← ClaudeAtlas

game-world-buildinglisted

For GameGen projects, assemble game levels and presentation in Godot, including cameras, lighting, materials, occlusion and the spatial rules of 2D, 3D and 2.5D worlds.
itsjavi/skills · ★ 1 · Web & Frontend · score 74
Install: claude install-skill itsjavi/skills
# Assemble worlds and presentation Read [shared context](../../references/shared-context.md), ready preferences, approved environment references and the existing level system. Read [repository contracts](../../references/repository.md). Use the selected grid, simulation dimension, camera and renderer. ## Establish gameplay readability Block out traversal, interactions, obstacles and encounter space first. Compose through the intended gameplay camera and device aspect ratio. Check actor size, face/silhouette visibility, movement direction and available space around touch controls. Perspective or orthographic projection, camera angle and follow behavior should serve the brief. Do not default all games to distant overhead views. Use a small representative environment to validate the asset kit and lighting. Keep collision/navigation geometry intentional and simpler than decorative meshes. Verify entrances, slopes, bridges, elevation changes and camera occlusion with continuous traversal. For Blender-authored modular assets or procedural environment sources, use [blender-game-assets](../blender-game-assets/SKILL.md) and its local CLI workflow. Keep editable dimensions, scatter parameters and materials in the source. Export or realize geometry as required by the target workflow, and build runtime interaction and procedural behavior in Godot when the level needs them. ## Rendering paths - 2D: align sprites/tiles to the selected pixel density and filtering, handle Y/depth orde