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threejs-primitive-reconstructor

create robust, browser-runnable three.js primitive reconstructions from static low-poly, voxel, isometric, or stylized game-art reference images. use when the user asks to turn an image or prompt into a three.js/html asset, generate a primitive-only scene, debug non-rendering three.js output, or produce a reusable prompt/template for low-poly three.js reconstruction.

69

Quality

87%

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SecuritybySnyk

Low

Low-risk findings worth noting

SKILL.md
Quality
Evals
Security

Quality

Content

75%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.

A well-structured, actionable skill body with excellent concrete detail and a real bundle layout that matches its references. The recurring themes are mild duplication of import-map/debug guidance, no inline import-map snippet, no render-verification step in the main flow, and one image-specific section inlined where a reference file would fit better.

Suggestions

Show the exact import-map snippet inline once in Coding rules (or deduplicate the three mentions of the template's loading pattern) so the most failure-prone detail is copy-paste available without opening the asset.

Add an explicit verification step at the end of the Core workflow, e.g., "Confirm the generated file renders: serve locally and check the asset is visible before presenting it to the user."

Move the cottage-specific reconstruction details into a file under references/ (e.g., references/cottage-example.md) and keep a one-line pointer in SKILL.md, since that content only applies to one particular reference image.

DimensionReasoningScore

Conciseness

The body is efficient — terse rule lists, no explanations of concepts Claude already knows — but import-map guidance is stated three times (Core workflow steps 5 and 8 plus a Coding rules bullet) and debug guidance is duplicated between workflow step 8 and the Debugging section. These are minor over-statements that could be trimmed, matching the 4 anchor rather than the lean 5.

4 / 5

Actionability

Highly concrete guidance throughout: exact geometry class names, import statements, renderer settings ("roughness: 1 and metalness: 0", "THREE.SRGBColorSpace", "THREE.PCFSoftShadowMap"), and executable commands ("python3 -m http.server 8000", "http://localhost:8000/scene.html"). It stops short of 5 because the import-map loading pattern — the single most fragile detail — is never shown inline, only delegated to the template asset.

4 / 5

Workflow Clarity

An 8-step numbered generation workflow plus a 6-step ordered debugging procedure with concrete per-step checks gives a clear sequence with an error-recovery path. It misses 5 because the main generation flow lacks an explicit post-generation verification checkpoint (e.g., confirm the scene renders before finishing); validation lives only in the reactive debugging section.

4 / 5

Progressive Disclosure

All three bundle files (references/reconstruction-prompt.md, assets/threejs-scene-template.html, scripts/write_scene_from_template.py) exist and are clearly signaled in a dedicated section with when-to-use conditions, one level deep. The minor gap is the "Cottage reference shortcut" — 12 lines of guidance relevant only to one specific reference image — sitting inline in SKILL.md instead of in references/.

4 / 5

Total

16

/

20

Passed

Description

92%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.

A strong description: concrete capabilities, an explicit "use when" clause with multiple natural trigger phrases, and a well-delineated niche. The only gap is modest keyword breadth (missing terms like "3D scene/model" or an explicit .html extension).

DimensionReasoningScore

Specificity

The description lists multiple concrete actions — "create robust, browser-runnable three.js primitive reconstructions", "debug non-rendering three.js output", "produce a reusable prompt/template" — with comprehensive coverage of the skill's create, debug, and prompt-generation capabilities. It exceeds the 4 anchor because coverage is complete for this domain rather than having minor gaps.

5 / 5

Completeness

It explicitly answers both questions: the "what" ("create robust, browser-runnable three.js primitive reconstructions from static low-poly, voxel, isometric, or stylized game-art reference images") and the "when" ("use when the user asks to turn an image or prompt into a three.js/html asset, generate a primitive-only scene, debug non-rendering three.js output, or produce a reusable prompt/template") with four concrete trigger phrases.

5 / 5

Trigger Term Quality

Good natural keyword coverage including synonyms — "three.js/html asset", "low-poly", "voxel", "isometric", "primitive-only scene", "non-rendering three.js output" — that users would plausibly say. It falls short of the 5 anchor because common variations like "3D scene", "3D model", or an explicit .html file extension are missing.

4 / 5

Distinctiveness Conflict Risk

It occupies a clear niche — primitive-only three.js reconstruction of static game-art reference images — with distinct triggers ("primitive-only scene", "debug non-rendering three.js output") that are unlikely to fire for unrelated skills. Voice is third-person imperative with no first/second-person phrasing.

5 / 5

Total

19

/

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

jasonkneen/tiny-world-builder

Path

.agents/skills/threejs-primitive-reconstructor/SKILL.md

Reviewed

Table of Contents

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