reach players without tests and review
What's inside
- agents/openai.yaml
- references/vesperfall-implementation.md
- SKILL.md
Redistributed unmodified from MengTo/Skills under the MIT licence. The assessment was drafted with AI from the skill's files on 2026-10-29. Skills can instruct your agent to run code — read SKILL.md and any scripts before installing.