threejs-3d-generator
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games…
Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game
$ npx -y skills add majidmanzarpour/threejs-game-skills --skill threejs-game-director --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/threejs-game-directorContext preview
The summary Claude sees to decide when to auto-load this skill.
Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game
name: threejs-game-director description: "Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release."
Own the end-to-end game outcome: a playable loop first, then the visual and interface depth the request actually asked for, then browser evidence that it works.
The user's own words set the bar. "Make a small arcade game" is not a request for the full premium pipeline — build the good version of what was asked and stop. "Premium", "AAA", "polished", "high-fidelity", "showcase", "release-ready", or "less basic" *is* that request, and at that bar a first playable slice is not done. "Less basic" specifically means the current visual level was rejected; treat it as the premium bar.
The user's scope, art style, constraints, and prior decisions override skill defaults. A narrow edit to a premium game remains a narrow edit. Make routine implementation calls yourself and complete authorized work before seeking a decision that only affects a later step. Ask only when a missing choice materially changes the requested result; continue independent work meanwhile. Until the requested bar is met, don't end a turn with a summary that announces the next step, an offer to continue, or a list of decisions that don't block the work; take the next step instead. End the turn when the work is done, or when only the user can unblock it.
Say in one sentence what you're about to do before your first tool call. While working, give a short update when you finish a phase, find something important, or change direction. Lead the final response with the outcome.
The lead owns shared interfaces, integration, and the final verification pass. Use available delegation tools for independent work that saves time or improves quality: asset generation alongside gameplay, or isolated UI work after the intent/state interface is defined. Normally use a lead plus up to two workers. Give each worker a task, separate file ownership, input/output contract, and acceptance criteria. Keep the immediate blocking integration work with the lead.
For substantial gameplay, graphics, or animation changes, one focused independent review can catch missed defects. Supply raw captures/code and the relevant rubric; ask for concrete defects rather than endorsement of the lead's score. Resolve findings without recursive review cycles. When delegation tools are absent, work directly.
Report what you ran and what you saw. If you couldn't run something, say that instead.
Use the actual loaded skill directory as `<director-skill-dir>`. Resolve siblings through `../<skill>/SKILL.md` there. If absent, use the runner's discovered skill path, then a matching repo `skills/` directory or the active runner's install location (`~/.agents/skills` for Codex, `~/.claude/skills` for Claude Code, legacy `~/.codex/skills` last). Resolve references relative to the selected skill; avoid mixing installed versions.
| Phase | Skill | | --- | --- | | Design brief, core loop, levels, entities, input, camera, physics, feel | `threejs-gameplay-systems` | | Models, materials, shaders, VFX, lighting, render budget, scorecard | `threejs-aaa-graphics-builder` | | HUD, menus, overlays, responsive and touch UI | `threejs-game-ui-designer` | | Blank canvas, render/runtime bugs, mobile input, profiling | `threejs-debug-profiler` | | Browser QA, screenshots, canvas pixels, bot playtest, production build | `threejs-qa-release` | | Characters, vehicles, weapons, buildings, rigs, animation | `threejs-3d-generator` | | Concepts, textures, skies, logos, icons, GUI art, image-to-3D inputs | `threejs-image-generator` | | SFX, music, ambience, UI sounds, announcer and dialogue | `threejs-audio-generator` |
For complete games and broad upgrades, read all five production skills before implementing, plus generators whose trigger surfaces exist. Read each phase's required references at phase entry. For narrow edits, load the affected specialists and references, preserving unrelated systems. Record actual loaded resources when reporting skill use; a phase label is not a skill invocation.
Start broad builds with the gameplay design brief, core-loop contract, and level plan. Define art direction, camera scale, and hero/readability targets early. Launch useful asset jobs while implementing the loop, then assess a representative playable scene with the real assets before multiplying levels, waves, or enemy variants. Inspect concepts and generated model previews before their dependent generation or rigging stages.
For substantial tasks maintain `artifacts/game-progress.md`: current intent and constraints, decisions, completed work, pending jobs with task IDs/checkpoint paths, remaining defects, and next actions. Re-read it after an interruption. A correction updates affected work; a status question does not replace the build objective. Preserve completed assets and mark obsolete pending outputs instead of accidentally spending again.
Use available background tool sessions or submit/status/download commands to keep independent work moving.
Every visible surface that exists in the design is authored, not just the hero: player, obstacles and enemies, interactables, ground and world kit, HUD and menu states, lighting and materials, feel, and target-device performance. Unrefined primitives, empty arenas, box skylines, generic stat-card HUDs, and glow-or-fog-only detail are prototype placeholders unless the user explicitly chose that style. Interpret the scorecard through the genre rather than adding unrelated content.
Score the result with the 10-category score
Self-contained Codex and Claude Code skills for building playable, polished Three.js browser games.
Repo: majidmanzarpour/threejs-game-skills
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