Agent skill

Author Game Levels

by nirholas in nirholas/three.ws

Author or revise readable, flat-world Three.js game levels. An agent skill from nirholas/three.ws.

Apache-2.0Auto-check passedGame Development

Install Author Game Levels

skills CLI
$ npx skills add nirholas/three.ws --skill author-game-levels -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install nirholas/three.ws author-game-levels --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/author-game-levels .claude/skills/author-game-levels && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
author-game-levels
GitHub stars
227
Used in
1 other repo
Token cost
~1.1k tokens
SKILL.md length
528 words
Files
2
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Author or revise readable, flat-world Three.js game levels. An agent skill from nirholas/three.ws.

  • Works in 6 steps: Define the architectural purpose of each… → Preserve clear movement, camera, and… → Keep threats, pickups, exits, gates, and… → …
  • Movement and camera routes
  • SKILL.md covers Enforce one gameplay plane, Separate level systems, Lay out readable play and Motivate every local light, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Author Game Levels is an agent skill from nirholas/three.ws. Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).

It sits in Game Development, covering 3D graphics and WebGL and Game development. It works with Three.js. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.

When your agent uses it

  • Movement and camera routes
  • Collision and navigation
  • Encounter zones
  • Motivated lighting

Example prompts

  • “/author-game-levels”

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Define the architectural purpose of each space: traversal, orientation, combat, recovery, reward, transition, or objective.
  2. Preserve clear movement, camera, and dodge corridors at the intended play distance.
  3. Keep threats, pickups, exits, gates, and interaction targets visible before commitment.
  4. Telegraph encounters through visible arena shape, approach, state change, and stable zone anchors.
  5. Deliberately place arenas, gates, checkpoints, retry spawns, and reset paths. Prevent soft locks, duplicate rewards, hidden re-entry, and…
  6. Use landmarks, lighting, contrast, and composition to guide without hiding hazards or making the route ambiguous.

What it can do on your machine

Read from SKILL.md and the folder at commit ddf6e49. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Author Game Levels loads about 1.1k tokens when it runs. Until then it costs about 74 tokens; SKILL.md has 528 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~74
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from nirholas/three.ws at commit ddf6e49, republished under its Apache-2.0 licence (© nirholas). 528 words, ~1,094 tokens.

Download SKILL.mdSave it as .claude/skills/author-game-levels/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
author-game-levels
description
Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibility, deterministic level data, or desktop and mobile playthrough verification.

Author Game Levels

Treat architecture as gameplay communication. Every route, arena, gate, prop, and light must help the player read movement, threats, objectives, or state.

Enforce one gameplay plane

Keep all collision, navigation, encounter routes, objectives, pickups, and player movement on one accessible plane.

  • Do not add stairs, ramps, raised platforms, drop-offs, cliffs, bridges, ledges, pits, or vertical traversal.
  • Do not change gameplay elevation for shortcuts, arenas, hazards, rewards, or visual variety.
  • If visual height is requested later, keep it non-walkable background dressing. It must not alter navigation, camera occlusion, threat visibility, targetability, or player movement.

Separate level systems

Maintain explicit, independently testable layers for:

  • authored level data and stable zone/anchor IDs;
  • visual geometry and non-walkable background dressing;
  • simplified collision geometry;
  • flat navigation data and movement clearance;
  • encounter, enemy, gate, reset, pickup, objective, and exit zones.

Share stable IDs and transforms between layers, but never infer collision, navigation, or encounter boundaries from decoration alone.

Lay out readable play

  1. Define the architectural purpose of each space: traversal, orientation, combat, recovery, reward, transition, or objective.
  2. Preserve clear movement, camera, and dodge corridors at the intended play distance.
  3. Keep threats, pickups, exits, gates, and interaction targets visible before commitment.
  4. Telegraph encounters through visible arena shape, approach, state change, and stable zone anchors.
  5. Deliberately place arenas, gates, checkpoints, retry spawns, and reset paths. Prevent soft locks, duplicate rewards, hidden re-entry, and enemies pursuing through unrelated zones.
  6. Use landmarks, lighting, contrast, and composition to guide without hiding hazards or making the route ambiguous.

Motivate every local light

Attach every local torch, lantern, brazier, or similar light spatially to a visible emitter. Its position, range, color, intensity, shadowing, and occlusion behavior must match what that emitter appears able to produce.

  • Forbid unexplained floating local lights.
  • Keep a source-to-light inventory with emitter ID, light ID, attachment transform, type, range, color/intensity, occlusion intent, enabled state, and fallback behavior.
  • Move the light with a moving emitter. Disable or remove its local contribution when the emitter is disabled, hidden, destroyed, or unloaded.
  • Document ambient or world lighting separately. Use it for deliberate global visibility or mood, never to fake a torch or other local source.
Show full SKILL.md (167 more words)Show less

Validate data and geometry

  • Assert that all walkable collision, navigation vertices/links, encounter anchors, gates, objectives, pickups, exits, and reset points remain on the configured gameplay plane within a small tolerance.
  • Reject walkable slopes, out-of-plane links, vertical shortcuts, elevated spawn points, and level data that implies height-changing traversal.
  • Check collision/nav agreement, route clearance, zone containment, deterministic gate/reset behavior, stable anchor references, and persistence of level progress.
  • Validate source-to-light inventory completeness, emitter/light attachment, range/color intent, and moving or disabled emitter state transitions.

Prove traversal in the browser

Run deterministic route, collision, navigation, encounter, reset, and lighting fixtures, then traverse every critical and optional route in the repository-approved browser.

  • On desktop and mobile, verify uninterrupted flat movement, dodge clearance, camera framing, threat/pickup/exit visibility, encounter telegraphs, gates, retry paths, and touch controls.
  • Exercise moving and disabled emitter cases and confirm no light remains detached or unexplained.
  • Inspect dense views for occlusion, console health, frame time, draw calls, memory stability, and long-session lighting cost.
  • Report new failures separately from existing baseline issues.

© nirholas, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in third_party/designcode-agent-skills/agent-skills/game-development/author-game-levels of nirholas/three.ws.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit ddf6e49

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Author Game Levels next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Author Game Levels compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Author Game Levels this skillnirholas/three.ws2271 repos~1.1kAutomated safety check: PassApache-2.0
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Substance 3D Texturingfreshtechbro/claudedesignskills994—~4kAutomated safety check: PassMIT
Engine Selectionsickn33/agentic-awesome-skills47k1 repos~1.2kAutomated safety check: PassMIT
Game Developmentsickn33/agentic-awesome-skills47k1 repos~1.3kAutomated safety check: PassMIT
Web Gamessickn33/agentic-awesome-skills47k1 repos~1.1kAutomated safety check: PassMIT

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Works with

Questions about Author Game Levels

What does Author Game Levels do?

Author or revise readable, flat-world Three.js game levels. An agent skill from nirholas/three.ws. ws.js game levels.

When should I use Author Game Levels?

Author Game Levels fits situations like: movement and camera routes; collision and navigation; encounter zones; motivated lighting.

How do I install Author Game Levels in Claude Code?

Run `npx skills add nirholas/three.ws --skill author-game-levels -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/author-game-levels in nirholas/three.ws) into .claude/skills/author-game-levels in your project. Claude Code loads it when a task matches its description.

How do I install Author Game Levels in Codex?

Run `npx skills add nirholas/three.ws --skill author-game-levels -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/author-game-levels in nirholas/three.ws) into .agents/skills/author-game-levels in your project. Codex loads it when a task matches its description.

Can I use Author Game Levels in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nirholas/three.ws --skill author-game-levels -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/author-game-levels, .gemini/skills/author-game-levels, .github/skills/author-game-levels and .opencode/skills/author-game-levels in your project.

What does Author Game Levels need to run?

SKILL.md names no scripts, command-line tools or credentials: Author Game Levels is instructions for the agent only.

Does Author Game Levels access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Author Game Levels safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Author Game Levels use?

Author Game Levels is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Author Game Levels use?

About 1.1k tokens (SKILL.md is roughly 4.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Author Game Levels?

Skills that share tags, products or a category with Author Game Levels: Game Assets (glifxyz/glif-mcp-server, 212 stars), Substance 3D Texturing (freshtechbro/claudedesignskills, 994 stars), Engine Selection (sickn33/agentic-awesome-skills, 47k stars) and Game Development (sickn33/agentic-awesome-skills, 47k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Author Game Levels?

nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 227 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 8, 2026.

Source: nirholas/three.ws on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.