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.
Entrypoint for building, upgrading, and finishing Three.js browser games.
$ npx skills add valkor-ai/loom --skill threejs-game-director -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install valkor-ai/loom threejs-game-director --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/valkor-ai/loom.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-game-director .claude/skills/threejs-game-director && 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 "threejs-game-director" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-game-director into .claude/skills/threejs-game-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-game-director", 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/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-game-directorType 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 valkor-ai/loom --skill threejs-game-director -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install valkor-ai/loom threejs-game-director --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-game-director .agents/skills/threejs-game-director && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "threejs-game-director" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-game-director into .agents/skills/threejs-game-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-game-director", 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 valkor-ai/loom --skill threejs-game-director -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install valkor-ai/loom threejs-game-director --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-game-director .cursor/skills/threejs-game-director && 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 "threejs-game-director" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-game-director into .cursor/skills/threejs-game-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-game-director", 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/valkor-ai/loom.git --path plugins/shared/loom/skills/threejs/threejs-game-director--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 valkor-ai/loom --skill threejs-game-director -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install valkor-ai/loom threejs-game-director --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-game-director .gemini/skills/threejs-game-director && 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 "threejs-game-director" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-game-director into .gemini/skills/threejs-game-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-game-director", 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 valkor-ai/loom threejs-game-directorInstalls 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 valkor-ai/loom --skill threejs-game-director -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-game-director .github/skills/threejs-game-director && 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 "threejs-game-director" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-game-director into .github/skills/threejs-game-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-game-director", 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 valkor-ai/loom --skill threejs-game-director -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install valkor-ai/loom threejs-game-director --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/valkor-ai/loom.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/shared/loom/skills/threejs/threejs-game-director .opencode/skills/threejs-game-director && 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 "threejs-game-director" agent skill from https://github.com/valkor-ai/loom/tree/main/plugins/shared/loom/skills/threejs/threejs-game-director into .opencode/skills/threejs-game-director/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "threejs-game-director", 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.
threejs-game-directorEntrypoint for building, upgrading, and finishing Three.js browser games.
Threejs Game Director is an agent skill from valkor-ai/loom. 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 build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, and release-ready requests.
Its SKILL.md is about 2.3k 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: Loop engineering for agentic software delivery. The licence is Apache-2.0.
Read from SKILL.md and the folder at commit a30a7e6. It shows what the files ask for, not the result of running them.
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.
Ships 2 files in scripts/ (Python and Shell), which the agent can run.
Shell commands in SKILL.md call:
python3npmbashnodeFrom the folder's file list and the shell code blocks in SKILL.md.
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.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Threejs Game Director loads about 2.3k tokens when it runs, and up to ~5.5k if it reads all its reference files. Until then it costs about 95 tokens; SKILL.md has 1,103 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); the scripts in this folder are not scanned.
The full file from valkor-ai/loom at commit a30a7e6, republished under its Apache-2.0 licence (© valkor-ai). 1,103 words, ~2,260 tokens.
.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.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.
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.
Say in one sentence what you're about to do before your first tool call. While working, give a brief update only when you 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.
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.
| Phase | Skill |
|---|---|
| Design brief, core loop, levels, entities, input, camera, physics, feel | threejs-gameplay-systems |
| Models, materials, shaders, VFX, lighting, render budget, scorecard | threejs-aaa-graphics-builder |
| HUD, menus, overlays, responsive and touch UI | threejs-game-ui-designer |
| Blank canvas, render/runtime bugs, mobile input, profiling | threejs-debug-profiler |
| Browser QA, screenshots, canvas pixels, bot playtest, production build | threejs-qa-release |
| Characters, vehicles, weapons, buildings, rigs, animation | threejs-3d-generator |
| Concepts, textures, skies, logos, icons, GUI art, image-to-3D inputs | threejs-image-generator |
| SFX, ambience, UI sounds, announcer and dialogue | threejs-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.
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. Native API async calling, steering, and reasoning configuration are host capabilities, not settings enabled by this skill.
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.
bash <director-skill-dir>/scripts/probe_asset_credentials.shWhen 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. Missing credentials or exhausted credits permit a documented local fallback. A transient error calls for bounded recovery of the existing job; invalid parameters need correction. An uncertain paid submission must be reconciled before replacement. Continue independent work and identify any quality requirement still unmet after fallback.
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.
python3 <threejs-gameplay-systems-skill-dir>/scripts/create_threejs_game.py ./my-game
node <threejs-qa-release-skill-dir>/scripts/inspect-threejs-canvas.mjs --url http://127.0.0.1:5188 --state active-play --run-id pass-1
python3 <director-skill-dir>/scripts/check_evidence.py ./my-game --manifest artifacts/evidence.jsonGenerated 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.
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.
© valkor-ai, 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
SKILL.md and 6 other files (scripts, references) in plugins/shared/loom/skills/threejs/threejs-game-director of valkor-ai/loom.
Open the folder on GitHubat commit a30a7e6
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Threejs Game Director this skillvalkor-ai/loom | 1.2k | — | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| 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 World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 | |
| 3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max | 709 | — | ~2.8k | Automated safety check: Pass | MIT |
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
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majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
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.
feitangyuan/motion-web
Design and build motion-first creative websites — page design (structure, type scale, palette, spacing) plus interaction choreography: scroll animation, Framer Motion, GSAP, and light 3D via…
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…
valkor-ai/loom
Generate, texture, rig, animate, stylize, convert, and download 3D assets for Three.js games via the Tripo API.
valkor-ai/loom
Generate and edit 2D image assets for Three.js games with Google's Gemini image API: concept sheets, image-to-3D inputs, texture and material references, sky and background plates, decals, logos…
valkor-ai/loom
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature and boss stingers…
valkor-ai/loom
Verify and release Three.js browser games: playtest QA, automated bot playtests, mobile and responsive checks, production builds, static-hosting base paths, debug gating, bundle review, screenshots…
valkor-ai/loom
Upgrade Three.js games from prototype visuals to premium browser graphics: art-direction critique, procedural model building, material and texture libraries, world prop kits, shaders, VFX, lighting…
Works with
Categories
Entrypoint for building, upgrading, and finishing Three.js browser games. Threejs Game Director is an agent skill from valkor-ai/loom.js browser games.
Threejs Game Director fits situations like: release-ready requests; tasks that involve 3D graphics and WebGL.
Run `npx skills add valkor-ai/loom --skill threejs-game-director -a claude-code`. Or copy the skill folder (plugins/shared/loom/skills/threejs/threejs-game-director in valkor-ai/loom) into .claude/skills/threejs-game-director in your project. Claude Code loads it when a task matches its description.
Run `npx skills add valkor-ai/loom --skill threejs-game-director -a codex`. Or copy the skill folder (plugins/shared/loom/skills/threejs/threejs-game-director in valkor-ai/loom) into .agents/skills/threejs-game-director 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 valkor-ai/loom --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.
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.
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.
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.
Threejs Game Director 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.
About 2.3k 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.
Skills that share tags, products or a category with Threejs Game Director: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Threejs 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.
valkor-ai (a GitHub organization) maintains it in valkor-ai/loom, which has 1,221 GitHub stars. The repository holds 17 skills in this directory. The repository was last updated on October 6, 2026.
Source: valkor-ai/loom on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.