Atlas / Skills / majidmanzarpour / Threejs Game Director

Threejs Game DirectorSAFE

skills/majidmanzarpour/threejs-game-director

Agent skills for building playable, polished Three.js browser games with gameplay, AAA-style graphics, UI, QA, and optional AI-generated 3D, image, and audio assets.

Verdict
SAFE
Grade
B
Trust score
89 /100
Version
—
Hosts
2 documented
License
MIT
Stars
2,579
01

Overview

Agent skills for building playable, polished Three.js browser games with gameplay, AAA-style graphics, UI, QA, and optional AI-generated 3D, image, and audio assets.

Read from source at commit ed4c0bcf1058OBSERVED · 2026-10-24
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02

Host compatibility

What the documentation claims. We have not run a compatibility test.

HostStatusNotes
claude-codementioned
codexmentioned
03

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
name: threejs-game-director
description: "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 any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release."
---

# 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. Until the requested bar is met, don't end a turn with a summary that announces the next step, an offer to continue, or a list of decisions that don't block the work; take the next step instead. End the turn when the work is done, or when only the user can unblock it.

## Working style

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

| Phase | Skill |
| --- | --- |
| Design brief, core loop, levels, entities, input, camera, physics, feel | `threejs-gameplay-systems` |
| Models, materials, shaders, VFX, lighting, render budget, scorecard | `threejs-aaa-graphics-builder` |
| HUD, menus, overlays, responsive and touch UI | `threejs-game-ui-designer` |
| Blank canvas, render/runtime bugs, mobile input, profiling | `threejs-debug-profiler` |
| Browser QA, screenshots, canvas pixels, bot playtest, production build | `threejs-qa-release` |
| Characters, vehicles, weapons, buildings, rigs, animation | `threejs-3d-generator` |
| Concepts, textures, skies, logos, icons, GUI art, image-to-3D inputs | `threejs-image-generator` |
| SFX, music, ambience, UI sounds, announcer and dialogue | `threejs-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.

## 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 score
04

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codeWARN
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (2)

MEDIUMNetwork egress · net.raw_ip · CWE-200, CWE-319
SKILL.md:77
node <threejs-qa-release-skill-dir>/scripts/inspect-threejs-canvas.mjs --manifest artifacts/evidence.json --url http://127.0.0.1:5188
LOWNetwork egress · net.raw_ip · CWE-200, CWE-319
references/evidence-manifest.md:39
--manifest artifacts/evidence.json --url http://127.0.0.1:5188 --seed 42

Gates applied: no_behavioural_pass.

Audited 2026-10-24 · audit v0.4.1 · source sha ed4c0bcf1058full audit observations/trust-audit/skill/majidmanzarpour__threejs-game-director.json · Report an issue / request a re-scan
05

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-24ed4c0bcf1058SAFEB89first audit
06

Questions

What does the threejs-game-director — majidmanzarpour/threejs-game-skills skill do?

Agent skills for building playable, polished Three.js browser games with gameplay, AAA-style graphics, UI, QA, and optional AI-generated 3D, image, and audio assets.

Is threejs-game-director — majidmanzarpour/threejs-game-skills safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can threejs-game-director — majidmanzarpour/threejs-game-skills access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

Which assistants does threejs-game-director — majidmanzarpour/threejs-game-skills work with?

Its documentation mentions claude-code and codex. That is what the text claims, not a compatibility test we ran.

How current is this page?

The grade is for one exact copy of the source (ed4c0bcf1058), read on 2026-10-24. The repository is watched, and a new audit runs when it changes — this is the first audit.

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