build-hybrid-game-assets — Claude Code skill for Three.js assets
A skill that helps you choose how to build assets for a Three.js or web game: imported meshes, procedural geometry or 2D media.
npx skills add MengTo/Skills --skill build-hybrid-game-assets -a claude-codeWhat build-hybrid-game-assets does
The skill walks you through an asset pipeline for a Three.js or other web game. It starts by classifying what you actually need: a hero character with authored animation, a weapon or prop, a UI icon, a menu backdrop. Each category gets its own preferred form. A rigged mesh covers the character, procedural Three.js geometry covers cases where silhouette, sockets, collision and code-driven variants matter. 2D images and video go straight into the UI.
Then it asks for a compact reference set: hero view, silhouette or side view, a close-up of palette and materials, plus usage context. Before implementation you define camera distance, scale, pivot, collision, attachment sockets and budget. One image cannot establish hidden geometry, so the skill either requests more views or picks deliberate stylization. When a reference's visible form must become code, it points to img2threejs with its quality gates and calls the result a reconstruction.
Verification happens in the game, not the asset viewer: real camera distance, lighting, readability, collision contact, animation, mobile viewport. The skill asks you to measure draw calls, triangles, texture count and frame time. A separate step records provenance for every runtime asset — imported, procedural, generated 2D or reference-only — along with source and license. That is a reason to check licenses before scene integration rather than after.
What it helps with
- decide between an imported mesh and procedural geometry for a prop
- build a reference set before modelling a character
- export 2D icons and menu backdrops at real display density
- measure draw calls and frame time on a mobile viewport
- record source and license for every asset in the scene
Example prompts for the agent
- help me plan the asset pipeline for a Three.js web game
- should this sword be procedural geometry or an imported mesh?
- audit the assets in-game: readability, collision and frame time
How to install build-hybrid-game-assets
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill build-hybrid-game-assets -a claude-code2Manually: put the files in place
~/.claude/skills/build-hybrid-game-assets/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/build-hybrid-game-assets/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill build-hybrid-game-assets -a codex2Manually: put the files in place
.agents/skills/build-hybrid-game-assets/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill build-hybrid-game-assets -a cursor2Manually: put the files in place
.cursor/skills/build-hybrid-game-assets/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install MengTo/Skills build-hybrid-game-assets2Manually: put the files in place
.github/skills/build-hybrid-game-assets/SKILL.md1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill build-hybrid-game-assets -a gemini-cli2Platform CLI
gemini skills install https://github.com/MengTo/Skills --path agent-skills/game-development/build-hybrid-game-assetsManually: put the files in place
.devin/skills/build-hybrid-game-assets/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add MengTo/Skills --skill build-hybrid-game-assets -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about build-hybrid-game-assets
How do I install build-hybrid-game-assets in Claude?
Run npx skills add MengTo/Skills --skill build-hybrid-game-assets -a claude-code. The skill lands in ~/.claude/skills/build-hybrid-game-assets/SKILL.md.
What does build-hybrid-game-assets do?
It plans, creates, integrates and audits a hybrid asset pipeline for a Three.js or web game. It helps pick the asset representation that fits gameplay and the runtime budget.
Do I have to run every reference image through image-to-3D?
No, the skill advises against it. A reference usually serves as visual guidance, while the playable level or model is authored separately.
Source text
SKILL.md · MIT
--- name: build-hybrid-game-assets description: Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery. --- # Build Hybrid Game Assets Choose the asset representation that best serves gameplay, readability, iteration speed, and runtime budget. Do not force every reference image through image-to-3D reconstruction. ## Classify the asset before making it | Need | Preferred representation | | --- | --- | | Hero character or complex authored animation | Imported rigged mesh, with verified license and scale | | Weapon, relic, pickup, creature variant, architecture, or interaction prop | Procedural Three.js geometry when controllable silhouette, sockets, collision, or code-driven variants matter | | Concept, class portrait, inventory icon, cursor, backdrop, or menu treatment | Generated or authored 2D image/video used directly as UI media | | Level mood, composition, or spacing reference | Concept image used as visual guidance; author the actual playable level separately | | Reference image whose visible form itself must become a code model | Use `img2threejs` with its quality gates and state the result is a reconstruction, not extracted geometry | ## Create image-first work accurately Generate a compact reference set: hero view, silhouette/side view when geometry matters, palette/material close-up, and usage context. Define camera distance, scale, pivot, collision, attachment sockets, animation needs, and budget before implementation. A single image cannot establish hidden geometry; request more views or select deliberate stylization. ## Build the runtime asset - For imported meshes, normalize coordinate system, scale, pivot, materials, animation clips, and ownership/license before scene integration. - For procedural geometry, expose a factory with named parts, stable sockets, deterministic variation, collider guidance, and reusable materials. - For 2D assets, export transparent media at the actual display density; provide alt text/labels where user-facing and avoid using raster art as fake 3D collision. - Keep authored content identifiers separate from runtime state. Do not duplicate item, material, or gameplay facts in UI code. ## Verify in the game, not the asset viewer Check the real camera distance, lighting, readability, collision/contact, animation, mobile viewport, and performance. Measure representative draw calls, triangles, texture count, and frame time. Keep visuals original: use references for visual grammar, then create new identity, geometry, and media. ## Record provenance Track whether each runtime asset is imported, procedural, generated 2D, or reference-only, together with source/license and generation input where applicable. Do not claim an image-to-model pipeline unless source and runtime code actually demonstrate one.
© MengTo · MIT · MengTo/Skills