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concept-to-level is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Take a 3D map from concept art to a shippable level: questions for the user, owned lanes, render checks, collision kept in step.

When your agent uses it

  • Polishing a 3D map or arena from concept art to shipping quality, with real materials, props, sky and effects
  • Reworking a level’s theme and art while keeping its gameplay layout, with several agents working on one map
  • Deciding which questions to ask the user before building or polishing a level

Install

summer setup installs every skill for your agent. To add only this one:
Swap claude-code for your agent, such as codex or cursor. See Skills for every option.

The skill

Use this when a 3D map has to go from “here is the idea” to a level that looks finished, plays right online and offline, and runs well. It is the process and the judgment; the specialist skills it names do the leaf work. Distilled from one long build of a 1v1 arena duel map (a white-marble drill yard on a mountain peak above the clouds, with god hands that change the map mid-match). Its mistakes are the reason most rules below exist. Core principle: agree the look before you build it, build in lanes that each own their files, and never call a lane done without a render you have opened for the user.

When to use

  • “Turn this concept art into the real map.” (3D, shipping quality)
  • “Rework this level’s theme, keep the layout.”
  • “Polish this map: materials, props, sky, effects.”
  • Several agents will work on one map at once.

When NOT to use

  • A 2D or quick playable scene from a reference image: scene-to-level.
  • Designing layout, pacing and encounters on paper: design-level.
  • One asset: prop-model, environment-kit, organic-model.
  • Only picking a style: concept-art, art-direction.

Ask these before you build

Ask in batches of two or three, not all at once. Record the answers in the design doc. Each line says why it matters and what broke when it was not asked. Theme and fantasy
  • What is this place, who owns it, what is the player there? Drives every prop and material choice. “A drill yard where players are guests” gave the map its whole prop list.
  • Which reference frames are the bar? Show 3-4 generated options and get a pick. A god power built from a text brief was rejected twice; three concept images got a clear pick in one reply.
Layout and gameplay
  • What layout stays, what may change? May colliders, spawns and zones move? Decides whether you must recompile server collision and update tests.
  • Which surfaces are walkable, lethal, or “risky perches”? Where are the ring-outs? Fall zones need their own checks.
  • Should dynamic events (moving hazards, raised platforms, collapsing walls) feel big and slow or quick? Should the warning show where it lands? The first sliding-hazard warning drew the whole path on the floor; the user found it too easy to dodge.
  • What should the fight feel like? “A battle for the high ground” turned a vague light platform into layered plates with jump routes.
Quality and readability
  • What is the quality bar for close-ups? Users inspect props at arm’s length: flat untextured parts, floating chains and sticks clipping surfaces all got flagged.
  • What must stay readable? Set a number (we used: player silhouettes keep at least 60% of clean brightness under every effect).
  • How dark or saturated may effects get? “Dark and evil, red only in thin veins” was a rule we had to learn after a too-red pass.
Platform and runtime
  • Target hardware and platforms (mobile? integrated laptops?) and frame budget. Measure early; one decorative set cost a quarter of all triangles.
  • Does the map run online? What does the online build strip? Our online map build removed particle nodes and ran no map scripts.
  • What must be baked versus procedural? (Baked = no CPU, cannot react; procedural = can aim and track.) The floating statue had to be baked; the god hands had to aim procedurally.
Rules and process
  • Game rules that limit design (rewards, odds, trading, licences)? Which files are off-limits to you?
  • Deadlines and demos? Before a demo: stop background work, commit only verified lanes, keep fallbacks.
  • Commit, push and PR policy.

The pipeline

1. Frames first

Generate several cheap options with assets.generate_image (see concept-art): an aerial overview, eye level, one per hero element. Get a pick. Save the picked frames in the repo next to the design doc and check every lane’s renders against them. When a lane stalls on taste, generate three directions for that element and ask again; do not iterate blind.

2. Design doc

One markdown file per map: theme, layout and what is kept, floor, walls, backdrop, props, materials rule, effects, dynamic events, performance budget, open questions. Every user answer goes in. Lanes read it; you update it when the user changes direction.

3. Blockout

Rough geometry for everything at final scale, with a visible “not final” material. Remaining blockout material is the to-do list. Keep a stand-in player capsule for scale in every render.

4. Lanes

Split by system, one owner each: The map scene is shared: every lane edits it only through the live editor, saves only its own changes, and reports what it touched. See “Running it with parallel agents” below.

5. Materials rule

No flat, unshaded surface on any model. Every surface gets real PBR textures or procedural detail. Specific rules that came from user feedback:
  • Bake a cavity/edge mask per prop, and scale edge wear by part thickness: thin bars and chain links read as clean grey plastic otherwise.
  • Wood: plank UVs at real scale, grain along each board’s long axis, darker end grain, grime in the joints. Triplanar noise reads as cork.
  • Forged iron near black, rough (0.6-0.8) so curved bands do not mirror the sky; rust only in recesses.
  • Brass: dark tarnish base, polish only on high points and real wear.
  • One shared material library for the map; props reuse it.

6. Verify every lane with renders

After each change, render fixed angles: the user’s own angle if they sent a screenshot, eye level from the play space, a far view, from above. Open the images for the user. Compare to the frames. A lane is done when its renders pass, not when its script ran.

7. Keep gameplay in step

After any collider, spawn or zone change: recompile the server collision artifact, update tests that hard-code positions, run the covering tests, and only then commit. Moving a structure means re-running everything placed relative to it (see the reference file).

8. Commit per verified lane

Commit each lane when its renders and tests pass. Stage only that lane’s files. Never commit files the editor rewrites on its own unless you meant to change them.

Hard-won technical rules

Short list; details and reasons in references/technical-rules.md.
  1. Never run heavy or reloading scripts in the live editor (recoding shaders, reloading scenes, instantiating or freeing what an open scene uses). It hung and crashed the editor. Build headless; import named files.
  2. Render previews from a separate short-lived engine process that loads from disk; call RenderingServer.force_draw() before reading the image.
  3. One heavy process at a time, at low priority. Stop everything for demos.
  4. Online builds may strip particle nodes and map scripts. Make fire, sparks and motes from shader-driven meshes; bake map animation into vertex animation textures and set custom_aabb.
  5. Edit an open scene only through the live editor; never text-edit it on disk while it is open.
  6. The editor rewrites some project files on its own. Commit surgically.
  7. Keep a fallback scene when swapping in an experimental asset.
  8. Generated 3D models need cleanup and a notices entry; third-party textures need their source and licence recorded.
  9. Modular kits: zero coplanar overlaps, sealed seams, no see-through holes.
  10. Measure render cost early: triangles, draw calls, shadow casters, lights.

Running it with parallel agents

  • One lane per agent, with the files it owns written down. Shared files (the map scene, a shared material library) have one owner per change.
  • Agents report with renders and exact file lists; the coordinator opens the renders, checks them against the frames, and commits per lane.
  • Relay user feedback with concrete fixes (“thin parts read as grey plastic: scale edge wear by thickness”), not the raw complaint alone.
  • When an agent cannot do something (a permission check blocked it), ask the user; do not route around it.
  • Keep the machine cool: one heavy job at a time across all agents.
  • Before a demo: tell every agent to stop, commit only verified work, and keep experiments out of the map.
See dispatching-parallel-agents for the general pattern.

Definition of polished

  • Every surface has a real material; no blockout material left.
  • No floating, clipping or interpenetrating parts at close range (chains, cloth, props on floors, decals on walls).
  • Renders from all fixed angles match the reference frames.
  • Players stay readable under every effect and event.
  • Spawns are centred, symmetric where the mode needs it, and face play.
  • Collision matches the visuals (within a few cm); server collision recompiled; tests pass.
  • Fall zones kill, safe zones are safe, nothing catches falling players.
  • Works with the online build’s limits (no particles or scripts if stripped).
  • Render cost measured, biggest offenders known, low-end notes written.
  • Third-party sources and generated assets recorded in the notices.
  • Design doc matches what shipped.

Common mistakes

  • Building a hero effect before agreeing its look. Generate options first.
  • Splitting or regenerating a kit piece and overwriting the repo copy before the scene that uses it is updated: parts vanish in the live map.
  • Fixing one banner when all banners share the cause. Check the whole set.
  • Calling a lane done from a headless log. Open a render.
  • Moving a room and forgetting the decals, banners, rock and spawns placed around it.

See also

  • concept-art, art-direction, design-level, scene-to-level
  • environment-kit, fabricating-assets, prop-model, tileable-texture
  • 3d-lighting, vfx-fire, vfx-dissolve, procedural-animation
  • headless-scripting, bounded-engine-runs, verifying-scenes
  • tune-performance, dispatching-parallel-agents

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.

Files in this skill

  • concept-art: Explore art direction with 3-4 rough concept variants of a character, environment or prop.
  • art-direction: Define the game’s visual style (palette, mood, lighting, post) as an art bible in .summer/art-bible.md.
  • design-level: Design one level (layout, pacing, encounters, secrets) as a design doc plus a node-tree skeleton.
  • scene-to-level: Turn a reference image or concept art into a playable scene: concept, asset pack, terrain, assembly.
  • environment-kit: Generate a modular environment kit: walls, floor tiles, pillars, doors, arches in one visual style.
  • fabricating-assets: Fabricate meshes with a Blender script (summer_fabricate_3d): exact-size kits, VFX meshes, post-processing.
  • headless-scripting: Run a GDScript file against Summer Engine from the shell for what no MCP tool does: navmesh, TileSets.
  • bounded-engine-runs: Run Summer headless or offscreen safely: time limits, one engine per project, import passes, crash checks.
  • verifying-scenes: Prove scene work landed: snapshot, diff, screenshots, runtime reads, 3D audits, shot sheets and zooms.
  • tune-performance: Profile a slow game, find rendering, physics or script hotspots, and propose fixes with expected gains.
  • dispatching-parallel-agents: Work 2+ independent tasks in parallel when they share no state and have no sequential dependencies.

Source: library/skills/concept-to-level/SKILL.md, rendered from summer-engine@4.3.0 on npm.