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.
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tessl review fix ./agent-skills/game-development/author-game-levels/SKILL.mdTreat architecture as gameplay communication. Every route, arena, gate, prop, and light must help the player read movement, threats, objectives, or state.
Keep all collision, navigation, encounter routes, objectives, pickups, and player movement on one accessible plane.
Maintain explicit, independently testable layers for:
Share stable IDs and transforms between layers, but never infer collision, navigation, or encounter boundaries from decoration alone.
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.
Run deterministic route, collision, navigation, encounter, reset, and lighting fixtures, then traverse every critical and optional route in the repository-approved browser.
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