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Tilemap Pipeline

skill-mrcalderon3d-everything-game-dev-code-tilemap-pipeline · by MRCalderon3D

Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.

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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

✓ Passed

No 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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About

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

  1. define tile size, grid unit, and layer naming convention
  2. create or validate tileset layout (rows, columns, padding, tile variants)
  3. configure auto-tile or rule-tile adjacency rules
  4. assign collision shapes and physics layers per tile type
  5. 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.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.