
Three.js Game Director
FreeStreamline your Three.js game development process.
Free · Opens the source repo
What Three.js Game Director does
The Three.js Game Director skill is designed to manage the entire lifecycle of a browser game built with Three.js. It provides a structured approach to game development, ensuring that every aspect of the game—from gameplay mechanics to high-fidelity graphics—is handled efficiently. This skill is particularly valuable for developers looking to create premium-quality games or those who want to streamline their workflow by orchestrating multiple related tasks without manual intervention.
This skill serves as a central hub, coordinating the loading and execution of various sibling skills that handle specific aspects of game development. For instance, it can invoke skills related to gameplay systems, AAA graphics, user interface design, debugging, and quality assurance. By automating these processes, developers can focus on creative aspects rather than getting bogged down by technical details. The Game Director skill also includes mechanisms for asset sourcing, ensuring that developers have access to high-quality 3D models, textures, and audio assets as needed.
In addition to managing the game development phases, the Three.js Game Director skill keeps detailed ledgers for skill loading, reference tracking, asset sourcing, and phase execution. This transparency allows developers to see the status of their project at any time and ensures that all necessary components are in place before moving on to the next phase of development. It emphasizes the importance of premium quality, rejecting any prototype-quality work that does not meet the established standards.
Overall, this skill is ideal for developers and designers who are serious about creating high-quality browser games with Three.js. It provides a comprehensive framework that not only enhances productivity but also ensures that the final product meets industry standards for quality and performance.
When to use it
Use this skill when you need to develop a complete browser game with Three.js, especially for premium or AAA-quality projects.
When not to use it
This skill may not be suitable for simple projects or prototypes that do not require a structured, high-quality approach to game development.
What you can build with it
Developing a Premium Game
Use the Three.js Game Director to manage the entire development process of a premium-quality game, ensuring all phases are executed correctly.
Streamlining Game Asset Management
Leverage the skill's asset sourcing capabilities to efficiently gather high-quality 3D models, textures, and audio assets for your game.
Quality Assurance for Game Releases
Utilize the skill's built-in QA processes to ensure that your game meets all necessary quality standards before release.
How to install Three.js Game Director
View source1. Install with the skills CLI
npx skills add majidmanzarpour/threejs-game-skills/threejs-game-director --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by majidmanzarpourThree.js Game Director
Purpose
Own the end-to-end game outcome. Build the playable loop, route through the right phases, verify evidence, and do not call prototype-quality work premium. "Less basic" from the user means the current visual level is rejected: treat it as the premium bar.
Runner Capability Check
Before planning, note what this runner can do and adapt:
- Invoke sibling skills directly? Usually not — the runner invokes only this skill. Load sibling
SKILL.mdfiles with file-read tools instead. Never claim a skill was "invoked" when it was only loaded/read. - Read files by path? Resolve every skill and reference path through the path ladder below. If a required file cannot be read anywhere on the ladder, record the failure in the ledger and use
references/phase-playbook.mdas the fallback procedure for that phase. - Run shell commands (node + python3)? If yes, use the packaged scripts (scaffold creator, credential probe, canvas inspector, report audit). If not, ask the user to run each command and paste the output; never fabricate script output.
- Drive a browser / run Playwright? If yes, capture screenshots and canvas inspection yourself. If not, ask the user to run
npm run verify:visualandnpm run inspect:canvasand paste the results; report unverified visuals as a residual risk, never as verified.
Skill Path Ladder
Try in order, expanding ~ to the user's home directory when the read tool requires absolute paths:
../<skill-name>/SKILL.mdrelative to this skill's directory~/.claude/skills/<skill-name>/SKILL.md~/.codex/skills/<skill-name>/SKILL.md~/.agents/skills/<skill-name>/SKILL.mdskills/<skill-name>/SKILL.mdin the repository source
Reference files resolve the same way: <skill-dir>/references/<file>.md. Sibling skills point back to this ladder instead of restating it.
Sibling Skill Loading
For broad work (complete, premium, AAA, polished, high-fidelity, showcase, from-scratch, upgrade, release-ready), load all five phase skills before implementation: threejs-gameplay-systems, threejs-aaa-graphics-builder, threejs-game-ui-designer, threejs-debug-profiler, threejs-qa-release. For narrow director-invoked work, load the directly relevant sibling plus threejs-qa-release. Do not skip sibling loading because this director bundles a phase playbook.
Load generator skills before deciding generated assets are unnecessary, whenever their trigger surfaces exist in premium/AAA/showcase/complete/release-ready/"less basic" work:
threejs-3d-generator/SKILL.md— characters, creatures, bosses, vehicles, ships, weapons, buildings, signature props, complex pickups, hero environment pieces, rigging/animation, textured imports.threejs-image-generator/SKILL.md— concept/reference sheets, texture and material references, skies/backgrounds, logos, icons, decals, GUI/title/menu art, terrain/sky plates, image-to-3D inputs.threejs-audio-generator/SKILL.md— SFX, ambience, UI sounds, vehicle/weapon/boss audio, announcer/dialogue, voice conversion, audio cleanup.
External Asset Sourcing Gate
- Never record "not-needed" for a generator before loading its
SKILL.mdwhen trigger surfaces exist. - Before claiming an API key is unavailable, run the credential probe and paste its literal
KEY=SET|MISSINGoutput into the report. Each generator script also has its ownprobesubcommand.
bash <director-skill-dir>/scripts/probe_asset_credentials.sh
- For premium hero surfaces (player, enemy, boss, creature, vehicle, ship, weapon, building, signature prop), procedural-only is not an allowed final answer without real blocker evidence: a
MISSINGprobe line, or an attempted generation command plus its API/network/quota error. Otherwise at least one high-value surface must show a 3D generator task ID, downloaded GLB/GLTF/FBX path, image generator output path, or documented hybrid chain. - For premium active gameplay, missing audio is a reported gap unless the user asked for silent/offline output or the audio key/API is blocked.
- Fill the external asset sourcing ledger before the graphics phase. The ledger template and the allowed skip reasons live in
references/phase-playbook.md.
Reference Gate
References are phase-entry gates, not optional enrichment. The canonical per-phase Required References list lives in references/phase-playbook.md; load that file at planning time for broad work and at phase entry otherwise.
- Load required references at phase entry, not at the end.
- Track every required reference in the reference ledger with yes/no/not-needed, path, and failure reason.
- A phase cannot be marked
doneuntil its required references are loaded, or the final answer reports the reference as unavailable and the phase as blocked/fallback. - For premium/AAA/showcase claims, the final response must include the filled 10-category visual scorecard from
threejs-aaa-graphics-builder/references/visual-scorecard.md, including measured evidence, average, and automatic failures remaining. Do not substitute a personal rubric. - Thorough mode is the default for broad, premium, AAA, showcase, complete, and release-ready requests. Economy mode is allowed only for narrow fixes that do not claim premium quality.
If Task/subagent/workflow tools are available, delegate each major phase to a focused worker with the phase SKILL.md plus its required references explicitly loaded. If unavailable, execute serially after loading the same files.
Ledgers
Keep four ledgers: skill-loading, reference, external asset sourcing, and phase execution. Templates live in references/phase-playbook.md.
Compaction rule: report every row that has meaningful state (yes/no/blocked/done/skipped plus path or evidence), and collapse consecutive not-needed rows into a single line naming them. Never omit or compress rows that carry real state.
Phase Routing
threejs-gameplay-systems: design brief, core loop contract, level/encounter plan, first playable slice, architecture, mechanics, entities, input, camera, physics selection, game feel.- External asset sourcing: credential probe, generator skill loading, source decision per surface, task IDs/output files or blocker evidence. Must complete before the graphics phase is
donefor premium work. threejs-aaa-graphics-builder: basic-looking screenshots, asset architecture, models, materials, technical art, shaders, VFX, lighting/render, visual scorecard.threejs-game-ui-designer: HUDs, menus, overlays, responsive UI, icons, safe areas, UI states.threejs-debug-profiler: blank canvas, render/runtime bugs, loading, resize, mobile input/render bugs, performance profiling.threejs-qa-release: browser QA, screenshots, canvas pixels, responsive checks, visual test harness decision, bot playtest, production build, preview, release notes.threejs-3d-generator/threejs-image-generator/threejs-audio-generator: external AI-generated 3D models and rigs, 2D concepts/textures/logos/GUI art, and SFX/ambience/voice.
When a sibling skill file is loaded, follow its workflow for that phase. Phase entry/exit evidence, ledger templates, and the fallback procedure for unloadable siblings all live in references/phase-playbook.md.
Packaged Runtime Resources
New projects use the gameplay skill's scaffold creator; canvas verification uses the generated game's npm run inspect:canvas or the QA skill's packaged inspector:
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
Premium Completion Rule
Premium, AAA, polished, complete, release-ready, and showcase requests require visible quality across gameplay, hero/player, obstacles/enemies, rewards/interactables, world kit, HUD/menu states, render/lighting/materials, feel, performance/mobile, and QA. If screenshots are dominated by primitives, flat roads/arenas, generic stat cards, sparse worlds, or glow-only detail, the task is not done. The full completion gate is in references/phase-playbook.md.
Required Verification
- Build/typecheck; local browser run; console/page error check.
- Game design brief, core loop contract, and level/encounter plan for broad game creation or major gameplay changes.
- Active desktop and mobile screenshots plus nonblank canvas pixel evidence.
- Main input/objective/fail-or-restart path exercised.
- Visual scorecard with measured evidence for premium/AAA claims, plus a fresh-eyes review pass per
threejs-aaa-graphics-builder/references/visual-scorecard.md. - External asset sourcing ledger, credential probe output, and real external outputs or blocker evidence for premium asset-category claims.
- Audio evidence or a reported blocker for premium active-gameplay claims.
- Renderer diagnostics when graphics changed; technical art budget and VFX/readability evidence when premium graphics changed.
- Visual test harness decision, and bot playtest evidence when release-ready gameplay is claimed.
- Final ledgers with evidence and remaining blockers.
Report Audit
When shell tools are available, draft the final evidence report to a markdown file and audit it before finalizing broad or premium work:
python3 <director-skill-dir>/scripts/audit_reference_report.py --premium /path/to/final-report.md
Use --premium for premium/AAA/showcase/high-fidelity/polished/complete/release-ready/"less basic" claims; add --physics for physics-heavy games; add --audio when generated or integrated audio is in scope; add --no-design only for debug/perf/QA-only reports with no gameplay claims. If the audit fails, fix the missing sections or state the exact blocker instead of claiming completion. If the script is unavailable, manually enforce the same sections listed in Required Verification.
Final Response
Report the ledgers (compacted per the rule above), game design brief, core loop contract, level/encounter plan, files changed, run URL, controls, verification commands, screenshots/artifacts, renderer/performance notes, technical art budget, visual test harness decision, quality gates passed, skipped phases, and remaining risks. For premium/AAA/showcase claims, include the filled visual scorecard with measured evidence and automatic failures remaining. Be precise: "invoked" means a slash/tool skill invocation; "loaded" means the file was read into context; "executed phase" means the work was performed under loaded skill guidance or the phase playbook.
Frequently asked questions about Three.js Game Director
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