Agent skill

Build Game Monster System

by nirholas in nirholas/three.ws

Build, integrate, audit, or refactor rigged monsters for Three.js and web action games.

Apache-2.0Auto-check passedGame Development

Install Build Game Monster System

skills CLI
$ npx skills add nirholas/three.ws --skill build-game-monster-system -a claude-code

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

GitHub CLI
$ gh skill install nirholas/three.ws build-game-monster-system --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/nirholas/three.ws.git skills-src && mkdir -p .claude/skills && cp -r skills-src/third_party/designcode-agent-skills/agent-skills/game-development/build-game-monster-system .claude/skills/build-game-monster-system && 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
build-game-monster-system
GitHub stars
228
Used in
1 other repo
Token cost
~1.1k tokens
SKILL.md length
520 words
Files
3 (incl. references)
Skills in repo
92
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build, integrate, audit, or refactor rigged monsters for Three.js and web action games.

  • Works in 4 steps: MonsterDefinition: serializable authored… → MonsterRig: semantic transform… → MonsterRuntime: current state, timers,… → …
  • Monster asset contracts
  • SKILL.md covers Establish the contract, Separate four layers, Build the rig and Connect behavior and combat, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Build Game Monster System is an agent skill from nirholas/three.ws. Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `agents/openai.yaml` and `references/monster-contract.md`).

It sits in Game Development, covering 3D graphics and WebGL and Game development. It works with Three.js. The repository describes itself as: Open-source platform for 3D AI agents. Turn text or a photo into a rigged, animated GLB avatar, give it an LLM brain, memory and a wallet, and embed it anywhere with one web… The licence is Apache-2.0.

When your agent uses it

  • Monster asset contracts
  • Imported creature rigs
  • Semantic joints and sockets
  • Hurtboxes and attack volumes

Example prompts

  • “/build-game-monster-system”

Workflow steps

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

  1. MonsterDefinition: serializable authored facts, tags, scale, stats, attacks, locomotion, asset provenance, and budgets.
  2. MonsterRig: semantic transform hierarchy, joints, sockets, secondary-motion anchors, materials, and LOD visuals.
  3. MonsterRuntime: current state, timers, target intent, health/posture, cooldowns, and authoritative combat events.
  4. MonsterViewAdapter: drives rig poses, VFX, audio, visibility, and LOD from runtime state; never decides hits from rendered pose.

What it can do on your machine

Read from SKILL.md and the folder at commit ec8d1d2. 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

    No scripts in the folder and no shell commands in SKILL.md.

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

  • Network

    No URLs in SKILL.md.

    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

Build Game Monster System loads about 1.1k tokens when it runs, and up to ~3k if it reads all its reference files. Until then it costs about 98 tokens; SKILL.md has 520 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~98
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3k

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

Safety

Auto-check passed

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

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

SKILL.md

The full file from nirholas/three.ws at commit ec8d1d2, republished under its Apache-2.0 licence (© nirholas). 520 words, ~1,119 tokens.

Download SKILL.mdSave it as .claude/skills/build-game-monster-system/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
build-game-monster-system
description
Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.

Build Game Monster System

Build monsters as gameplay-compatible runtime assets, not decorative meshes.

Establish the contract

Read references/monster-contract.md before implementation or audit. Check the real game content model, combat events, enemy state machine, collision API, camera distance, and asset loader before extending the contract.

Use related skills when applicable:

  • Use img2threejs for image-driven procedural reconstruction and its staged visual gates.
  • Use build-hybrid-game-assets to choose procedural versus imported representation and record provenance/budgets.
  • Use tune-enemy-ai for perception, intent, movement, and behavior transitions.
  • Use design-action-combat for startup/active/recovery timing and authoritative contact.

Separate four layers

  1. MonsterDefinition: serializable authored facts, tags, scale, stats, attacks, locomotion, asset provenance, and budgets.
  2. MonsterRig: semantic transform hierarchy, joints, sockets, secondary-motion anchors, materials, and LOD visuals.
  3. MonsterRuntime: current state, timers, target intent, health/posture, cooldowns, and authoritative combat events.
  4. MonsterViewAdapter: drives rig poses, VFX, audio, visibility, and LOD from runtime state; never decides hits from rendered pose.

Do not duplicate authored combat values in the rig or UI.

Build the rig

  • Use +Y up, +Z forward, meters, and a ground-contact root.
  • Keep root -> motion -> body stable across every monster and LOD.
  • Parent limb segments as real joint chains so shoulder/hip motion propagates through elbows/knees to wrists/ankles.
  • Name semantic equivalents for nonhumanoids; do not fake absent anatomy.
  • Provide sockets for attack origins, VFX, audio, targeting, ground contact, attachments, and death effects.
  • Keep visual meshes out of physics by default. Provide simple solid, navigation, hurt, attack, and trigger shapes separately.
  • Preserve root, joints, sockets, collision, and animation state across LOD changes.

Connect behavior and combat

Support at least idle, investigate, pursue, reposition, windup, attack, recover, stagger, and defeated. Each attack definition must declare startup, active, recovery, cooldown, contact shape/socket, damage/posture output, facing rule, and interrupt/cancel policy.

Drive contacts from authoritative action IDs and collision events. Animation may expose a normalized phase, but it must not create damage by itself.

Show full SKILL.md (210 more words)Show less

Compose testable movesets

  • Author movesets as serializable sequences of intent states and attack IDs. Keep attack timing in the attack definitions; the moveset references it instead of copying it.
  • Compile attack steps into explicit startup, active, and recovery phases.
  • Provide a pure sampler from (movesetId, elapsed) to state, attack, normalized phase, active flag, interruptibility, and stable action ID.
  • Give every loop cycle a new action ID while preserving one ID across an attack's startup, active, and recovery phases.
  • Expose queryable or seeded fixtures for the midpoint and boundaries of every phase so reviewers can freeze and reproduce them without campaign playthrough.

Verify conformance

  • Add deterministic fixtures for all required states, each attack phase, interrupt/stagger, death, LOD switching, and reset.
  • Test moveset timeline continuity, exact active-window boundaries, full attack coverage, per-action ID stability, and per-loop ID renewal.
  • Test joint propagation, socket stability, collider coverage, single-contact idempotence, and disposal.
  • Render the monster at real encounter distance in the in-app browser.
  • Measure triangles, draw calls, textures, frame time, and mobile pixel-ratio behavior.
  • Fail the asset if it has floating attachments, missing mandatory states, pose-derived damage, LOD socket drift, or unbounded resource cost.

Report whether the monster fully conforms, conforms with documented exceptions, or needs a new archetype capability added to the shared contract.

© nirholas, Apache-2.0. 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 2 other files (references) in third_party/designcode-agent-skills/agent-skills/game-development/build-game-monster-system of nirholas/three.ws.

  • SKILL.md
  • agents/openai.yaml
  • references/monster-contract.md

Open the folder on GitHubat commit ec8d1d2

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in nirholas/three.ws, which our catalogue first saw on October 7, 2026.

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Build Game Monster System 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.

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Works with

Questions about Build Game Monster System

What does Build Game Monster System do?

Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. ws.js and web action games.

When should I use Build Game Monster System?

Build Game Monster System fits situations like: monster asset contracts; imported creature rigs; semantic joints and sockets; hurtboxes and attack volumes.

How do I install Build Game Monster System in Claude Code?

Run `npx skills add nirholas/three.ws --skill build-game-monster-system -a claude-code`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-game-monster-system in nirholas/three.ws) into .claude/skills/build-game-monster-system in your project. Claude Code loads it when a task matches its description.

How do I install Build Game Monster System in Codex?

Run `npx skills add nirholas/three.ws --skill build-game-monster-system -a codex`. Or copy the skill folder (third_party/designcode-agent-skills/agent-skills/game-development/build-game-monster-system in nirholas/three.ws) into .agents/skills/build-game-monster-system in your project. Codex loads it when a task matches its description.

Can I use Build Game Monster System 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 nirholas/three.ws --skill build-game-monster-system -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-monster-system, .gemini/skills/build-game-monster-system, .github/skills/build-game-monster-system and .opencode/skills/build-game-monster-system in your project.

What does Build Game Monster System need to run?

SKILL.md names no scripts, command-line tools or credentials: Build Game Monster System is instructions for the agent only.

Does Build Game Monster System access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Build Game Monster System safe to install?

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

What licence does Build Game Monster System use?

Build Game Monster System is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Build Game Monster System use?

About 1.1k tokens (SKILL.md is roughly 4.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Build Game Monster System?

Skills that share tags, products or a category with Build Game Monster System: Game Assets (glifxyz/glif-mcp-server, 212 stars), Substance 3D Texturing (freshtechbro/claudedesignskills, 1k stars), Engine Selection (sickn33/agentic-awesome-skills, 47k stars) and Game Development (sickn33/agentic-awesome-skills, 47k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Build Game Monster System?

nirholas (a GitHub user) maintains it in nirholas/three.ws, which has 228 GitHub stars. The repository holds 92 skills in this directory. The repository was last updated on October 9, 2026.

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