threejs-aaa-graphics-builder — Claude Code skill overview
A skill for upgrading Three.js games from rough prototypes to production visuals: builds materials, lighting, VFX, shaders, and evaluates scenes against a scorecard.
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder -a claude-codeWhat threejs-aaa-graphics-builder does
This skill structures the graphics upgrade for Three.js browser games. It enforces a strict order: craft authored geometry first, build materials and procedural textures second, configure lighting with tone mapping third, and add event-driven VFX last. Glow alone cannot rescue primitive meshes. Every visual pass is measured against a 10-category scorecard where target views must reach at least score two across all criteria.
The package relies on four internal references: authoring recipes for models, technical art budgets with LOD and instancing, a shader cookbook, and calibration anchors. Any custom shader or onBeforeCompile hook requires verification against the project's exact Three.js version: recipes serve as starting points rather than drop-in fixes. The workflow touches every visible element, covering track geometry, hazards, rewards, decals, and background layers.
If you generate models externally using threejs-image-generator or threejs-3d-generator, you must run threejs-game-director/scripts/probe_asset_credentials.sh to validate API credentials. Procedural assets run without external keys.
What it helps with
- eliminate the prototype look from Three.js scenes
- build procedural materials, decals, and texture libraries
- set up scene lighting and tone mapping pipelines
- implement instancing and LOD to meet render budgets
- evaluate active views against a 10-category visual scorecard
Example prompts for the agent
- Score our current Three.js gameplay screenshots and upgrade the environment graphics
- Build procedural materials and set up tone mapping lighting for this browser game
- Rework the obstacle meshes and VFX to meet browser render budgets
How to install threejs-aaa-graphics-builder
1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder -a claude-code2Manually: put the files in place
~/.claude/skills/threejs-aaa-graphics-builder/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/threejs-aaa-graphics-builder/
1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder -a codex2Manually: put the files in place
.agents/skills/threejs-aaa-graphics-builder/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder -a cursor2Manually: put the files in place
.cursor/skills/threejs-aaa-graphics-builder/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install majidmanzarpour/threejs-game-skills threejs-aaa-graphics-builder2Manually: put the files in place
.github/skills/threejs-aaa-graphics-builder/SKILL.md1Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder -a gemini-cli2Platform CLI
gemini skills install https://github.com/majidmanzarpour/threejs-game-skills --path skills/threejs-aaa-graphics-builderManually: put the files in place
.devin/skills/threejs-aaa-graphics-builder/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder -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 threejs-aaa-graphics-builder
How to install threejs-aaa-graphics-builder in Claude Code?
Run the command npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder -a claude-code.
What does threejs-aaa-graphics-builder do?
The skill manages production visual passes for Three.js browser games. It coordinates model building, procedural materials, lighting, shaders, and VFX while scoring each view against a 10-category benchmark.
Are external API keys required to use this skill?
Keys are not needed when building graphics procedurally in Three.js. If you use external generation through threejs-image-generator or threejs-3d-generator, run threejs-game-director/scripts/probe_asset_credentials.sh to check credentials.
Source text
SKILL.md · MIT
--- name: threejs-aaa-graphics-builder description: "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 and render pipeline, LOD and instancing, render budgets, and a 10-category visual scorecard. Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics." --- # Three.js AAA Graphics Builder Own the production graphics pass: turn basic screenshots into authored, high-density, performance-aware visuals. ## References | File | Read it when | | --- | --- | | `references/visual-scorecard.md` | scoring visuals or making any premium/AAA/showcase claim | | `references/authoring-recipes.md` | building hero, obstacle, reward, world-kit, or prop models; changing lighting, tone mapping, shadows, fog, post, or graphics architecture | | `references/technical-art.md` | render budgets, material kits, VFX systems, instancing/LOD, imported asset cleanup, anything that could affect browser performance | | `references/shader-cookbook.md` | custom shaders, `onBeforeCompile`, skies, or post-processing; use recipes as tested starting points and verify them against the project's Three.js version | For a broad "still looks basic" or premium pass, read all four before implementing. A narrow graphics edit loads only its relevant references and checks; the requested style and scope override recipe defaults. ## Core rule Glow does not make primitives look AAA. Build authored forms first, then materials, then lighting, then effects — in that order. ## Workflow 1. Capture or inspect active-play screenshots on the target viewports when a playable scene exists. 2. For an existing game, score the affected views and pick the weakest surfaces. For a new game, establish art direction, camera scale, material roles, and the hero target first; do not invent a before screenshot. 3. Add the graphics architecture the game is missing: material library, procedural textures and decals, model factories, world prop kit, VFX system, render pipeline, diagnostics. 4. Choose a source per high-value surface: procedural Three.js, a `threejs-image-generator` reference or texture, a `threejs-3d-generator` model, or an image-to-3D hybrid chain. Run the credential probe when external generation is in scope. Inspect the concept/model before dependent generation or rigging. Finish one representative playable scene with actual assets and feedback before expanding the content kit. 5. Upgrade every weak visible surface, not only the hero: hazards, rewards, ground and track, foreground props, background layers, telegraphs, material variation, state VFX. 6. Add lighting, tone mapping, and render polish once authored forms exist. 7. Add event-driven VFX tied to gameplay state. 8. Re-score against the calibration anchors, citing the inspector's measured metrics. Keep going until every premium category is at least 2, or name the exact blocker. ## Asset sourcing When external generation is in scope, run `threejs-game-director/scripts/probe_asset_credentials.sh` first; explicitly procedural art needs no probe. With keys set, generate the hero surfaces (player, character, creature, boss, vehicle, ship, building, weapon, signature prop, hero environment piece) and high-value 2D (skies, backgrounds, texture and trim references, decals, faction marks, icons, GUI and title art, image-to-3D inputs), unless the user restricted art to procedural or ruled out external services. Procedural Three.js handles repeated props, kits, collision proxies, VFX geometry, and instanced volume. Handle failures with the director's `references/asset-recovery.md`; a single timeout is not evidence that generation is unavailable. For animated assets inspect motion as well as silhouettes: locomotion, blend transitions, foot contacts, hit timing, and secondary motion in real gameplay. A focused independent critique may identify defects after a substantial pass; the lead remains responsible for the final score and integration. ## Report Score before and after with one line of evidence per category, the surfaces you upgraded, files changed, screenshots, renderer diagnostics against the budget table, generated asset paths and task IDs, and what is still weak. Include imported-asset diagnostics (scale, bounds, collision proxy, clips) when generated 3D was used.
© majidmanzarpour · MIT · majidmanzarpour/threejs-game-skills