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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/art-audio-content/tilemap-pipeline/SKILL.md

tilemap-pipeline

Skill105 starsChanged 8 months agoMITView on GitHub

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

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    create or validate tileset layout (rows, columns, padding, tile variants)

    line 27
  2. Distinctive:

    every tile in the set has correct adjacency rules — no visual seams

    line 39
  3. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 61
  4. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 62

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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.

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