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create-game-vfx

Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.

68

Quality

83%

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SKILL.md
Quality
Evals
Security

Quality

Content

78%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 exceptionally lean and well-structured as a three-phase workflow with an explicit verification checklist, and it contains no filler. Its main weakness is actionability: it specifies what to define and test but provides no executable code, numeric budgets, or concrete implementation patterns to close the gap.

Suggestions

Add one minimal executable Three.js snippet (e.g., object pooling or a capped particle system) so 'Pool short-lived objects, cap particles' becomes copy-paste-ready guidance rather than a directive to reinvent.

Give concrete numeric starting points for performance budgets (spawn caps, particle counts, frame-time targets) so 'cap particles' and 'sample for frame time' have specific thresholds to verify against.

In the Verify section, add a feedback loop for failures — what to change when frame time or draw calls exceed budget — to lift workflow clarity from a validation checklist to a full validate/fix/re-check cycle.

DimensionReasoningScore

Conciseness

Every sentence is a dense, non-obvious directive ("Pool short-lived objects, reuse materials/geometry, cap particles, and avoid per-frame allocation") with zero padding and no re-teaching of concepts Claude already knows. Matches the lean anchor exactly.

5 / 5

Actionability

The body gives concrete checklists ("define trigger, owner, duration, gameplay meaning, camera-distance silhouette..."; "Test overlaps, multiple targets, rapid repetition, pause/resume") but no code, numeric budgets, or concrete implementation patterns — an implementer must invent pooling code, cap values, and cleanup mechanics. This sits between 'some concrete guidance but incomplete' and 'mostly executable'; it is noticeably below the 4 anchor because nothing is directly executable.

3 / 5

Workflow Clarity

A clear three-phase sequence (Specify → Implement safely → Verify) with the Verify section acting as an explicit validation checklist ("Test overlaps, multiple targets, rapid repetition, pause/resume, lowest quality, reduced motion, and touch viewports"). Not 5 because there is no feedback loop describing what to do when verification or performance sampling fails.

4 / 5

Progressive Disclosure

The skill is under 50 lines, self-contained (no references/, scripts/, or assets/ bundles exist, and none are needed for this scope), and organized into well-signaled sections. Per the simple-skill guideline, this earns the top anchor.

5 / 5

Total

17

/

20

Passed

Description

87%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 concise, specific, and complete, with an explicit 'Use for' trigger list covering the game-VFX domain well. Its only gaps are missing the common abbreviation 'VFX' and having a single action verb carrying the 'what'.

DimensionReasoningScore

Specificity

"Create readable, performance-safe Three.js game visual effects" names the domain and concrete qualities, and the 'Use for' list enumerates specific effect types (telegraphs, spell trails, quality tiers). Not 5 because it centers on a single action verb rather than multiple distinct concrete actions; not 3 because coverage extends well beyond 1-2 generic actions.

4 / 5

Completeness

Explicitly answers both what ("Create readable, performance-safe Three.js game visual effects") and when ("Use for attacks, impacts, damage feedback...") with concrete trigger phrases, matching the anchor-5 example pattern.

5 / 5

Trigger Term Quality

Strong natural-term coverage: "attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion" are phrases users would naturally say. Not 5 because it omits the most common synonym 'VFX' itself and any alias terms, which anchor 5 expects.

4 / 5

Distinctiveness Conflict Risk

"Three.js game visual effects" is a clear niche with distinct triggers (gameplay VFX terms); overlap risk with generic document or data skills is minimal, and only marginal overlap exists with general Three.js skills.

5 / 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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
MengTo/Skills
Reviewed

Table of Contents

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