Threejs Gameplay Systems
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design.
$ npx skills add ukanwat/overtime --skill level-design -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime level-design --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/level-design .claude/skills/level-design && rm -rf skills-srcUse ~/.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/
Install the "level-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/level-design into .claude/skills/level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "level-design", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ukanwat/overtime/tree/main/.claude/skills/level-designType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ukanwat/overtime --skill level-design -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime level-design --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/level-design .agents/skills/level-design && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "level-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/level-design into .agents/skills/level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "level-design", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill level-design -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime level-design --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/level-design .cursor/skills/level-design && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "level-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/level-design into .cursor/skills/level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "level-design", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ukanwat/overtime.git --path .claude/skills/level-design--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ukanwat/overtime --skill level-design -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime level-design --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/level-design .gemini/skills/level-design && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "level-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/level-design into .gemini/skills/level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "level-design", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ukanwat/overtime level-designInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ukanwat/overtime --skill level-design -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/level-design .github/skills/level-design && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "level-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/level-design into .github/skills/level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "level-design", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill level-design -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime level-design --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/level-design .opencode/skills/level-design && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "level-design" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/level-design into .opencode/skills/level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "level-design", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
level-designDesign and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design.
Level Design is an agent skill from ukanwat/overtime. Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/pacing-and-flow.md`). Compatibility notes: Engine-agnostic practice. Pairs with godot-tilemap / unity-tilemap-2d for 2D and gridmaps for 3D; data snippets in GDScript-like pseudocode.
It sits in Game Development, covering Game design. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit eac84e0. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Engine-agnostic practice. Pairs with godot-tilemap / unity-tilemap-2d for 2D and gridmaps for 3D; data snippets in GDScript-like pseudocode.
From compatibility in the SKILL.md frontmatter.
Level Design loads about 1.8k tokens when it runs, and up to ~3k if it reads all its reference files. Until then it costs about 98 tokens; SKILL.md has 621 words of instructions outside code blocks.
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.
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.
The full file from ukanwat/overtime at commit eac84e0, republished under its Apache-2.0 licence (© ukanwat). 621 words, ~1,826 tokens.
.claude/skills/level-design/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.A level is a sequence of intentional experiences delivered through space.
Good level design is a process: define the metrics movement is built on, block
out geometry with primitives, play it, then dress it — never the reverse. This
skill is the engine-neutral practice; use godot-tilemap/unity-tilemap-2d to
lay out 2D grids and gridmaps for 3D.
When not to use: to generate levels algorithmically, use procedural-gen
(authored and procedural design are complementary). For the engine's tile/grid
painting tools, use godot-tilemap / unity-tilemap-2d. For the movement
abilities the metrics come from, that's the engine movement skill + input-systems.
# Measure the character ONCE, then size geometry in these units. If the jump
# changes, gaps must be re-derived — never eyeball reachability.
const RUN_SPEED := 240.0 # px/s (or m/s in 3D)
const MAX_JUMP_H := 96.0 # peak height of a full jump
const MAX_JUMP_DIST := 200.0 # horizontal distance of a running jump
const SAFE_GAP := MAX_JUMP_DIST * 0.7 # comfortable, not pixel-perfect
const HARD_GAP := MAX_JUMP_DIST * 0.95 # a deliberate skill check
# Build platforms so required jumps use SAFE_GAP; reserve HARD_GAP for optional reward.A reachable level falls out of honest metrics. A platform placed MAX_JUMP_DIST + 1 away is impossible; one at SAFE_GAP is fair. Keep these constants beside the
level data so designers and code agree.
# Author the level as a sequence of beats with an intended intensity (0..1).
# This makes the pacing curve explicit and reviewable before you build rooms.
const BEATS := [
{ "room": "entry", "type": "teach", "intensity": 0.1 },
{ "room": "hall_1", "type": "combat", "intensity": 0.5 },
{ "room": "vista", "type": "rest", "intensity": 0.1 }, # breather + reward
{ "room": "gauntlet", "type": "combat", "intensity": 0.8 },
{ "room": "save_room", "type": "rest", "intensity": 0.2 }, # before the boss
{ "room": "boss", "type": "climax", "intensity": 1.0 },
]
# Read the intensity column top-to-bottom: it should rise overall but dip for rests
# (a sawtooth), never flatline high. Drive spawns/music intensity from this.# Model the level as rooms + gated connections. Validate that the goal is
# reachable with the keys/abilities the player can actually obtain in order.
const ROOMS := {
"entry": { "exits": [ { "to": "hall_1" } ] },
"hall_1": { "exits": [ { "to": "vista", "needs": "double_jump" },
{ "to": "side_room" } ] }, # optional branch
"side_room": { "exits": [ { "to": "hall_1" } ], "grants": "double_jump" },
"vista": { "exits": [ { "to": "boss", "needs": "red_key" } ] },
}
# Validation (do this!): from "entry", can the player reach "boss" given that
# "double_jump" is granted in "side_room" before "vista" requires it? A flood
# fill that only traverses an exit when its `needs` is already satisfiable
# proves the critical path isn't soft-locked.procedural-gen for variety; hand-author for intent.references/pacing-and-flow.md — the difficulty/tension curve in depth,
teaching-loop design (introduce→develop→twist→test), readability and guidance
techniques, 2D vs 3D layout considerations, and a blockout review checklist.godot-tilemap, unity-tilemap-2d — paint 2D level grids; gridmaps for 3D.procedural-gen — generate variety to complement authored structure.game-ai — encounter enemies that navigate the space you build.platformer, puzzle, roguelike — genres that compose this skill.© ukanwat, 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
SKILL.md and 1 other file (references) in .claude/skills/level-design of ukanwat/overtime.
Open the folder on GitHubat commit eac84e0
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 ukanwat/overtime, which our catalogue first saw on October 7, 2026.
Level Design 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Level Design this skillukanwat/overtime | 387 | 1 repos | ~1.8k | Automated safety check: Pass | Apache-2.0 | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Game Asset Spec WriterDonchitos/Claude-Code-Game-Studios | 26k | — | ~5k | Automated safety check: Pass | MIT | |
| Game Build From Designzenstory-ai/novel-to-game | 841 | — | ~661 | Automated safety check: Pass | MIT | |
| Game Experience Density OptimizerDY-2026/GameDesignOS | 414 | — | ~2.1k | Automated safety check: Pass | MIT |
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
zenstory-ai/novel-to-game
Builds a risk-matched whitebox or an approved production game candidate from a game design for its target runtime, with replayable evidence.
DY-2026/GameDesignOS
当用户需要把游戏体验浓度、留存、首局节奏、Demo 完成率、单机总旅程、D1/D7、反馈、具身感、氛围、认知负荷、最佳刺激窗口、FEP/free-energy、预测误差、Markov blanket、习惯化或 liveops 参与问题,编译成可上线、可埋点、可复盘、可回滚的一周 ED 实验包时使用。Use when converting game experience-density and…
corosolto/client
Build and iterate playable Three.js game systems. An agent skill from corosolto/client.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
Categories
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Level Design is an agent skill from ukanwat/overtime. Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design.
Level Design fits situations like: the user mentions level design; blockout/whitebox/greybox; encounter design; the critical path through a level.
Run `npx skills add ukanwat/overtime --skill level-design -a claude-code`. Or copy the skill folder (.claude/skills/level-design in ukanwat/overtime) into .claude/skills/level-design in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill level-design -a codex`. Or copy the skill folder (.claude/skills/level-design in ukanwat/overtime) into .agents/skills/level-design in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ukanwat/overtime --skill level-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/level-design, .gemini/skills/level-design, .github/skills/level-design and .opencode/skills/level-design in your project.
SKILL.md names no scripts, command-line tools or credentials: Level Design is instructions for the agent only. Compatibility (from SKILL.md): Engine-agnostic practice. Pairs with godot-tilemap / unity-tilemap-2d for 2D and gridmaps for 3D; data snippets in GDScript-like pseudocode..
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.
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.
Level Design is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.8k tokens (SKILL.md is roughly 7.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Level Design: Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Game Asset Spec Writer (Donchitos/Claude-Code-Game-Studios, 26k stars) and Game Build From Design (zenstory-ai/novel-to-game, 841 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 8, 2026.
Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.