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…
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-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/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/game-level-design .claude/skills/game-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 "game-level-design" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-level-design into .claude/skills/game-level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-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/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-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 witnesstodark/mr-mak-workspace --skill game-level-design -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-level-design --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/game-level-design .agents/skills/game-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 "game-level-design" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-level-design into .agents/skills/game-level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-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 witnesstodark/mr-mak-workspace --skill game-level-design -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-level-design --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/game-level-design .cursor/skills/game-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 "game-level-design" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-level-design into .cursor/skills/game-level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-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/witnesstodark/mr-mak-workspace.git --path .agents/skills/game-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 witnesstodark/mr-mak-workspace --skill game-level-design -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-level-design --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/game-level-design .gemini/skills/game-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 "game-level-design" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-level-design into .gemini/skills/game-level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-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 witnesstodark/mr-mak-workspace game-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 witnesstodark/mr-mak-workspace --skill game-level-design -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/game-level-design .github/skills/game-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 "game-level-design" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-level-design into .github/skills/game-level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-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 witnesstodark/mr-mak-workspace --skill game-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 witnesstodark/mr-mak-workspace game-level-design --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/game-level-design .opencode/skills/game-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 "game-level-design" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-level-design into .opencode/skills/game-level-design/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-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.
game-level-designTurn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.
Game Level Design is an agent skill from witnesstodark/mr-mak-workspace. Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks. Use for layouts, encounter placement and terrain plans.
Its SKILL.md is about 740 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game design. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.
Read from SKILL.md and the folder at commit 1e0c7c3. 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.
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.
Game Level Design loads about 735 tokens when it runs. Until then it costs about 58 tokens; SKILL.md has 378 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 witnesstodark/mr-mak-workspace at commit 1e0c7c3, republished under its MIT licence (© witnesstodark). 378 words, ~735 tokens.
.claude/skills/game-level-design/SKILL.md (or your agent's skills folder).Establish the play goal, scale, camera, movement/navigation limits and existing visual setup. Inspect the scene and documented mechanics before proposing placements. Reuse approved lighting/material settings when making another level; a new layout does not imply permission to redesign the game's presentation.
For an existing level, capture a read-only source snapshot with scene identity, units, origin, axis convention, terrain/navigation data and object IDs. Record source hashes or revisions. For a new level, label the baseline as a proposal; do not describe a generated map as an engine export.
Store edits separately: layer overrides, marker additions/moves/removals and design notes. Keep alternate layouts independent. Regeneration must not silently replace a user's edited draft. On a changed source, preserve a recovery copy and resolve conflicts rather than treating the draft as disposable.
Show terrain, passage, obstacles, cover and objectives as distinct layers. Define brush/cell sizes in world units. Visual ground colour is not necessarily a navigation blocker; tree cover, water and a road may have different rules. Preserve stable marker IDs and distinguish counts, capacity and starting occupants. Unchosen prefabs or mechanics remain explicit design intent.
Check main/alternate routes, chokepoint width, clearances, encounter order and travel distances against actual character sizes and speeds. A 2D simulation can compare strategies only within its documented assumptions. Its result does not prove native navigation, combat behaviour or final balance.
Export a manifest mapping coordinates, source revision and markers to engine assets. Reject stale/conflicting revisions before applying. Confirm the target scene and which objects are generated; do not overwrite an unrelated authored scene or manual edits as a side effect of a rebuild.
Verify saved terrain dimensions, height/axis conversion, prefab references, colliders, navigable paths, spawn locations and camera bounds in the engine. Traverse representative routes and test the changed encounter flow. Preserve unrelated gameplay values and assets. Deliver the editable plan, applied scene, export manifest, native captures and unresolved choices.
Example request: "Plan a small valley with two routes to the objective, then apply the chosen version." Success includes a reviewable layout, measured route clearance and a verified native path through the saved scene. Dependencies: project design rules; an editor bridge/CLI or engine access for scene work.
© witnesstodark, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .agents/skills/game-level-design of witnesstodark/mr-mak-workspace.
Open the folder on GitHubat commit 1e0c7c3
Game 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 |
|---|---|---|---|---|---|---|
| Game Level Design this skillwitnesstodark/mr-mak-workspace | 336 | — | ~735 | Automated safety check: Pass | MIT | |
| 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 | |
| Novel Game Adaptation Analysiszenstory-ai/novel-to-game | 834 | 1 repos | ~558 | Automated safety check: Pass | MIT | |
| Game Asset Spec WriterDonchitos/Claude-Code-Game-Studios | 26k | — | ~5k | Automated safety check: Pass | MIT | |
| Game Balance CheckDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.2k | 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.
zenstory-ai/novel-to-game
Condenses a novel or its deconstruction notes into a cited SOURCE_BIBLE of world rules, player verbs, spaces and systems, before any game genre is chosen.
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.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
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…
witnesstodark/mr-mak-workspace
Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client.
witnesstodark/mr-mak-workspace
Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.
witnesstodark/mr-mak-workspace
Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.
witnesstodark/mr-mak-workspace
Design and implement game HUDs, menus, icons and portrait systems from visual proposals through reusable engine assets and input checks.
witnesstodark/mr-mak-workspace
Verify a visual game change using controlled native captures, targeted behavioral checks and a reviewable evidence record.
witnesstodark/mr-mak-workspace
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
Categories
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks. Game Level Design is an agent skill from witnesstodark/mr-mak-workspace. Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.
Game Level Design fits situations like: encounter placement and terrain plans; tasks that involve Game design.
Run `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -a claude-code`. Or copy the skill folder (.agents/skills/game-level-design in witnesstodark/mr-mak-workspace) into .claude/skills/game-level-design in your project. Claude Code loads it when a task matches its description.
Run `npx skills add witnesstodark/mr-mak-workspace --skill game-level-design -a codex`. Or copy the skill folder (.agents/skills/game-level-design in witnesstodark/mr-mak-workspace) into .agents/skills/game-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 witnesstodark/mr-mak-workspace --skill game-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/game-level-design, .gemini/skills/game-level-design, .github/skills/game-level-design and .opencode/skills/game-level-design in your project.
SKILL.md names no scripts, command-line tools or credentials: Game Level Design is instructions for the agent only.
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.
Game Level Design is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 735 tokens (SKILL.md is roughly 2.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Game Level Design: Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Novel Game Adaptation Analysis (zenstory-ai/novel-to-game, 834 stars) and Game Asset Spec Writer (Donchitos/Claude-Code-Game-Studios, 26k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 336 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 5, 2026.
Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.