Skill detail

threejs-game-director

Entrypoint for building, upgrading, and finishing Three.js browser games, routing work across gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release skills.

Why we recommend it: Routes Three.js game work including 3D asset generation, adjacent to 3D modeling but game-director scope.

MatchPossibleRecommended for 3D Modeling
Sourcemajidmanzarpour/​threejs-game-skillsExternal source
Reported installs2,563Popularity signal only

Inspect before use

Read the source instructions and check the requirements before you install this skill.

Saved source preview

SKILL.md

The saved excerpt is a snapshot from when this skill was listed. The external source remains the complete and most current version.

---
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.

| 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, music, ambience, UI sound
Read the full source on GitHub (opens external page)
Context

Related work