Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
First-time onboarding — asks where you are, then guides you to the right workflow.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios start --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/start .claude/skills/start && rm -rf skills-srcUse ~/.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/
Install the "start" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/start into .claude/skills/start/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "start", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/startType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios start --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/start .agents/skills/start && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "start" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/start into .agents/skills/start/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "start", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios start --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/start .cursor/skills/start && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "start" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/start into .cursor/skills/start/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "start", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/start--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios start --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/start .gemini/skills/start && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "start" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/start into .gemini/skills/start/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "start", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios startInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/start .github/skills/start && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "start" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/start into .github/skills/start/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "start", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios start --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/start .opencode/skills/start && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "start" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/start into .opencode/skills/start/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "start", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
startFirst-time onboarding — asks where you are, then guides you to the right workflow.
Start is an agent skill from Donchitos/Claude-Code-Game-Studios. First-time onboarding — asks where you are, then guides you to the right workflow.
Its SKILL.md is about 6.4k 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: Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy. The licence is MIT.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteEditAskUserQuestionFrom allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
gitghFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use git and gh, which can reach the network depending on how they are called.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Start loads about 6.4k tokens when it runs. Until then it costs about 22 tokens; SKILL.md has 3,695 words of instructions outside code blocks.
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.
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.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 3,695 words, ~6,380 tokens.
.claude/skills/start/SKILL.md (or your agent's skills folder).This skill writes project.yaml — the project.stage, modes.rigor and
modes.automation settings — plus one legacy mirror, production/stage.txt,
for backward compatibility with hooks that have not migrated. modes.rigor and
modes.automation have no legacy mirror; they are written to project.yaml
only.
/startnever writesmodes.review_mode, in either location. It is a rigor-fronted knob: writing it explicitly pins it and shadows themodes.rigorexpansion, so the Phase 3d question would stop changing director-review depth (see Phase 3d, and the same rule inproject.yaml's header comment). It must not writeproduction/review-mode.txteither — the legacy step sits above the rigor expansion in the resolution chain, deliberately, so a genuine v1.0 project's explicit choice survives migration. On a new project that ordering works against you: a mirror file written here would outrank the expansion permanently. Verified:rigor: minimalplus areview-mode.txtcontainingleanresolves tolean, not the expectedsolo.
This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.
Automation mode: Resolve modes.automation (project.local.yaml →
project.yaml → default collaborative). Note: on a fresh project no
modes.automation is set yet, so /start runs collaboratively — it is
creating the config. Its core onboarding questions (starting point, rigor,
automation) are project-shaping and always prompt regardless
of mode. Engine choice is not among them — it is deferred to
/setup-engine, which Phase 4 hands off to.
If /start is re-run on an already-configured project, the resolved mode
applies per .claude/docs/automation-modes.md.
Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.
Check:
engine.name from project.yaml; if that key is absent or empty (including when project.yaml has no engine: block), fall back to .claude/docs/technical-preferences.md (an Engine field of [TO BE CONFIGURED], or no file, means not set). The engine is configured if either source yields a real engine name.design/gdd/game-concept.md (or design/game-brief.md at the minimal tier).engine.name read above (src/ Godot, Assets/ Unity, Source/ Unreal; full order in .claude/docs/code-root-resolution.md), then Glob it for source files (*.gd, *.cs, *.cpp, *.h, *.rs, *.py, *.js, *.ts). If the code root is unresolved, say so rather than concluding there is no code — a Unity or Unreal project scanned as src/ returns zero files and reads as greenfield.prototypes/.design/gdd/.production/sprints/ or production/milestones/..git/config if it is a file. If its
[remote "origin"] url contains donchitos/claude-code-game-studios, compared
case-insensitively, the user cloned the template and origin still points at
it — so git push and gh pr create target the CCGS repo, not their game. A
fork (the same repo name under another owner) is the user's own and does not
count. Note it: it is reported on every path, the returning user's included.
Read only; never run git.Store these findings internally to validate the user's self-assessment and tailor recommendations.
This is the first thing the user sees — unless Phase 1 found a returning user (engine configured, and a concept or brief present): then ask nothing here and answer as the User is returning edge case below. Otherwise, use AskUserQuestion with these exact options so the user can click rather than type:
A) No idea yet — I don't have a game concept at all. I want to explore and figure out what to make.B) Vague idea — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.C) Clear concept — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.D) Existing work — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.Wait for the user's selection. Do not proceed until they respond.
The user needs creative exploration before anything else.
Acknowledge that starting from zero is completely fine
Briefly explain what /brainstorm does: it turns "no idea" into a written design your next step can build from. Mention that it has two modes: /brainstorm open for fully open exploration, or /brainstorm [hint] if they have even a vague theme (e.g., "space", "cozy", "horror").
Describe it tier-neutrally here. Phase 3d has not run, so you do not yet know how much process this project wants — and
/brainstormchanges shape completely on that answer. Atminimalit runs a short Lean Brief flow and stops, producing a one-pagedesign/game-brief.md; atstandard/fullit runs the full ideation walk (MDA, player psychology, verb-first design) and produces the concept document. Naming the full walk here, then having Phase 4 describe the same skill as "produce the one-page brief", gives the user two contradicting accounts of one skill inside a single/startrun. Phase 4 is where the tier-specific description belongs.
Recommend running /brainstorm open as the next step, but invite them to use a hint if something comes to mind
Name the immediate next step only — /brainstorm open. Do not list the
full pipeline here. Phase 3d has not yet asked how much process the user
wants, and that answer changes the path substantially. Say: "I'll lay out the
full path once I know how much process you want — two quick questions away."
/brainstorm [their hint] to develop it/brainstorm [their hint]. Do not
list the full pipeline here; Phase 3d has not yet asked how much process the
user wants, and that answer changes the path. Say: "I'll lay out the full
path once I know how much process you want — two quick questions away."AskUserQuestion to offer two paths:Formalize it first — Run /brainstorm [concept] to write it down: a one-page brief at rigor: minimal (the default), a full concept document above itJump straight in — Go to /setup-engine now and write the design down afterwardShare what you found in Phase 1:
Sub-case D1 — Early stage (engine not configured or only a game concept exists):
/setup-engine first if engine not configured/project-stage-detect for a gap inventorySub-case D2 — GDDs, ADRs, or stories already exist:
/adopt checks this specifically."/project-stage-detect — understand what phase and what's missing entirely/adopt — audit whether existing artifacts are in the right internal formatFor D2, name the immediate next step only — /project-stage-detect.
The rest of the D2 path depends on rigor, which Phase 3d has not asked yet,
so Phase 4 prints it. Say: "I'll lay out the full path once I know how much
process you want — two quick questions away."
Ask before the project.yaml write: "May I write project.stage: [stage]
to project.yaml (and the legacy mirror production/stage.txt)?" Take [stage] from the Stage mapping below; say the file
will be created when there is none, and that the Phase 3d and 3e answers will go
there too when those questions are still to be asked. That one approval covers
this write and the Phase 3d and 3e writes. If the user declines, write neither
file, keep the stage and those answers for this run only, and say they were not
saved.
After confirming the starting path, write the initial stage to BOTH project.yaml (primary) AND production/stage.txt (legacy fallback for hooks that haven't migrated yet). Create the production/ directory if it does not exist.
In project.yaml, ensure a project: block exists with stage: [value].
project.yaml already exists: Read it first (the Edit tool requires the
file to have been read in this session), then use the Edit tool to add/update
the project: block, placing it immediately after the framework: block.project.yaml does not exist at the repo root: create it with the Write
tool using this v1.1 minimal template (replace [value] and the date):# CCGS project configuration — single source of truth for project settings.
# Schema: grep the `## <key>` section of .claude/docs/effects-map.md —
# it is ~31k tokens whole, ~900 per section. Do not open it entire.
schema_version: 1
framework:
version: 1.1.2
last_upgraded: <YYYY-MM-DD>
project:
stage: [value]modes.review_mode here. It is a rigor-fronted knob —
modes.rigor supplies its value, so an explicit value here would shadow the
rigor expansion and pin the review mode regardless of the rigor the user picks
in Phase 3d. modes.rigor itself is omitted for a related reason: Phase 3d skips
its question when the key is already set, so seeding it would suppress that
question. The other knobs modes.rigor
fronts — modes.workflow, docs.density, qa.level,
modes.story_granularity, team.size — are never written by /start
either, here or in Phase 3d: each would pin its value over the rigor expansion.Then also write the same single-line stage name to production/stage.txt (no trailing newline) so legacy tooling still works.
Stage mapping:
ConceptConceptSystems DesignTechnical Setupproduction/stage.txt is covered by the same ask: it is a one-line legacy mirror
of the stage approved for project.yaml, kept for hooks that have not migrated.
Say: "I've set project.stage to [stage] (and updated production/stage.txt) — this anchors your status line and stage detection."
Check whether modes.rigor is already set in project.yaml. If it is, show
it — "Rigor is set to [current]." — and proceed to Phase 3e. Do not ask
again. Either way, carry the resolved value forward — Phase 4 branches its
recommended path on it.
If it is not set: first pick a recommendation, then ask.
Seed the recommendation from what the user described in Phase 2, using the
archetype presets in .claude/docs/settings-guidance.md § 2–3:
full; "a small weekend puzzler" → minimal).minimal) and add:
"You can raise this after /brainstorm once the concept is clearer —
/settings changes it anytime."minimal for a described systems-heavy game is the
mismatch Phase 4 would then have to flag, caused here.minimal, the
documented default, and add: "/settings raises it once the game shows it
needs more."Then use AskUserQuestion. Order the options so the recommended archetype is
first and append (Recommended) to its label (per the AskUserQuestion
convention); the other two follow in any order.
/settings." (Recommended)):Jam / prototype / first game — Short docs, coarse stories, tests optional — the screenshot of what you built is not. ~4 steps to your first line of code instead of ~18. Shipping beats recording; design lives in your head. The trade: no GDDs, so design problems surface in code rather than before it.Several systems that affect each other — Balanced docs, normal story size, standard QA evidence. Expect ~8 design documents and roughly an hour of design work before your first line of code. Worth paying when systems interact and a design mistake is expensive to unpick once it is in code. Intending to finish is not the test — most small games ship faster on the jam path and can move up later with /settings.Big systems-heavy or team project — Thorough docs, fine-grained stories, evidence required everywhere. Many interacting systems (open-world, sim, RPG), a firm release date, or shared ownership.Value mapping (ignore any (Recommended) suffix on the first option):
Jam / prototype / first game → minimal, Several systems that affect each other → standard,
Big systems-heavy or team project → full.
Write modes.rigor to project.yaml immediately after the user selects — no
separate "May I write?" needed, as the write is a direct consequence of the
selection. Use the Edit tool to add it under the modes: block. There is no
legacy mirror file for this setting, so this is a single write, not a dual-write.
If the Phase 3c project.yaml write was declined, do not write this one either —
carry the answer forward and say it was not saved.
Then say: "Set modes.rigor to [choice]. That drives six settings —
modes.workflow, docs.density, qa.level, modes.story_granularity,
modes.review_mode (director-review depth), and team.size (how many agents are
active on team tasks) — a lighter rigor means fewer reviews, a smaller active
team, and fewer tokens. Run /settings to see the exact value each one takes, or
set any of them explicitly to override just that one."
Why this is asked here. These six knobs each change what skills produce, and
before rigor existed /start never asked about any of them — so every project
silently ran at defaults the user had never seen. Asking once, at onboarding, is
the only point where the answer is cheap; skipping this question puts the project
back where it was.
Check whether modes.automation is already set in project.yaml. If it is,
show it — "Automation is set to [current]." — and proceed to Phase 4. Do not
ask again.
If it is not set: Use AskUserQuestion:
Collaborative — I ask before each significant step and show drafts before writing. Most control; best while you are learning the workflow and want to see everything.Guided (recommended) — I decide the small stuff and proceed, but still stop for the big calls (scope changes, file deletions, schema changes). Far fewer interruptions than collaborative, without giving up control of the decisions that matter.Autonomous — I proceed and log decisions rather than asking, except for the always-ask categories. Fastest to run, but it makes every call itself and costs more tokens; best for trusted, well-scoped runs.Value mapping: Collaborative → collaborative, Guided (recommended) →
guided, Autonomous → autonomous.
Write modes.automation to project.yaml immediately after the user selects —
no separate "May I write?" needed, as the write is a direct consequence of the
selection. Use the Edit tool to add it under the modes: block. There is no
legacy mirror file for this setting. If the Phase 3c project.yaml write was
declined, do not write this one either — say it was not saved.
Then say: "Set modes.automation to [choice]. See
.claude/docs/automation-modes.md for exactly what each mode asks vs. proceeds
on. guided and autonomous still always stop for the automation_always_ask
categories (scope changes, file deletions, schema changes)."
Why this is asked here. modes.automation controls how often every skill
stops to confirm. A project that wants to move fast should not have to discover
the knob after fifty approval prompts — that is the frustration this setting
answers. Asked once, at onboarding, like the others. Do not seed
modes.automation into the Phase 3c template: Phase 3e skips when the key is
already set, so seeding it would suppress its own question (the same collision
Phase 3c's rigor note describes for the other knobs).
Now present the recommended path — after Phase 3d, so it can match the rigor
the user actually chose. Print one of the three below, using the modes.rigor
value resolved or written in Phase 3d; if it is somehow still unset, use
minimal (its documented default) rather than skipping the path. (Paths A/B/C;
a D2 user gets the retrofit path below instead, and a D1 user was given their
steps in Phase 3.)
Say first: "Here's your path at rigor: [chosen]. Every skill still runs at any
level — rigor changes what's required, not what's allowed. So at minimal you can
still call /art-bible, /ux-design, /qa-plan or anything else the moment you want
it — nothing is locked, it simply is not demanded up front. And if one system alone
deserves more care, raise just that one with
workflow_overrides.system_overrides.<system> rather than the whole project."
If minimal (default) — 4 steps to running code:
/setup-engine — configure the engine/brainstorm — produce the one-page design/game-brief.md (the lean-tier design artifact; it replaces the full concept doc, systems decomposition, and per-system GDDs)/create-stories — turn the brief's MVP list into implementable stories (the epic is implicit — no separate /create-epics or /sprint-plan; the brief's build order is the plan)/dev-story — first line of game codeIf standard — the full pipeline:
/setup-engine → /brainstorm → /prototype → /art-bible → /map-systems → /design-system (×N systems) → /review-all-gdds → /gate-check/create-architecture → /architecture-decision (×N) → /create-control-manifest → /architecture-review/ux-design → /create-epics → /create-stories → /sprint-plan/dev-storyIf full — the full pipeline plus validation builds:
standard, plus /vertical-slice and /playtest-report (×1+)
in Pre-Production, and /design-review after each GDD.For a Path D2 user, print this retrofit path in place of the three above.
At minimal it stops after /adopt and /setup-engine: the minimal path needs
only design/game-brief.md (/brainstorm) and stories (/create-stories), so
do not send the user through the GDD, ADR and registry retrofit below. At
standard and full:
/project-stage-detect — phase detection + existence gaps/adopt — format compliance audit + migration plan/setup-engine — if engine not configured/design-system retrofit [path] — fill missing GDD sections/architecture-decision retrofit [path] — add missing ADR sections/architecture-review — bootstrap the TR requirement registry/gate-check — validate readiness for next phaseDo not present the minimal path as lesser. It is the tier's documented floor (
.claude/docs/workflow-modes.md— "engine choice and a filleddesign/game-brief.mdare required before code starts … everything else can be skipped"), not a degraded mode. Equally, do not oversell it: atminimalthere are no GDDs to catch design problems before they reach code, which is the trade being made.
If the user picked a rigor that contradicts what they described in Phase 2 —
overriding the seeded recommendation, e.g. choosing minimal after describing a
multi-year commercial project, or full for a weekend jam — apply the "mismatch"
trigger in .claude/docs/settings-guidance.md § 4: say so once, in one sentence,
and offer /settings to change it. Do not re-ask.
If Phase 1 found origin pointing at the template repo, add once, after the path:
"Your clone's origin still points at the Claude Code Game Studios repo, so a push
or pull request would go there, not to your game. When you're ready:
git remote rename origin template (the name UPGRADING.md uses to pull updates),
then git remote add origin <your repo URL>. After the rename, template already
exists, so skip UPGRADING.md's own one-time git remote add template step —
it would fail with remote template already exists." Suggest it; do not run it.
Then use AskUserQuestion to ask which step they'd like to take first. Never auto-run the next skill.
Yes, let's start with [recommended first step]I'd like to do something else firstWhen the user confirms their next step, respond with a single short line: "Type [skill command] to begin." Nothing else. Do not re-explain the skill or add encouragement. The /start skill's job is done.
Verdict: COMPLETE — user oriented and handed off to next step.
[code root]. Did you mean to pick D (existing work)?"design/gdd/game-concept.md (or a game brief at design/game-brief.md). Review mode: [resolve modes.review_mode — an explicit value if set, otherwise it follows modes.rigor: minimal→solo, standard→lean, full→full]. Want to pick up where you left off? Try /help — it reads your tier and progress and names the next step — or just tell me what you'd like to work on." If Phase 1 found origin pointing at the template repo, add the Phase 4 note about renaming origin here too.Applies in collaborative mode (the default). For guided and
autonomous modes, see .claude/docs/automation-modes.md — the rules below
describe what collaborative mode requires, not universal behavior.
© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/start of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Start 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Start this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~6.4k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
First-time onboarding — asks where you are, then guides you to the right workflow. Start is an agent skill from Donchitos/Claude-Code-Game-Studios. First-time onboarding — asks where you are, then guides you to the right workflow.
Start fits situations like: game Development work in your project.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a claude-code`. Or copy the skill folder (.claude/skills/start in Donchitos/Claude-Code-Game-Studios) into .claude/skills/start in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a codex`. Or copy the skill folder (.claude/skills/start in Donchitos/Claude-Code-Game-Studios) into .agents/skills/start in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill start -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/start, .gemini/skills/start, .github/skills/start and .opencode/skills/start in your project.
Going by SKILL.md and its folder, Start needs the command-line tools its instructions call (git and gh). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Edit, AskUserQuestion.
SKILL.md contains no URLs. Its commands use git and gh, which can reach the network depending on how they are called. This is read from the text; nothing was executed.
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.
Start is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 6.4k tokens (SKILL.md is roughly 26k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Start: 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.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,834 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.