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Install
$ agentstack add skill-mrcalderon3d-everything-game-dev-code-tilemap-pipeline ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Tilemap Pipeline
Purpose
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration so 2D levels are buildable, consistent, and performant.
Use When
- the project uses tile-based level construction
- a new tileset is being created or an existing one extended
- auto-tile or rule-tile behavior needs standardization
- tile collisions or sorting layers need validation
Inputs
- level design requirements (tile size, grid dimensions, layer count)
- art bible or visual direction for environment tiles
- platform constraints (max tilemap size, draw call budget)
- collision requirements per tile type
Process
- define tile size, grid unit, and layer naming convention
- create or validate tileset layout (rows, columns, padding, tile variants)
- configure auto-tile or rule-tile adjacency rules
- assign collision shapes and physics layers per tile type
- validate tilemap rendering, sorting order, and draw call count
Outputs
- tileset specification (tile size, layout, variant rules)
- auto-tile adjacency configuration
- collision shape mapping per tile type
- tilemap layer naming and sorting convention
Quality Bar
- every tile in the set has correct adjacency rules — no visual seams
- collision shapes match the visual tile boundaries
- tilemap draw calls stay within the platform budget
- layer naming and sorting order are documented and enforced
Common Failure Modes
- tile seams caused by incorrect padding or filtering settings
- auto-tile rules that produce visual artifacts at certain adjacency combinations
- collision shapes that do not match the visual boundary, causing gameplay bugs
- unbounded tilemap size that causes memory or rendering spikes
Related Agents
- 2d-artist
- level-designer
- performance-reviewer
Related Commands
- art-2d-pass
- level-beat
- perf-budget
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.