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build-mobile-threejs-games — Claude Code skill: mobile Three.js games

A skill for building and testing a Three.js game for mobile web: touch controls, responsive HUD, performance budgets.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill build-mobile-threejs-games -a claude-code
Open on GitHub

What build-mobile-threejs-games does

The skill frames mobile as the primary surface for controls and performance, not a shrunken desktop. Reach for it when the game already runs in a browser but feels wrong under a thumb.

Three blocks of rules sit inside. Controls: a clear movement scheme, reachable primary actions, target selection, cancel and reset paths, and non-drag alternatives for inventory. Nothing lands in unsafe areas or overlaps another action zone, and held, unavailable and queued actions all give feedback. The responsive HUD covers portrait and landscape viewports — status, target data, inventory, tooltips and dialogs stay legible without covering the playfield, and an orientation change does not reset gameplay state.

The third block is performance and QA. The skill advises device-appropriate quality defaults and adaptive decorative effects. Testing covers touch targets, multi-touch, long sessions, audio unlock, pause and background return, reduced motion, low-end quality and real mobile-size viewports in the repository-approved browser. Without a real phone on hand, half of those checks are guesswork.

What it helps with

  • build touch movement a thumb can actually reach
  • separate action zones so buttons stop overlapping
  • keep the HUD readable in portrait and landscape
  • survive an orientation change without resetting the game
  • test multi-touch and background return on a real phone

Example prompts for the agent

  • build mobile controls for this Three.js game: movement, primary action, cancel
  • rework the HUD so it stops covering the playfield in portrait
  • run the mobile QA checklist: touch targets, multi-touch, long session, background return

How to install build-mobile-threejs-games

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill build-mobile-threejs-games -a claude-code

2Manually: put the files in place

~/.claude/skills/build-mobile-threejs-games/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/build-mobile-threejs-games/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about build-mobile-threejs-games

How do I install build-mobile-threejs-games in Claude?

Run npx skills add MengTo/Skills --skill build-mobile-threejs-games -a claude-code. The skill file then lives at ~/.claude/skills/build-mobile-threejs-games/SKILL.md.

What does build-mobile-threejs-games do?

It gives the agent rules for building, tuning and testing a Three.js game for mobile web: touch controls, responsive HUD, performance budgets and mobile browser QA.

Which platforms does the skill support?

Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. Each has its own install command — for Cursor it is npx skills add MengTo/Skills --skill build-mobile-threejs-games -a cursor.

Source text

SKILL.md · MIT
---
name: build-mobile-threejs-games
description: Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.
---

# Build Mobile Three.js Games

Treat mobile as a primary control and performance surface.

## Controls

Provide a clear movement control, reachable primary actions, target selection, cancel/reset paths, and non-drag alternatives for inventory. Keep controls out of unsafe areas, avoid overlapping action zones, and show feedback for held, unavailable, and queued actions.

## Responsive HUD

Design for representative portrait and landscape viewports. Keep vital status, target data, inventory, tooltips, and dialogs legible without covering the playfield. Support orientation changes without resetting gameplay state.

## Performance and QA

Use device-appropriate quality defaults and adaptive decorative effects. Test touch targets, multi-touch, long sessions, audio unlock, pause/background return, reduced motion, low-end quality, and actual mobile-size viewports in the repository-approved browser.

© MengTo · MIT · MengTo/Skills

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