Build and verify a Babylon.js game progressively in OpenHarness's live Game Viewer.

MITAuto-check passedGame Development

Install Studio

skills CLI
$ npx skills add autonomous-ai/openharness --skill studio -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness studio --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/godogen/skills/studio .claude/skills/studio && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
studio
GitHub stars
1.1k
Token cost
~1.1k tokens
SKILL.md length
608 words
Files
1
Skills in repo
100
Repo updated
First seen
Licence
MIT

At a glance

Build and verify a Babylon.js game progressively in OpenHarness's live Game Viewer.

  • Works in 4 steps: Update .harness/progress.json:… → Edit src/, public/, and index.html. The… → After every small milestone, npm run… → …
  • Game Development work in your project
  • SKILL.md covers Loop, Bridge, Rewind and playtest moments and Project facts, plus 1 more section
  • Calls npm and node

What it does

Studio is an agent skill from autonomous-ai/openharness. Build and verify a Babylon.js game progressively in OpenHarness's live Game Viewer.

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/studio”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Update .harness/progress.json: {"phase":"world","message":"Shaping the mountain"}.
  2. Edit src/, public/, and index.html. The viewer watches these files. Import generated assets
  3. After every small milestone, npm run check. Inspect the preview, then test the game.
  4. node "$GODOGEN_TOOLS/check.mjs" checks the actual viewer's current build/runtime state.

What it can do on your machine

Read from SKILL.md and the folder at commit 50da5db. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npm
    • node

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Studio loads about 1.1k tokens when it runs. Until then it costs about 23 tokens; SKILL.md has 608 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~23
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit 50da5db, republished under its MIT licence (© autonomous-ai). 608 words, ~1,118 tokens.

Download SKILL.mdSave it as .claude/skills/studio/SKILL.md (or your agent's skills folder).
name
studio
description
Build and verify a Babylon.js game progressively in OpenHarness's live Game Viewer.

The live game studio

The viewer compiles saves into isolated versions. A broken edit cannot replace the last working game. While the user plays, a new version waits behind View update so it never resets their run.

Loop

  1. Update .harness/progress.json: {"phase":"world","message":"Shaping the mountain"}. Phases are concept, world, play, polish, check. Report real work, with no invented timings.
  2. Edit src/, public/, and index.html. The viewer watches these files. Import generated assets using Vite URLs (import treeUrl from './assets/tree.glb?url'); avoid absolute /assets/ paths.
  3. After every small milestone, npm run check. Inspect the preview, then test the game.
  4. node "$GODOGEN_TOOLS/check.mjs" checks the actual viewer's current build/runtime state. It requires an open viewer. Its success means the preview rendered without reported errors; it does not replace gameplay testing. Never fabricate a successful runtime report.

Bridge

Define window.harnessGame with setMode('explore'|'play'), setPaused(boolean), restart(), and stats() returning real values. stats() may include fps, objects, score, distance. The starter demonstrates all of these. After the first successful render, dispatch new CustomEvent('harness:ready'). Game Viewer captures errors before that event and keeps the previous version visible. Do not remove the error bridge or signal success before rendering.

Keyboard listeners should use event.code, release input on blur, and prevent arrow/space scroll only when the game has focus. Progress must use elapsed seconds, not an assumed frame rate. Respect pause, reduce motion, and audio muting. Use clear focus styles and readable contrast.

Rewind and playtest moments

The starter also exposes synchronous captureState() and restoreState(snapshot). Keep them when changing the game. Capture a JSON object under 64 KiB with a schema identifier and all state needed to continue: positions, velocities, collected items, score, elapsed time, random state when used, and the camera. Validate the whole snapshot before mutating anything. Restore meshes and HUD immediately, clear held keys, and leave pause and preview mode unchanged. The studio stores preview mode separately with each moment. setPaused(true) freezes the simulation and camera inertia. A replacement game must use its own schema and state shape.

The studio records five frames per second, keeping the latest 180. It pauses while the player scrubs, then restores the live moment or resumes from the selected frame. Return game seconds as stats().time; stats().running = false preserves the terminal frame without overwriting the run with an idle finish screen. Dispatch harness:timeline-reset when an in-game restart control begins a new run. Studio Restart already clears history.

Show full SKILL.md (212 more words)Show less

Pin moment writes out/playtests/<id>/moment.json, an optional screenshot.jpg of the game canvas, and game/ containing that exact compiled version. Read these notes when responding to playtest feedback. A Keep note is something to preserve; Change and Explore notes describe the user's requests. Saved builds stay compatible with their own snapshots after source edits. The current editable source remains in src/; never imply the archived build is the current source. Do not delete or overwrite user moments. Revisit through Saved moments to inspect them.

Verify pause → capture → play → restore → resume, including an already-collected item and a moving/jumping character. Reject an incompatible snapshot without changing the world. Confirm the player can steer after resuming and that the saved state reopens with its original build.

Project facts

studio.json contains title, description, and controls (short text). Keep those accurate. Put the current brief, completed features, remaining work, and asset attribution in README.md. For external services, get the user's budget before the first paid generation and retain provenance.

Verification

Use browser capture on the running preview. Exercise Play, movement, restart, and a full game loop. Check the canvas is nonblank, there are no runtime errors, and controls also work at a narrow size. Finish by setting phase check with a factual message describing the checks that actually passed.

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in store/agents/godogen/skills/studio of autonomous-ai/openharness.

Open the folder on GitHubat commit 50da5db

Compare with similar skills

Studio next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Studio compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Studio this skillautonomous-ai/openharness1.1k—~1.1kAutomated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Studio

What does Studio do?

Build and verify a Babylon.js game progressively in OpenHarness's live Game Viewer. Studio is an agent skill from autonomous-ai/openharness.js game progressively in OpenHarness's live Game Viewer.

When should I use Studio?

Studio fits situations like: game Development work in your project.

How do I install Studio in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill studio -a claude-code`. Or copy the skill folder (store/agents/godogen/skills/studio in autonomous-ai/openharness) into .claude/skills/studio in your project. Claude Code loads it when a task matches its description.

How do I install Studio in Codex?

Run `npx skills add autonomous-ai/openharness --skill studio -a codex`. Or copy the skill folder (store/agents/godogen/skills/studio in autonomous-ai/openharness) into .agents/skills/studio in your project. Codex loads it when a task matches its description.

Can I use Studio in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill studio -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/studio, .gemini/skills/studio, .github/skills/studio and .opencode/skills/studio in your project.

What does Studio need to run?

Going by SKILL.md and its folder, Studio needs the command-line tools its instructions call (npm and node).

Does Studio access the network?

SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Studio safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Studio use?

Studio is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Studio use?

About 1.1k tokens (SKILL.md is roughly 4.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Studio?

Skills that share tags, products or a category with Studio: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Studio?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,149 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 8, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.