Agent skill

Threejs Game Director

by majidmanzarpour in majidmanzarpour/threejs-game-skills

Entrypoint for building, upgrading, and finishing Three.js browser games.

MITAuto-check passedGame Development

Install Threejs Game Director

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

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

GitHub CLI
$ gh skill install majidmanzarpour/threejs-game-skills 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/majidmanzarpour/threejs-game-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/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
2.5k
Token cost
~2.2k tokens
SKILL.md length
1,112 words
Files
7 (incl. scripts, references)
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

Entrypoint for building, upgrading, and finishing Three.js browser games.

  • Any request to build
  • SKILL.md covers Scope, Working style, Sibling skills and Continuity and early quality, plus 5 more sections
  • Runs Python and Shell scripts from its folder; calls python3, npm and bash
  • Ship a Three.js game as a whole

What it does

Threejs Game Director is an agent skill from majidmanzarpour/threejs-game-skills. Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs- skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release.

Its SKILL.md is about 2.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 9 other files, including scripts and reference files (for example `agents/openai.yaml`, `references/asset-recovery.md` and `references/evidence-manifest.md`).

It sits in Game Development, covering 3D graphics and WebGL. It works with Three.js. The repository describes itself as: Agent skills for building playable, polished Three.js browser games with gameplay, AAA-style graphics, UI, QA, and optional AI-generated 3D, image, and audio assets. The licence is MIT.

When your agent uses it

  • Any request to build
  • Ship a Three.js game as a whole
  • At any scope from a small arcade prototype to a premium release

Example prompts

  • “/threejs-game-director”

Requirements

  • Python 3
  • A Bash shell

What it can do on your machine

Read from SKILL.md and the folder at commit 8286774. 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:

    • python3
    • npm
    • 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 2.2k tokens when it runs, and up to ~5.4k if it reads all its reference files. Until then it costs about 94 tokens; SKILL.md has 1,112 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~94
When it runs · the whole SKILL.md, loaded when a task matches
~2.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.4k

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 majidmanzarpour/threejs-game-skills at commit 8286774, republished under its MIT licence (© majidmanzarpour). 1,112 words, ~2,242 tokens.

Download SKILL.mdSave it as .claude/skills/threejs-game-director/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
threejs-game-director
description
Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release.

Three.js Game Director

Own the end-to-end game outcome: a playable loop first, then the visual and interface depth the request actually asked for, then browser evidence that it works.

Scope

The user's own words set the bar. "Make a small arcade game" is not a request for the full premium pipeline — build the good version of what was asked and stop. "Premium", "AAA", "polished", "high-fidelity", "showcase", "release-ready", or "less basic" is that request, and at that bar a first playable slice is not done. "Less basic" specifically means the current visual level was rejected; treat it as the premium bar.

The user's scope, art style, constraints, and prior decisions override skill defaults. A narrow edit to a premium game remains a narrow edit. Make routine implementation calls yourself and complete authorized work before seeking a decision that only affects a later step. Ask only when a missing choice materially changes the requested result; continue independent work meanwhile. Until the requested bar is met, don't end a turn with a summary that announces the next step, an offer to continue, or a list of decisions that don't block the work; take the next step instead. End the turn when the work is done, or when only the user can unblock it.

Working style

Say in one sentence what you're about to do before your first tool call. While working, give a short update when you finish a phase, find something important, or change direction. Lead the final response with the outcome.

The lead owns shared interfaces, integration, and the final verification pass. Use available delegation tools for independent work that saves time or improves quality: asset generation alongside gameplay, or isolated UI work after the intent/state interface is defined. Normally use a lead plus up to two workers. Give each worker a task, separate file ownership, input/output contract, and acceptance criteria. Keep the immediate blocking integration work with the lead.

For substantial gameplay, graphics, or animation changes, one focused independent review can catch missed defects. Supply raw captures/code and the relevant rubric; ask for concrete defects rather than endorsement of the lead's score. Resolve findings without recursive review cycles. When delegation tools are absent, work directly.

Report what you ran and what you saw. If you couldn't run something, say that instead.

Sibling skills

Use the actual loaded skill directory as <director-skill-dir>. Resolve siblings through ../<skill>/SKILL.md there. If absent, use the runner's discovered skill path, then a matching repo skills/ directory or the active runner's install location (~/.agents/skills for Codex, ~/.claude/skills for Claude Code, legacy ~/.codex/skills last). Resolve references relative to the selected skill; avoid mixing installed versions.

PhaseSkill
Design brief, core loop, levels, entities, input, camera, physics, feelthreejs-gameplay-systems
Models, materials, shaders, VFX, lighting, render budget, scorecardthreejs-aaa-graphics-builder
HUD, menus, overlays, responsive and touch UIthreejs-game-ui-designer
Blank canvas, render/runtime bugs, mobile input, profilingthreejs-debug-profiler
Browser QA, screenshots, canvas pixels, bot playtest, production buildthreejs-qa-release
Characters, vehicles, weapons, buildings, rigs, animationthreejs-3d-generator
Concepts, textures, skies, logos, icons, GUI art, image-to-3D inputsthreejs-image-generator
SFX, music, ambience, UI sounds, announcer and dialoguethreejs-audio-generator

For complete games and broad upgrades, read all five production skills before implementing, plus generators whose trigger surfaces exist. Read each phase's required references at phase entry. For narrow edits, load the affected specialists and references, preserving unrelated systems. Record actual loaded resources when reporting skill use; a phase label is not a skill invocation.

Continuity and early quality

Start broad builds with the gameplay design brief, core-loop contract, and level plan. Define art direction, camera scale, and hero/readability targets early. Launch useful asset jobs while implementing the loop, then assess a representative playable scene with the real assets before multiplying levels, waves, or enemy variants. Inspect concepts and generated model previews before their dependent generation or rigging stages.

For substantial tasks maintain artifacts/game-progress.md: current intent and constraints, decisions, completed work, pending jobs with task IDs/checkpoint paths, remaining defects, and next actions. Re-read it after an interruption. A correction updates affected work; a status question does not replace the build objective. Preserve completed assets and mark obsolete pending outputs instead of accidentally spending again.

Use available background tool sessions or submit/status/download commands to keep independent work moving.

Show full SKILL.md (414 more words)Show less

The bar for premium work

Every visible surface that exists in the design is authored, not just the hero: player, obstacles and enemies, interactables, ground and world kit, HUD and menu states, lighting and materials, feel, and target-device performance. Unrefined primitives, empty arenas, box skylines, generic stat-card HUDs, and glow-or-fog-only detail are prototype placeholders unless the user explicitly chose that style. Interpret the scorecard through the genre rather than adding unrelated content.

Score the result with the 10-category scorecard in threejs-aaa-graphics-builder/references/visual-scorecard.md, using its anchors and the inspector's measured metrics rather than a personal rubric. Premium means no category below 2 and an average of at least 2.3.

Asset sourcing

bash
bash <director-skill-dir>/scripts/probe_asset_credentials.sh

When external generation is in scope, run it before assuming anything about keys. It sources the user's shell profile, which the agent process usually does not inherit, and prints KEY=SET|MISSING for all three providers. Explicitly procedural or no-external-service work does not need a credential probe.

With keys set, premium hero surfaces get generated assets: player, boss, creature, vehicle, ship, weapon, signature building. Respect an explicit procedural-only style or external-generation restriction. Procedural kits handle repeated props, decals, collision proxies, and instanced volume. Premium active gameplay includes event-driven audio.

Read references/asset-recovery.md when sourcing external assets or recovering a job; it classifies each failure and says when a local fallback is allowed. Continue independent work meanwhile.

Verification ownership

The lead consolidates specialist results into one check set appropriate to the change. Full games need production build, real-input progression and retry, target-viewport captures, renderer diagnostics, and the premium scorecard when requested. Small edits need affected behavior/layout checks. Repeat checks only after relevant changes, failures, or unresolved concerns. For animated work include motion captures covering locomotion, transitions, and contact timing, not only stills.

Getting started and checking output

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 --manifest artifacts/evidence.json --url http://127.0.0.1:5188
python3 <director-skill-dir>/scripts/check_evidence.py ./my-game --manifest artifacts/evidence.json

Generated games carry their own npm run inspect:canvas and npm run verify:visual. Before capturing, read references/evidence-manifest.md and declare the expected viewport/state pairs for this pass. The checker verifies only that set and its run ID. Its result establishes artifact coverage, not aesthetic quality or gameplay correctness. When maintaining the pack itself, use references/workflow-evaluations.md for behavioral comparisons.

Final response

Lead with what was built, whether it works, the local URL and controls, and remaining limitations. For substantial builds put the design artifacts, asset task IDs/paths, captures and motion evidence, renderer/physics metrics, tests, and scorecard in artifacts/final-evidence.md and link it. For narrow edits report only affected behavior and checks. Describe what ran and was observed; do not substitute a completion claim for missing evidence.

© majidmanzarpour, MIT. 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 6 other files (scripts, references) in skills/threejs-game-director of majidmanzarpour/threejs-game-skills.

  • SKILL.md
  • agents/openai.yaml
  • references/asset-recovery.md
  • references/evidence-manifest.md
  • references/workflow-evaluations.md
  • scripts/check_evidence.py
  • scripts/probe_asset_credentials.sh

Open the folder on GitHubat commit 8286774

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 skillmajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
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 Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0
Threejs World Generationcalesthio/OpenMontage66k—~2kAutomated safety check: PassAGPL-3.0
3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max709—~2.8kAutomated safety check: PassMIT

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Works with

Questions about Threejs Game Director

What does Threejs Game Director do?

Entrypoint for building, upgrading, and finishing Three.js browser games. Threejs Game Director is an agent skill from majidmanzarpour/threejs-game-skills.js browser games.

When should I use Threejs Game Director?

Threejs Game Director fits situations like: any request to build; ship a Three.js game as a whole; at any scope from a small arcade prototype to a premium release.

How do I install Threejs Game Director in Claude Code?

Run `npx skills add majidmanzarpour/threejs-game-skills --skill threejs-game-director -a claude-code`. Or copy the skill folder (skills/threejs-game-director in majidmanzarpour/threejs-game-skills) 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 majidmanzarpour/threejs-game-skills --skill threejs-game-director -a codex`. Or copy the skill folder (skills/threejs-game-director in majidmanzarpour/threejs-game-skills) 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 majidmanzarpour/threejs-game-skills --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 (python3, npm, 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 MIT 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 2.2k tokens (SKILL.md is roughly 9k 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 3.2k 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 Gameplay Systems (valkor-ai/loom, 1.2k stars) and Threejs World Generation (calesthio/OpenMontage, 66k 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?

majidmanzarpour (a GitHub user) maintains it in majidmanzarpour/threejs-game-skills, which has 2,465 GitHub stars. The repository was last updated on September 28, 2026.

Source: majidmanzarpour/threejs-game-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.