Agent skill

Threejs Game Director

by corosolto in corosolto/client

Primary entrypoint for complete Three.js browser game creation and premium iteration.

AGPL-3.0Auto-check passedGame Development

Install Threejs Game Director

skills CLI
$ npx skills add corosolto/client --skill threejs-game-director -a claude-code

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

GitHub CLI
$ gh skill install corosolto/client threejs-game-director --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/corosolto/client.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/threejs-game-director .claude/skills/threejs-game-director && 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
threejs-game-director
GitHub stars
257
Token cost
~2.8k tokens
SKILL.md length
1,283 words
Files
6 (incl. scripts, references)
Skills in repo
21
Repo updated
First seen
Licence
AGPL-3.0

At a glance

Primary entrypoint for complete Three.js browser game creation and premium iteration.

  • Works in 4 steps: Invoke sibling skills directly? Usually… → Read files by path? Resolve every skill… → Run shell commands (node + python3)? If… → …
  • Tasks that involve 3D graphics and WebGL
  • SKILL.md covers Purpose, Runner Capability Check, Sibling Skill Loading and External Asset Sourcing Gate, plus 8 more sections
  • Runs Python and Shell scripts from its folder; calls npm, python3 and bash

What it does

Threejs Game Director is an agent skill from corosolto/client. Primary entrypoint for complete Three.js browser game creation and premium iteration. Use by default for build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, or release-ready requests. Orchestrates sibling skills for gameplay, AAA graphics, UI, debug/profile, and QA/release, plus 3D/image/audio generators for characters, vehicles, weapons, buildings, props, skies, textures, logos, icons, GUI art, and SFX/voice. Keeps skill-loading, reference…

Its SKILL.md is about 2.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `agents/openai.yaml`, `references/phase-playbook.md` and `references/prompt-templates.md`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: FPS satírico de navegador: 5 facções brasileiras caricatas, 44 personagens, 5 mapas e 26 armas — rounds e Capture the Flag contra bots, direto na aba, sem instalar nada. Three.js… The licence is AGPL-3.0.

When your agent uses it

  • Tasks that involve 3D graphics and WebGL

Example prompts

  • “/threejs-game-director”

Requirements

  • Python 3
  • A Bash shell

Workflow steps

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

  1. Invoke sibling skills directly? Usually not — the runner invokes only this skill. Load sibling SKILL.md files with file-read tools…
  2. Read files by path? Resolve every skill and reference path through the path ladder below. If a required file cannot be read anywhere on…
  3. Run shell commands (node + python3)? If yes, use the packaged scripts (scaffold creator, credential probe, canvas inspector, report…
  4. Drive a browser / run Playwright? If yes, capture screenshots and canvas inspection yourself. If not, ask the user to run npm run…

What it can do on your machine

Read from SKILL.md and the folder at commit 261cf59. 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

    Ships 2 files in scripts/ (Python and Shell), which the agent can run.

    Shell commands in SKILL.md call:

    • npm
    • python3
    • bash
    • 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

Threejs Game Director loads about 2.8k tokens when it runs, and up to ~9.1k if it reads all its reference files. Until then it costs about 151 tokens; SKILL.md has 1,283 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~151
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~9.1k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from corosolto/client at commit 261cf59, republished under its AGPL-3.0 licence (© corosolto). 1,283 words, ~2,818 tokens.

Download SKILL.mdSave it as .claude/skills/threejs-game-director/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
threejs-game-director
description
Primary entrypoint for complete Three.js browser game creation and premium iteration. Use by default for build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, or release-ready requests. Orchestrates sibling skills for gameplay, AAA graphics, UI, debug/profile, and QA/release, plus 3D/image/audio generators for characters, vehicles, weapons, buildings, props, skies, textures, logos, icons, GUI art, and SFX/voice. Keeps skill-loading, reference, asset-sourcing, and phase ledgers so users never choose skills manually.

Three.js Game Director

Purpose

Own the end-to-end game outcome. Build the playable loop, route through the right phases, verify evidence, and do not call prototype-quality work premium. "Less basic" from the user means the current visual level is rejected: treat it as the premium bar.

Runner Capability Check

Before planning, note what this runner can do and adapt:

  1. Invoke sibling skills directly? Usually not — the runner invokes only this skill. Load sibling SKILL.md files with file-read tools instead. Never claim a skill was "invoked" when it was only loaded/read.
  2. Read files by path? Resolve every skill and reference path through the path ladder below. If a required file cannot be read anywhere on the ladder, record the failure in the ledger and use references/phase-playbook.md as the fallback procedure for that phase.
  3. Run shell commands (node + python3)? If yes, use the packaged scripts (scaffold creator, credential probe, canvas inspector, report audit). If not, ask the user to run each command and paste the output; never fabricate script output.
  4. Drive a browser / run Playwright? If yes, capture screenshots and canvas inspection yourself. If not, ask the user to run npm run verify:visual and npm run inspect:canvas and paste the results; report unverified visuals as a residual risk, never as verified.
Skill Path Ladder

Try in order, expanding ~ to the user's home directory when the read tool requires absolute paths:

  1. ../<skill-name>/SKILL.md relative to this skill's directory
  2. ~/.claude/skills/<skill-name>/SKILL.md
  3. ~/.codex/skills/<skill-name>/SKILL.md
  4. ~/.agents/skills/<skill-name>/SKILL.md
  5. skills/<skill-name>/SKILL.md in the repository source

Reference files resolve the same way: <skill-dir>/references/<file>.md. Sibling skills point back to this ladder instead of restating it.

Sibling Skill Loading

For broad work (complete, premium, AAA, polished, high-fidelity, showcase, from-scratch, upgrade, release-ready), load all five phase skills before implementation: threejs-gameplay-systems, threejs-aaa-graphics-builder, threejs-game-ui-designer, threejs-debug-profiler, threejs-qa-release. For narrow director-invoked work, load the directly relevant sibling plus threejs-qa-release. Do not skip sibling loading because this director bundles a phase playbook.

Load generator skills before deciding generated assets are unnecessary, whenever their trigger surfaces exist in premium/AAA/showcase/complete/release-ready/"less basic" work:

  • threejs-3d-generator/SKILL.md — characters, creatures, bosses, vehicles, ships, weapons, buildings, signature props, complex pickups, hero environment pieces, rigging/animation, textured imports.
  • threejs-image-generator/SKILL.md — concept/reference sheets, texture and material references, skies/backgrounds, logos, icons, decals, GUI/title/menu art, terrain/sky plates, image-to-3D inputs.
  • threejs-audio-generator/SKILL.md — SFX, ambience, UI sounds, vehicle/weapon/boss audio, announcer/dialogue, voice conversion, audio cleanup.

External Asset Sourcing Gate

  • Never record "not-needed" for a generator before loading its SKILL.md when trigger surfaces exist.
  • Before claiming an API key is unavailable, run the credential probe and paste its literal KEY=SET|MISSING output into the report. Each generator script also has its own probe subcommand.
bash
bash <director-skill-dir>/scripts/probe_asset_credentials.sh
  • For premium hero surfaces (player, enemy, boss, creature, vehicle, ship, weapon, building, signature prop), procedural-only is not an allowed final answer without real blocker evidence: a MISSING probe line, or an attempted generation command plus its API/network/quota error. Otherwise at least one high-value surface must show a 3D generator task ID, downloaded GLB/GLTF/FBX path, image generator output path, or documented hybrid chain.
  • For premium active gameplay, missing audio is a reported gap unless the user asked for silent/offline output or the audio key/API is blocked.
  • Fill the external asset sourcing ledger before the graphics phase. The ledger template and the allowed skip reasons live in references/phase-playbook.md.

Reference Gate

References are phase-entry gates, not optional enrichment. The canonical per-phase Required References list lives in references/phase-playbook.md; load that file at planning time for broad work and at phase entry otherwise.

  • Load required references at phase entry, not at the end.
  • Track every required reference in the reference ledger with yes/no/not-needed, path, and failure reason.
  • A phase cannot be marked done until its required references are loaded, or the final answer reports the reference as unavailable and the phase as blocked/fallback.
  • For premium/AAA/showcase claims, the final response must include the filled 10-category visual scorecard from threejs-aaa-graphics-builder/references/visual-scorecard.md, including measured evidence, average, and automatic failures remaining. Do not substitute a personal rubric.
  • Thorough mode is the default for broad, premium, AAA, showcase, complete, and release-ready requests. Economy mode is allowed only for narrow fixes that do not claim premium quality.

If Task/subagent/workflow tools are available, delegate each major phase to a focused worker with the phase SKILL.md plus its required references explicitly loaded. If unavailable, execute serially after loading the same files.

Ledgers

Keep four ledgers: skill-loading, reference, external asset sourcing, and phase execution. Templates live in references/phase-playbook.md.

Compaction rule: report every row that has meaningful state (yes/no/blocked/done/skipped plus path or evidence), and collapse consecutive not-needed rows into a single line naming them. Never omit or compress rows that carry real state.

Show full SKILL.md (526 more words)Show less

Phase Routing

  • threejs-gameplay-systems: design brief, core loop contract, level/encounter plan, first playable slice, architecture, mechanics, entities, input, camera, physics selection, game feel.
  • External asset sourcing: credential probe, generator skill loading, source decision per surface, task IDs/output files or blocker evidence. Must complete before the graphics phase is done for premium work.
  • threejs-aaa-graphics-builder: basic-looking screenshots, asset architecture, models, materials, technical art, shaders, VFX, lighting/render, visual scorecard.
  • threejs-game-ui-designer: HUDs, menus, overlays, responsive UI, icons, safe areas, UI states.
  • threejs-debug-profiler: blank canvas, render/runtime bugs, loading, resize, mobile input/render bugs, performance profiling.
  • threejs-qa-release: browser QA, screenshots, canvas pixels, responsive checks, visual test harness decision, bot playtest, production build, preview, release notes.
  • threejs-3d-generator / threejs-image-generator / threejs-audio-generator: external AI-generated 3D models and rigs, 2D concepts/textures/logos/GUI art, and SFX/ambience/voice.

When a sibling skill file is loaded, follow its workflow for that phase. Phase entry/exit evidence, ledger templates, and the fallback procedure for unloadable siblings all live in references/phase-playbook.md.

Packaged Runtime Resources

New projects use the gameplay skill's scaffold creator; canvas verification uses the generated game's npm run inspect:canvas or the QA skill's packaged inspector:

bash
python3 <threejs-gameplay-systems-skill-dir>/scripts/create_threejs_game.py ./my-game
node <threejs-qa-release-skill-dir>/scripts/inspect-threejs-canvas.mjs --url http://127.0.0.1:5188

Premium Completion Rule

Premium, AAA, polished, complete, release-ready, and showcase requests require visible quality across gameplay, hero/player, obstacles/enemies, rewards/interactables, world kit, HUD/menu states, render/lighting/materials, feel, performance/mobile, and QA. If screenshots are dominated by primitives, flat roads/arenas, generic stat cards, sparse worlds, or glow-only detail, the task is not done. The full completion gate is in references/phase-playbook.md.

Required Verification

  • Build/typecheck; local browser run; console/page error check.
  • Game design brief, core loop contract, and level/encounter plan for broad game creation or major gameplay changes.
  • Active desktop and mobile screenshots plus nonblank canvas pixel evidence.
  • Main input/objective/fail-or-restart path exercised.
  • Visual scorecard with measured evidence for premium/AAA claims, plus a fresh-eyes review pass per threejs-aaa-graphics-builder/references/visual-scorecard.md.
  • External asset sourcing ledger, credential probe output, and real external outputs or blocker evidence for premium asset-category claims.
  • Audio evidence or a reported blocker for premium active-gameplay claims.
  • Renderer diagnostics when graphics changed; technical art budget and VFX/readability evidence when premium graphics changed.
  • Visual test harness decision, and bot playtest evidence when release-ready gameplay is claimed.
  • Final ledgers with evidence and remaining blockers.

Report Audit

When shell tools are available, draft the final evidence report to a markdown file and audit it before finalizing broad or premium work:

bash
python3 <director-skill-dir>/scripts/audit_reference_report.py --premium /path/to/final-report.md

Use --premium for premium/AAA/showcase/high-fidelity/polished/complete/release-ready/"less basic" claims; add --physics for physics-heavy games; add --audio when generated or integrated audio is in scope; add --no-design only for debug/perf/QA-only reports with no gameplay claims. If the audit fails, fix the missing sections or state the exact blocker instead of claiming completion. If the script is unavailable, manually enforce the same sections listed in Required Verification.

Final Response

Report the ledgers (compacted per the rule above), game design brief, core loop contract, level/encounter plan, files changed, run URL, controls, verification commands, screenshots/artifacts, renderer/performance notes, technical art budget, visual test harness decision, quality gates passed, skipped phases, and remaining risks. For premium/AAA/showcase claims, include the filled visual scorecard with measured evidence and automatic failures remaining. Be precise: "invoked" means a slash/tool skill invocation; "loaded" means the file was read into context; "executed phase" means the work was performed under loaded skill guidance or the phase playbook.

© corosolto, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (scripts, references) in .agents/skills/threejs-game-director of corosolto/client.

  • SKILL.md
  • agents/openai.yaml
  • references/phase-playbook.md
  • references/prompt-templates.md
  • scripts/audit_reference_report.py
  • scripts/probe_asset_credentials.sh

Open the folder on GitHubat commit 261cf59

Compare with similar skills

Threejs Game Director 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.

Threejs Game Director compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Threejs Game Director this skillcorosolto/client257—~2.8kAutomated safety check: PassAGPL-3.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage66k—~2kAutomated safety check: PassAGPL-3.0

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Works with

Questions about Threejs Game Director

What does Threejs Game Director do?

Primary entrypoint for complete Three.js browser game creation and premium iteration. Threejs Game Director is an agent skill from corosolto/client.js browser game creation and premium iteration.

When should I use Threejs Game Director?

Threejs Game Director fits situations like: tasks that involve 3D graphics and WebGL.

How do I install Threejs Game Director in Claude Code?

Run `npx skills add corosolto/client --skill threejs-game-director -a claude-code`. Or copy the skill folder (.agents/skills/threejs-game-director in corosolto/client) into .claude/skills/threejs-game-director in your project. Claude Code loads it when a task matches its description.

How do I install Threejs Game Director in Codex?

Run `npx skills add corosolto/client --skill threejs-game-director -a codex`. Or copy the skill folder (.agents/skills/threejs-game-director in corosolto/client) into .agents/skills/threejs-game-director in your project. Codex loads it when a task matches its description.

Can I use Threejs Game Director 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 corosolto/client --skill threejs-game-director -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/threejs-game-director, .gemini/skills/threejs-game-director, .github/skills/threejs-game-director and .opencode/skills/threejs-game-director in your project.

What does Threejs Game Director need to run?

Going by SKILL.md and its folder, Threejs Game Director needs Python and a shell for the scripts in its folder and the command-line tools its instructions call (npm, python3, bash and node). Our summary lists: Python 3; A Bash shell.

Does Threejs Game Director 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 Threejs Game Director 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Threejs Game Director use?

Threejs Game Director is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Threejs Game Director use?

About 2.8k tokens (SKILL.md is roughly 11k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 6.3k tokens, read only when the agent opens those files.

What are the alternatives to Threejs Game Director?

Skills that share tags, products or a category with Threejs Game Director: 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, 2.5k stars) and Threejs Gameplay Systems (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Threejs Game Director?

corosolto (a GitHub organization) maintains it in corosolto/client, which has 257 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 11, 2026.

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