Threejs Game Director logo

Threejs Game Director

CommunityPopular
majidmanzarpour
threejs-game-director

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 build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, and release-ready requests.

Overview

Publishermajidmanzarpour
Repositorythreejs-game-skills
Skill namethreejs-game-director
Stars
2.1K
Forks
212
Bundled files
6
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.

  • 6 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 Game Director 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-game-director .claude/skills/threejs-game-director
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Threejs Game Director 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 Game Director 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 Game Director 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 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.

Working style

Say in one sentence what you're about to do before your first tool call. While working, give a brief update only when you 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.

PhaseSkill
Design brief, core loop, levels, entities, input, camera, physics, feelthreejs-gameplay-systems
Models, materials, shaders, VFX, lighting, render budget, scorecardthreejs-aaa-graphics-builder
HUD, menus, overlays, responsive and touch UIthreejs-game-ui-designer
Blank canvas, render/runtime bugs, mobile input, profilingthreejs-debug-profiler
Browser QA, screenshots, canvas pixels, bot playtest, production buildthreejs-qa-release
Characters, vehicles, weapons, buildings, rigs, animationthreejs-3d-generator
Concepts, textures, skies, logos, icons, GUI art, image-to-3D inputsthreejs-image-generator
SFX, ambience, UI sounds, announcer and dialoguethreejs-audio-generator

For complete games and broad upgrades, read all five production skills before implementing, plus generators whose trigger surfaces exist. Read each phase's required references at phase entry. For narrow edits, load the affected specialists and references, preserving unrelated systems. Record actual loaded resources when reporting skill use; a phase label is not a skill invocation.

Continuity and early quality

Start broad builds with the gameplay design brief, core-loop contract, and level plan. Define art direction, camera scale, and hero/readability targets early. Launch useful asset jobs while implementing the loop, then assess a representative playable scene with the real assets before multiplying levels, waves, or enemy variants. Inspect concepts and generated model previews before their dependent generation or rigging stages.

For substantial tasks maintain artifacts/game-progress.md: current intent and constraints, decisions, completed work, pending jobs with task IDs/checkpoint paths, remaining defects, and next actions. Re-read it after an interruption. A correction updates affected work; a status question does not replace the build objective. Preserve completed assets and mark obsolete pending outputs instead of accidentally spending again.

Use available background tool sessions or submit/status/download commands to keep independent work moving. Native API async calling, steering, and reasoning configuration are host capabilities, not settings enabled by this skill.

The bar for premium work

Every visible surface that exists in the design is authored, not just the hero: player, obstacles and enemies, interactables, ground and world kit, HUD and menu states, lighting and materials, feel, and target-device performance. Unrefined primitives, empty arenas, box skylines, generic stat-card HUDs, and glow-or-fog-only detail are prototype placeholders unless the user explicitly chose that style. Interpret the scorecard through the genre rather than adding unrelated content.

Score the result with the 10-category scorecard in threejs-aaa-graphics-builder/references/visual-scorecard.md, using its anchors and the inspector's measured metrics rather than a personal rubric. Premium means no category below 2 and an average of at least 2.3.

Asset sourcing

bash
bash <director-skill-dir>/scripts/probe_asset_credentials.sh

When external generation is in scope, run it before assuming anything about keys. It sources the user's shell profile, which the agent process usually does not inherit, and prints KEY=SET|MISSING for all three providers. Explicitly procedural or no-external-service work does not need a credential probe.

With keys set, premium hero surfaces get generated assets: player, boss, creature, vehicle, ship, weapon, signature building. Respect an explicit procedural-only style or external-generation restriction. Procedural kits handle repeated props, decals, collision proxies, and instanced volume. Premium active gameplay includes event-driven audio.

Read references/asset-recovery.md when sourcing external assets or recovering a job. Missing credentials or exhausted credits permit a documented local fallback. A transient error calls for bounded recovery of the existing job; invalid parameters need correction. An uncertain paid submission must be reconciled before replacement. Continue independent work and identify any quality requirement still unmet after fallback.

Verification ownership

The lead consolidates specialist results into one check set appropriate to the change. Full games need production build, real-input progression and retry, target-viewport captures, renderer diagnostics, and the premium scorecard when requested. Small edits need affected behavior/layout checks. Repeat checks only after relevant changes, failures, or unresolved concerns. For animated work include motion captures covering locomotion, transitions, and contact timing, not only stills.

Getting started and checking output

bash
python3 <threejs-gameplay-systems-skill-dir>/scripts/create_threejs_game.py ./my-game
node <threejs-qa-release-skill-dir>/scripts/inspect-threejs-canvas.mjs --url http://127.0.0.1:5188 --state active-play --run-id pass-1
python3 <director-skill-dir>/scripts/check_evidence.py ./my-game --manifest artifacts/evidence.json

Generated games carry their own npm run inspect:canvas and npm run verify:visual. Before capturing, read references/evidence-manifest.md and declare the expected viewport/state pairs for this pass. The checker verifies only that set and its run ID. Its result establishes artifact coverage, not aesthetic quality or gameplay correctness. When maintaining the pack itself, use references/workflow-evaluations.md for behavioral comparisons.

Final response

Lead with what was built, whether it works, the local URL and controls, and remaining limitations. For substantial builds put the design artifacts, asset task IDs/paths, captures and motion evidence, renderer/physics metrics, tests, and scorecard in artifacts/final-evidence.md and link it. For narrow edits report only affected behavior and checks. Describe what ran and was observed; do not substitute a completion claim for missing evidence.

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 Game Director AI skill do?

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 build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, and release-ready requests.

Why use Threejs Game Director on TypingMind?

Because you install it once and use it with any model. Threejs Game Director 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 Game Director in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/majidmanzarpour/threejs-game-skills/tree/main/skills/threejs-game-director. 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 Game Director?

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 Game Director?

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

Is the Threejs Game Director 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.

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