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majidmanzarpour

Threejs Aaa Graphics Builder skill

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.

$npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder
View this skill on GitHubmajidmanzarpour/threejs-game-skills/skills/threejs-aaa-graphics-builder/SKILL.md
Pack stars
2,784
Pack installs
33k
Alyn Score
62/99
Updated
44 days ago
License
MIT
– views – installs via Alyn

majidmanzarpour

Threejs Aaa Graphics Builder

Install Threejs Aaa Graphics Builder

Pick your agent. Every command is ready to paste.

$npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads threejs-aaa-graphics-builder when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the threejs-aaa-graphics-builder skill”. In Codex, type $threejs-aaa-graphics-builder.

The skill itself

SKILL.md

FolderGitHub

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.

Tips for Threejs Aaa Graphics Builder

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 9 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Threejs Aaa Graphics Builder

What does the Threejs Aaa Graphics Builder 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.

How do I install Threejs Aaa Graphics Builder?

Run "npx skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Threejs Aaa Graphics Builder work in Cursor and Codex?

Yes. Threejs Aaa Graphics Builder uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Threejs Aaa Graphics Builder free?

Threejs Aaa Graphics Builder is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Threejs Aaa Graphics Builder?

Threejs Aaa Graphics Builder is published by majidmanzarpour in the majidmanzarpour/threejs-game-skills repository, together with 8 other skills.

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