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.
Generate and iteratively develop polished 3D browser games from natural language.
$ npx skills add LeoYeAI/openclaw-master-skills --skill build-game -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install LeoYeAI/openclaw-master-skills build-game --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/LeoYeAI/openclaw-master-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/build-game .claude/skills/build-game && 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 "build-game" agent skill from https://github.com/LeoYeAI/openclaw-master-skills/tree/main/skills/build-game into .claude/skills/build-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game", 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/LeoYeAI/openclaw-master-skills/tree/main/skills/build-gameType 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 LeoYeAI/openclaw-master-skills --skill build-game -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install LeoYeAI/openclaw-master-skills build-game --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/LeoYeAI/openclaw-master-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/build-game .agents/skills/build-game && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "build-game" agent skill from https://github.com/LeoYeAI/openclaw-master-skills/tree/main/skills/build-game into .agents/skills/build-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game", 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 LeoYeAI/openclaw-master-skills --skill build-game -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install LeoYeAI/openclaw-master-skills build-game --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/LeoYeAI/openclaw-master-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/build-game .cursor/skills/build-game && 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 "build-game" agent skill from https://github.com/LeoYeAI/openclaw-master-skills/tree/main/skills/build-game into .cursor/skills/build-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game", 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/LeoYeAI/openclaw-master-skills.git --path skills/build-game--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 LeoYeAI/openclaw-master-skills --skill build-game -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install LeoYeAI/openclaw-master-skills build-game --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/LeoYeAI/openclaw-master-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/build-game .gemini/skills/build-game && 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 "build-game" agent skill from https://github.com/LeoYeAI/openclaw-master-skills/tree/main/skills/build-game into .gemini/skills/build-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game", 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 LeoYeAI/openclaw-master-skills build-gameInstalls 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 LeoYeAI/openclaw-master-skills --skill build-game -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/LeoYeAI/openclaw-master-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/build-game .github/skills/build-game && 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 "build-game" agent skill from https://github.com/LeoYeAI/openclaw-master-skills/tree/main/skills/build-game into .github/skills/build-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game", 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 LeoYeAI/openclaw-master-skills --skill build-game -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install LeoYeAI/openclaw-master-skills build-game --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/LeoYeAI/openclaw-master-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/build-game .opencode/skills/build-game && 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 "build-game" agent skill from https://github.com/LeoYeAI/openclaw-master-skills/tree/main/skills/build-game into .opencode/skills/build-game/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "build-game", 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.
build-gameGenerate and iteratively develop polished 3D browser games from natural language.
Build Game is an agent skill from LeoYeAI/openclaw-master-skills. Generate and iteratively develop polished 3D browser games from natural language. Supports any genre (FPS, RPG, racing, platformer, tower defense, etc.), custom characters/enemies/settings, reference images, and ongoing iteration. Outputs a single playable HTML file using Three.js with advanced graphics (SSAO, bloom, PBR materials, procedural textures, shader-based particles).
Its SKILL.md is about 6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including scripts (for example `_meta.json`, `reference/audio-patterns.md` and `reference/engine-patterns.md`).
It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: 🧠 Curated collection of 1209+ best OpenClaw skills — weekly updated by MyClaw.ai. The licence is MIT.
7 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit e5199b5. 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:
Bash(*)WriteReadEditGlobGrepFrom allowed-tools in the SKILL.md frontmatter.
Ships 1 file in scripts/ (Shell), which the agent can run.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
cdn.jsdelivr.netbright-canvas-a7k2.here.nowFrom URLs in SKILL.md, links to its own repository left out.
Names these keys or tokens, usually read from environment variables:
HERENOW_API_KEYFrom names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Build Game loads about 6k tokens when it runs. Until then it costs about 98 tokens; SKILL.md has 2,395 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 noted patterns worth knowing about, such as sudo or a known installer.
allowed-tools: Bash(*), Write, Read, Edit, Glob, GrepAutomated 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.
The full file from LeoYeAI/openclaw-master-skills at commit e5199b5, republished under its MIT licence (© LeoYeAI). 2,395 words, ~5,970 tokens.
.claude/skills/build-game/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.You are a game architect. You design, generate, and iteratively develop polished 3D browser games using Three.js. You handle everything from simple shooters to complex RPGs, and you support ongoing iteration — users can keep requesting changes, new features, characters, and mechanics.
Before anything else, determine the mode:
Check for existing game:
ls /tmp/game-build/index.html 2>/dev/null && echo "EXISTS" || echo "NEW"cat /tmp/game-build/progress.md 2>/dev/nullIf EXISTS — decide: is this a NEW game or an ITERATION?
Read progress.md to understand what game currently exists. Then classify $ARGUMENTS:
ITERATION — if the request clearly modifies/extends the existing game. Examples:
index.html and proceed to Phase 2B (Iteration Design).NEW GAME — if the request describes a fundamentally different game. Examples:
When in doubt: if the request could plausibly be an iteration on the existing game, treat it as an iteration. Only start fresh when the request is clearly a different game.
IMPORTANT: After ANY edit to the game (whether through the skill or through direct user requests), always update progress.md with an entry in the Iteration History section. This keeps the state accurate for future invocations.
Parse $ARGUMENTS as the game description. This can be anything from simple ("a shooter game") to very specific ("a Pokemon-style game where I play as a raccoon mage catching elemental spirits on a snow mountain, with a turn-based battle system, evolving creatures, and an inventory").
If the user mentions photos, images, or reference files:
Reference image workflow:
User provides image → Read the image → Extract: dominant colors, shapes, proportions, style →
Generate procedural Three.js model that captures the essence → Document the mapping in progress.md| Genre | Camera | Controls | Import |
|---|---|---|---|
| FPS / shooter | PerspectiveCamera + PointerLockControls | WASD + mouse look + click shoot | PointerLockControls |
| Third-person action/adventure | PerspectiveCamera + orbit cam (mouse drag) | WASD (camera-relative!) + mouse orbit + click action | — |
| RPG / Pokemon (overworld) | PerspectiveCamera + top-down follow | WASD (camera-relative!) + E to interact | — |
| Maze / puzzle (3D) | PerspectiveCamera + isometric follow OR orbit | WASD (camera-relative!) | — |
| RPG / Pokemon (battle) | PerspectiveCamera + fixed angles | Click/keyboard menu selection | — |
| Racing | PerspectiveCamera + chase cam | WASD or arrows | — |
| Top-down / RTS / Tower defense | OrthographicCamera | Click-to-move, click-to-place | — |
| Platformer | PerspectiveCamera + side-follow | Arrows + space | — |
| Puzzle (2D-ish) | PerspectiveCamera or Ortho + orbit | Click/drag | OrbitControls |
| Survival / open-world | PerspectiveCamera + orbit cam (mouse drag) | WASD (camera-relative!) + mouse + E interact | — |
| Fighting | PerspectiveCamera + side-view fixed | Arrows + action keys | — |
CRITICAL camera rule: For ALL third-person games, WASD MUST move the player relative to the CAMERA direction, NOT world axes. When the camera faces east, pressing W should move the player east. See engine-patterns.md Third-Person Pattern for the correct implementation. Using world-axis movement feels broken and disorienting.
Think through ALL of these before writing code:
When modifying an existing game:
Create the working directory and generate a single index.html:
mkdir -p /tmp/game-buildEdit the existing /tmp/game-build/index.html using the Edit tool for targeted changes.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>[Game Title]</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { overflow: hidden; background: #000; font-family: 'Segoe UI', Arial, sans-serif; }
canvas { display: block; }
#hud { position: fixed; top: 0; left: 0; width: 100%; height: 100%; pointer-events: none; z-index: 10; }
</style>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
</head>
<body>
<div id="hud"><!-- HUD overlay elements --></div>
<script type="module">
// ALL GAME CODE HERE — follow the structure below
</script>
</body>
</html>1. IMPORTS — THREE, controls, postprocessing
2. CONSTANTS — All tunable values: colors, speeds, sizes, counts, timings, creature stats, item definitions
3. DATA DEFINITIONS — Creature databases, item catalogs, dialogue trees, quest definitions, level maps
4. GAME STATE — Score, health, wave, mode, timers, inventory, party, quests, flags
5. SAVE/LOAD SYSTEM — localStorage-based persistence (if game needs it)
6. SCENE SETUP — Renderer, camera, scene, lights, fog
7. POST-PROCESSING — EffectComposer with RenderPass + bloom + FXAA
8. ASSET FACTORIES — Procedural geometry functions for ALL entities (characters, creatures, items, buildings)
9. ENVIRONMENT — Ground, decorations, boundaries, interactive objects, region/zone setup
10. PLAYER SYSTEM — Controls, movement, actions, abilities, animation, equipment display
11. ENTITY SYSTEM — Enemies/NPCs/creatures with FSM AI, spawn system, wave/encounter manager
12. COMBAT SYSTEM — Real-time OR turn-based battle logic, damage calc, abilities, type effectiveness
13. COLLECTION/CAPTURE SYSTEM — If applicable: catching mechanics, storage, evolution
14. INVENTORY/ITEM SYSTEM — If applicable: items, equipment, consumables, crafting
15. DIALOGUE/INTERACTION SYSTEM — If applicable: NPC dialogue, choices, shops, quest givers
16. QUEST/MISSION SYSTEM — If applicable: objectives, tracking, rewards
17. PROJECTILE SYSTEM — Object-pooled bullets/projectiles, trail effects
18. COLLISION/PHYSICS — Raycaster, Box3, distance checks, trigger zones
19. PARTICLE SYSTEM — Buffer-based particles for hits, explosions, magic effects, weather
20. HUD UPDATE — DOM overlay: health, score, minimap, inventory panel, battle menu, dialogue box
21. AUDIO SYSTEM — Web Audio API procedural sounds with reverb
22. SCREEN EFFECTS — Damage vignette, screen shake, transitions, weather overlays
23. TITLE/MENU SCREEN — Title, "Click to Play", controls, options
24. GAME OVER / WIN SCREEN — Final stats, "Click to Restart"
25. MAIN LOOP — requestAnimationFrame, Clock delta, update all active systems, composer.render()
26. EVENT LISTENERS — resize, pointer lock, keyboard, mouse, touch
27. DEBUG HOOKS — window.render_game_to_text() and window.advanceTime(ms)Not every game needs every section. Include only what the design requires. Simple shooters skip 3-5, 12-16. Complex RPGs use most sections.
Read these for detailed implementation patterns:
${SKILL_DIR}/reference/engine-patterns.md — Camera, controls, physics per genre, particles, pooling, instancing${SKILL_DIR}/reference/procedural-assets.md — Character/vehicle/environment/creature recipes, color palettes, reference-image-to-model guidance${SKILL_DIR}/reference/audio-patterns.md — Web Audio API sound recipes${SKILL_DIR}/reference/game-systems.md — Complex game systems: RPG/Pokemon battle, inventory, dialogue, creature capture, evolution, quests, save/load, weather, day/night${SKILL_DIR}/reference/graphics-quality.md — READ THIS FOR EVERY GAME — Advanced 3D graphics: sky dome shaders, water shaders, terrain generation, environment maps, SSAO, color grading, god rays, toon shading, trails, advanced particles, procedural textures/normal maps, grass instancing, PBR material presets, time-of-day lighting${SKILL_DIR}/reference/gui-patterns.md — Premium HUD/UI: glassmorphism panels, animated health bars, kill feeds, crosshairs, toasts, dialogue boxes, battle UI CSSWhere ${SKILL_DIR} is the directory containing this SKILL.md file.
Always maximize visual and gameplay quality. The game should look and feel like a polished indie title, not a tech demo. Spend extra tokens on graphics. Read reference/graphics-quality.md for every game.
The #1 most common issue is choosing colors so dark that the scene becomes unreadable. Follow these rules:
Never use near-black colors for large surfaces:
0x4a6a4a for grass, 0x666688 for stone, 0x887766 for dirt). NEVER 0x0a0a0a–0x1a1a1a.0x334455 range. Walls must be clearly visible against the background.0x88aacc, cave: 0x334455, night: 0x223344). NEVER 0x000000–0x111111.scene.background: NEVER near-black unless outer space. Use the sky dome shader or a color that matches fog.0x44. A 0x0a0a15 floor is invisible.Color palette test — before finalizing, check:
Indoor / night scenes: Use medium-dark colors (NOT near-black) + strong accent lighting. A dark server room should have 0x2a2a40 walls, not 0x0a0a0a. A cave should have 0x445544 rock, not 0x111111. Compensate mood with post-processing (vignette, color grading) rather than making base colors invisible.
Rendering pipeline:
PCFSoftShadowMap with 4096x4096 shadow maps, shadow.normalBias = 0.02 to eliminate shadow acneACESFilmicToneMapping with toneMappingExposure tuned per scene (1.0–1.4, default 1.2, NEVER below 1.0)outputColorSpace = THREE.SRGBColorSpacesetPixelRatio(Math.min(devicePixelRatio, 2))Post-processing stack (use ALL of these, see graphics-quality.md for code):
Lighting rig (minimum 4 lights):
Sky (NEVER use flat background color):
createSkyDome) with sun disc + halo glowMaterials — use MeshPhysicalMaterial for key objects:
transmission, thickness, ior for realistic transparencymetalness: 1.0, low roughness, envMapIntensity > 1emissiveIntensity: 2.0+ (these glow with bloom)roughness: 0.6–0.7, warm colorEnvironment map (reflections):
PMREMGenerator from a sky scenescene.environment so ALL PBR materials get reflections automaticallyProcedural textures:
createNoiseTexture in graphics-quality.md)Environment detail:
Particles — use shader-based particles (see graphics-quality.md):
bash "${CLAUDE_SKILL_DIR}/scripts/serve.sh" /tmp/game-buildAfter serving locally, also publish the game to a shareable live URL using here.now (24-hour anonymous link):
bash /home/ke/.agents/skills/here-now/scripts/publish.sh /tmp/game-buildThis uploads the game and returns a live URL like https://bright-canvas-a7k2.here.now/. The link lasts 24 hours (anonymous) or permanently (with HERENOW_API_KEY).
If the publish script is not found, fall back to just the local server.
Tell the user:
After every generation or iteration, update /tmp/game-build/progress.md:
# [Game Title]
## Original Request
[First user prompt]
## Current State
[What's built and working]
## Iteration History
- [date/order]: [what was changed]
## Entity Roster
- Player: [description]
- Enemies: [list with descriptions]
- NPCs: [list]
- Creatures: [list if applicable]
## Systems Active
- [x] Movement/controls
- [x] Combat (type: realtime/turnbased)
- [ ] Inventory
- [ ] Dialogue
- etc.
## Known Issues
- [any bugs or rough edges]
## Suggested Next Steps
- [ideas for what to add next]Before delivering, verify:
scene.add() calls present for created objects.castShadow = true on visible objectscomposer.render() used (not renderer.render())→ Change player asset factory to raccoon model, create tiger enemy factory, swap environment to snow biome (white ground, pine trees with snow caps, snow particles, blue-white fog, ice rocks)
→ Add creature database, capture mechanic (weaken + throw), creature storage, party system, turn-based battles with type effectiveness. See reference/game-systems.md.
→ View image, extract visual features (colors, proportions, distinctive elements), build procedural Three.js model matching those features. Note: explain to user that the model will be a low-poly interpretation.
→ Add item database, inventory state, pickup/drop mechanics, crafting recipes, inventory UI panel.
→ Not supported in single-file mode. Explain limitation, suggest alternatives (hot-seat, AI opponents, leaderboard via localStorage).
© LeoYeAI, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 8 other files (scripts) in skills/build-game of LeoYeAI/openclaw-master-skills.
Open the folder on GitHubat commit e5199b5
Build Game 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 |
|---|---|---|---|---|---|---|
| Build Game this skillLeoYeAI/openclaw-master-skills | 2.2k | — | ~6k | Automated safety check: Notes | 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 | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 |
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.
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…
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
LeoYeAI/openclaw-master-skills
Manages pipelines on a DevOps quality and efficiency platform through its OpenAPI: list workspaces and templates, create, update, run and cancel pipelines, and read run records.
LeoYeAI/openclaw-master-skills
Patches OpenClaw's Feishu extension so an edited document triggers an isolated agent session that reads the doc and replies inline, turning it into a live chat space.
LeoYeAI/openclaw-master-skills
Multi-context memory management system for OpenClaw agents with group-isolated storage, global shared memory, workspace organization, and group-specific skills isolation.
LeoYeAI/openclaw-master-skills
Runs a brand's AI-search visibility work end to end: diagnosing how AI platforms represent it, repositioning it, producing AI-optimized content and monitoring ongoing mentions.
LeoYeAI/openclaw-master-skills
Installs and authenticates the gws CLI, then automates Gmail, Drive, Sheets, Calendar, Docs, Chat and Tasks with ready-made recipes, persona bundles and security audits.
LeoYeAI/openclaw-master-skills
Runs four advisor roles, a fitness coach, nutritionist, data analyst and TCM practitioner, to build a health profile and track workouts, diet and wellness over time.
Works with
Categories
Generate and iteratively develop polished 3D browser games from natural language. Build Game is an agent skill from LeoYeAI/openclaw-master-skills. Generate and iteratively develop polished 3D browser games from natural language.
Build Game fits situations like: tasks that involve 3D graphics and WebGL.
Run `npx skills add LeoYeAI/openclaw-master-skills --skill build-game -a claude-code`. Or copy the skill folder (skills/build-game in LeoYeAI/openclaw-master-skills) into .claude/skills/build-game in your project. Claude Code loads it when a task matches its description.
Run `npx skills add LeoYeAI/openclaw-master-skills --skill build-game -a codex`. Or copy the skill folder (skills/build-game in LeoYeAI/openclaw-master-skills) into .agents/skills/build-game 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 LeoYeAI/openclaw-master-skills --skill build-game -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/build-game, .gemini/skills/build-game, .github/skills/build-game and .opencode/skills/build-game in your project.
Going by SKILL.md and its folder, Build Game needs a shell for the scripts in its folder, the command-line tools its instructions call (bash) and credentials named HERENOW_API_KEY. Our summary lists: A Bash shell. Its frontmatter pre-approves these tools: Bash(*), Write, Read, Edit, Glob, Grep.
SKILL.md names 2 domains. In commands or code: cdn.jsdelivr.net and bright-canvas-a7k2.here.now; the agent is likely to contact these when it follows the instructions. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found notes only (pre-approves every shell command (allowed-tools: bash)), nothing it rates as a warning. 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.
Build Game is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 6k tokens (SKILL.md is roughly 24k 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 Build Game: 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.
LeoYeAI (a GitHub user) maintains it in LeoYeAI/openclaw-master-skills, which has 2,161 GitHub stars. The repository holds 1,235 skills in this directory. The repository was last updated on July 20, 2026.
Source: LeoYeAI/openclaw-master-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.