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build-game-camera-controls

Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests.

66

Quality

79%

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tessl review fix ./agent-skills/game-development/build-game-camera-controls/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

70%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is exemplary in conciseness and structure, but guidance is directive rather than executable and lacks explicit validation checkpoints for the test/regression workflow. Adding a brief code pattern or a validate→retest loop would raise actionability and workflow clarity.

Suggestions

Add one minimal code pattern (e.g., a damping/smoothing snippet or a bounds-clamp snippet) so the guidance is copy-paste executable rather than purely directive.

Turn the Verify list into an explicit feedback loop: 'run regression tests → if failures, fix and re-run → only proceed when all pass', with the specific test command if one exists.

Specify concrete defaults or ranges where the text is open-ended (e.g., a starting zoom clamp range or follow smoothing factor) to reduce ambiguity.

DimensionReasoningScore

Conciseness

Lean and efficient (~15 lines); every line delivers actionable guidance and assumes Claude's competence with Three.js cameras, no padding or over-explanation of known concepts.

5 / 5

Actionability

Guidance is concrete as directives ('Smooth position and look-at targets independently', 'Clamp orbit, pitch, and zoom') but contains no executable code or specific API/parameter values, leaving implementation details to Claude.

3 / 5

Workflow Clarity

Implement and Verify sections give a rough sequence, but there is no explicit validate→fix→retry feedback loop for the Verify step, and the destructive/risky context (camera regression tests, batch test runs) warrants checkpoints that are only implied.

3 / 5

Progressive Disclosure

Under 50 lines with no need for external references (no bundle files exist); well-organized into two clear sections (Implement, Verify), qualifying for the simple-skill exception.

5 / 5

Total

16

/

20

Passed

Description

88%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description is strong: third-person, concrete, and explicitly covers both what the skill does and when to use it with a rich set of natural trigger terms. Minor overlap risk with broader camera/UI skills keeps distinctiveness just below 5.

DimensionReasoningScore

Specificity

Lists several specific concrete actions ('isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests'), with only minor gaps in coverage relative to the full camera-control space.

4 / 5

Completeness

Explicitly answers both what ('Implement or tune Three.js game cameras') and when ('Use for isometric framing, follow behavior...') with concrete trigger phrases.

5 / 5

Trigger Term Quality

Comprehensive coverage of natural terms users would say, including 'isometric', 'follow behavior', 'lock-on', 'camera shake', 'occlusion', and 'orbit/zoom', plus the explicit 'Use for' framing.

5 / 5

Distinctiveness Conflict Risk

Clear niche (Three.js game camera controls) with distinct triggers and minimal conflict risk, though 'camera controls' could loosely overlap with general camera/UI skills.

4 / 5

Total

18

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
MengTo/Skills
Reviewed

Table of Contents

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