Threejs Aaa Graphics Builder logo

Threejs Aaa Graphics Builder

CommunityPopular
majidmanzarpour
threejs-aaa-graphics-builder

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.

Overview

Publishermajidmanzarpour
Repositorythreejs-game-skills
Skill namethreejs-aaa-graphics-builder
Stars
2.1K
Forks
212
Bundled files
8
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 8 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by majidmanzarpour on GitHub. Read the source before you install it.

Installation

Install the Threejs Aaa Graphics Builder AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/majidmanzarpour/threejs-game-skills.git /tmp/threejs-game-skills
mkdir -p .claude/skills
cp -r /tmp/threejs-game-skills/skills/threejs-aaa-graphics-builder .claude/skills/threejs-aaa-graphics-builder
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Threejs Aaa Graphics Builder in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Threejs Aaa Graphics Builder on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Threejs Aaa Graphics Builder is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Three.js AAA Graphics Builder

Own the production graphics pass: turn basic screenshots into authored, high-density, performance-aware visuals.

References

FileRead it when
references/visual-scorecard.mdscoring visuals or making any premium/AAA/showcase claim
references/authoring-recipes.mdbuilding hero, obstacle, reward, world-kit, or prop models; changing lighting, tone mapping, shadows, fog, post, or graphics architecture
references/technical-art.mdrender budgets, material kits, VFX systems, instancing/LOD, imported asset cleanup, anything that could affect browser performance
references/shader-cookbook.mdcustom 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 before assuming anything about keys. No probe or paid submission is needed for explicitly procedural art.

With keys set, generated assets belong on the hero surfaces — player, character, creature, boss, vehicle, ship, building, weapon, signature prop, hero environment piece — and on high-value 2D: skies, backgrounds, texture and trim references, decals, faction marks, icons, GUI and title art, image-to-3D inputs. Respect explicit procedural-only art or external-generation restrictions. Procedural Three.js handles repeated props, kits, collision proxies, VFX geometry, and instanced volume.

Use the director's references/asset-recovery.md: recover transient failures and accepted tasks before fallback. Missing keys, exhausted credits, or exhausted bounded recovery permit a local replacement with the remaining quality gap reported. 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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Threejs Aaa Graphics Builder AI skill do?

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.

Why use Threejs Aaa Graphics Builder on TypingMind?

Because you install it once and use it with any model. Threejs Aaa Graphics Builder is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Threejs Aaa Graphics Builder in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/majidmanzarpour/threejs-game-skills/tree/main/skills/threejs-aaa-graphics-builder. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Threejs Aaa Graphics Builder?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Threejs Aaa Graphics Builder?

As many as you like. As long as a model supports skills, you can use Threejs Aaa Graphics Builder with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Threejs Aaa Graphics Builder AI skill free?

Yes. It is published on GitHub by majidmanzarpour under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇