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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”
Step-by-step guide: how to use Build Game Map EditorInstall, first run, examples, tips and FAQs

Install in 3 steps

  1. 1

    Download the skill

    The ZIP contains the 3 original files, the MIT licence and an attribution note.

    build-game-map-editor.zip
  2. 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. 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.