Atlas / Skills / majidmanzarpour / Threejs Qa Release

Threejs Qa ReleaseCAUTION

skills/majidmanzarpour/threejs-qa-release

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
CAUTION
Grade
B
Trust score
89 /100
Version
—
Hosts
—
License
MIT
Stars
2,600
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 · 2026-10-28
Advertisement
02

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-qa-release
description: "Verify and release Three.js browser games: playtest QA, automated bot playtests, mobile and responsive checks, production builds, static-hosting base paths, debug gating, bundle review, screenshots, visual regression baselines, canvas-pixel inspection with measured metrics, and release risk reports."
---

# Three.js QA Release

Prove the game works the way a player will meet it, then prepare a shippable build with its known risks.

Resolve `<this-skill-dir>` and local references from the actual loaded skill file; resolve sibling skills beside it before using runner-discovered alternatives. Run the inspector from the game project with its npm dependencies installed.

## References

| File | Read it when |
| --- | --- |
| `references/release-checks.md` | mobile verification, production release, performance evidence, or release-failure traps |
| `references/visual-test-harness.md` | screenshot baselines, visual regression, UI or generated-asset regression protection |
| `references/playtest-bot.md` | release-ready gameplay claims, difficulty and fairness checks, or a loop never driven by scripted input |

## QA pass

For a complete game use the full pass below. For narrow edits select checks covering the affected behavior, states, and target viewports. Reuse valid specialist evidence from the same code revision; the lead owns one consolidated pass. Repeat only after relevant changes, failures, or unresolved concerns. An explicit desktop-only scope does not require adding mobile gameplay.

1. Install dependencies, run build and typecheck, start the dev or preview server.
2. Open the browser target and capture console, page, and network errors.
3. Confirm non-blank, visually varied canvas pixels.
4. Capture active play on each target viewport (desktop and mobile by default), not just the title screen.
5. Exercise the main input, objective progression, fail and retry, and whatever changed most recently.
6. Check HUD text fit, safe areas, touch targets, and responsive layout.
7. When audio changed: user-gesture unlock, SFX triggers, ambience loop start and stop, pause and restart cleanup, mute and volume, decode errors.
8. Decide on a visual test harness. For premium, release-ready, UI-heavy, or generated-asset work a harness is usually worth it; say so either way.
9. Run the bot playtest (`tests/bot-playtest.template.ts` in scaffold games) for release-ready gameplay claims and report its metrics JSON.
10. When animation changed, capture a short unpaused sequence and inspect locomotion, clip transitions, feet, rig deformation, and attack/contact timing using `references/visual-test-harness.md`.

Screenshots alone do not cover gameplay changes.

## Canvas inspector

```bash
node <this-skill-dir>/scripts/inspect-threejs-canvas.mjs --manifest artifacts/evidence.json --url http://127.0.0.1:5188 --seed 42
```

Declare the pass's viewport/state pairs in `artifacts/evidence.json` first, with a fresh run ID; the format and the test-hook contract are in the director's `references/evidence-manifest.md`. One command captures every declared pair in a single browser and prints one line per capture: PASS/FAIL, GPU, pixel metrics, over-budget rows, error counts, and the report and screenshot paths. Open a report file only when its line needs more detail. Include all requested states; do not remove a failing slot to make the manifest pass. For a one-off check, `--state <name> [--mobile]` captures a single view, and omitting `--state` checks only the current view. Scaffold games have their own copy as `npm run inspect:canvas`.

The metrics are the Measured Evidence for the visual scorecard in `threejs-aaa-graphics-builder/references/visual-scorecard.md`. Over-budget rows need a documented tradeoff, and blank-canvas or error conditions exit non-zero.

## Release pass

Inspect package scripts, Vite config, base path, and public assets → gate debug UI, logging, and test helpers → run the production build and preview it on a static server → check the built output on target viewports → review bundle and large assets → document the deploy command, host assumptions, and residual risks.

## Report

Lead with the result and unresolved defects. Put the detailed commands, manifest, captures, motion evidence, controls exercised, issues fixed, and deployment notes in the project's evidence report. Include the harness decision and bot metrics when in scope. Return the artifact path to the lead; passing pixels and acknowledged state hooks do not establish aesthetic quality or successful gameplay by themselves.
03

Trust audit

CAUTIONgrade B · trust 89/100 Install with care. The audit found things worth knowing before you trust its output.

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
declared (1 observation(s))
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (2)

MEDIUMNetwork egress · net.raw_ip · CWE-200, CWE-319
SKILL.md:40
node <this-skill-dir>/scripts/inspect-threejs-canvas.mjs --manifest artifacts/evidence.json --url http://127.0.0.1:5188 --seed 42
MEDIUMNetwork egress · net.raw_ip · CWE-200, CWE-319
scripts/inspect-threejs-canvas.mjs:39
url: 'http://127.0.0.1:5188',

Gates applied: no_behavioural_pass.

Audited 2026-10-28 · audit v0.4.1 · source sha ed4c0bcf1058full audit observations/trust-audit/skill/majidmanzarpour__threejs-qa-release.json · Report an issue / request a re-scan
04

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-28ed4c0bcf1058CAUTIONB89first audit
05

Questions

What does the threejs-qa-release — 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-qa-release — majidmanzarpour/threejs-game-skills safe to install?

With care. The audit graded it B (89/100) and found 2 things worth knowing before you trust this skill, listed below with the exact line each was found on.

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

The audit observed that it reaches the network. Each of those is consistent with what it says it does. Secrets in the source: none found.

How current is this page?

The grade is for one exact copy of the source (ed4c0bcf1058), read on 2026-10-28. The repository is watched, and a new audit runs when it changes — this is the first audit.

Add this badge to your README

Shows this page's audit result and links back to it. It updates when the audit does.

ModelsAtlas audit badge

Markdown
[![ModelsAtlas audit: Threejs Qa Release](https://modelsatlas.com/skills/majidmanzarpour/threejs-qa-release/badge.svg)](https://modelsatlas.com/skills/majidmanzarpour/threejs-qa-release/)

Not your listing, or something out of date? Claim or update your listing.

Advertisement