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threejs-aaa-graphics-builder

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.

74

Quality

92%

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SKILL.md
Quality
Evals
Security

Quality

Content

92%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.

An exemplary orchestrator-style skill body: lean, well-sequenced, with explicit validation loops and a properly structured reference bundle. The only room for improvement is bringing a few more concrete commands or diagnostic invocations directly into the body instead of relying wholly on the reference files.

Suggestions

Inline the exact probe invocation and expected output for probe_asset_credentials.sh so the credential check is executable without loading another skill's reference material.

Add one or two concrete renderer-diagnostic commands (e.g. the specific inspector calls or draw-call/triangle counts to report) to the Report section so the performance-evidence requirement is directly actionable.

State the fallback behavior when threejs-game-director or its scripts/assets are not present, since the workflow currently depends on that sibling skill's paths.

DimensionReasoningScore

Conciseness

The body is dense and imperative with zero padding — every section ('Core rule', 'Workflow', 'Asset sourcing', 'Report') issues instructions and assumes Three.js competence, e.g. 'Glow does not make primitives look AAA. Build authored forms first, then materials, then lighting, then effects — in that order.' No known concepts are re-explained, so it matches the lean anchor rather than the level-4 'minor instances of over-explanation' anchor.

5 / 5

Actionability

Guidance is mostly concrete: a specific script to run ('run threejs-game-director/scripts/probe_asset_credentials.sh first'), explicit per-task file routing in the references table, and measurable thresholds ('every premium category is at least 2'). It sits at level 4 rather than 5 because most executable detail (commands, code recipes, budget tables) is delegated to the reference files rather than present in the body, and the workflow steps themselves are directive rather than copy-paste ready.

4 / 5

Workflow Clarity

The 8-step workflow has a clear sequence with an explicit validation feedback loop: '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.' It also includes checkpoints ('Inspect the concept/model before dependent generation or rigging') and failure-recovery guidance ('a single timeout is not evidence that generation is unavailable'), matching the level-5 anchor with feedback loops.

5 / 5

Progressive Disclosure

The body is a lean overview with a well-signaled references table ('Read it when' column) routing to four real one-level-deep files, all verified present in the bundle; the calibration anchors in assets/scorecard-anchors/ are properly reached through references/visual-scorecard.md. Content is appropriately split with easy navigation, matching the level-5 anchor exactly.

5 / 5

Total

19

/

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 that clearly states what the skill does and when to use it, with specific capabilities and natural trigger terms. The only weakness is slightly limited synonym coverage in the trigger clause.

DimensionReasoningScore

Specificity

The description lists ten concrete capabilities ('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'), which is comprehensive, specific coverage of the skill's domain. It exceeds the level-4 anchor because there are no meaningful gaps in the capability enumeration.

5 / 5

Completeness

It explicitly answers both questions: the 'what' is the upgrade pass with its enumerated capabilities ('Upgrade Three.js games from prototype visuals to premium browser graphics: ...'), and the 'when' is a concrete trigger clause ('Use when screenshots still look basic or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics'). This matches the anchor-5 example structure directly.

5 / 5

Trigger Term Quality

The 'Use when' clause covers natural phrases users would say: 'screenshots still look basic', 'premium', 'AAA', 'high-fidelity', 'showcase', 'less-basic graphics'. It falls short of the level-5 anchor's comprehensive synonym coverage because common variations like 'polish the visuals', 'make it look better', or 'juice' are absent.

4 / 5

Distinctiveness Conflict Risk

The description is niched to Three.js game graphics upgrades with distinct trigger vocabulary ('AAA', 'showcase', 'prototype visuals'), so it is clearly distinguishable from generic Three.js, asset-generation, or art skills. It is not level 4 because no meaningful overlap with a closely related skill's triggers is apparent.

5 / 5

Total

19

/

20

Passed

Validation

93%

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

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

referenced_paths_exist

Referenced path issues: 1 missing

Warning

Total

15

/

16

Passed

Repository
majidmanzarpour/threejs-game-skills
Reviewed

Table of Contents

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