Primary entrypoint for complete Three.js browser game creation and premium iteration. Use by default for build-a-game, upgrade, polish, premium, AAA, high-fidelity, showcase, from-scratch, endless runner, arcade, action, or release-ready requests. Orchestrates sibling skills for gameplay, AAA graphics, UI, debug/profile, and QA/release, plus 3D/image/audio generators for characters, vehicles, weapons, buildings, props, skies, textures, logos, icons, GUI art, and SFX/voice. Keeps skill-loading, reference, asset-sourcing, and phase ledgers so users never choose skills manually.
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Own the end-to-end game outcome. Build the playable loop, route through the right phases, verify evidence, and do not call prototype-quality work premium. "Less basic" from the user means the current visual level is rejected: treat it as the premium bar.
Before planning, note what this runner can do and adapt:
SKILL.md files with file-read tools instead. Never claim a skill was "invoked" when it was only loaded/read.references/phase-playbook.md as the fallback procedure for that phase.npm run verify:visual and npm run inspect:canvas and paste the results; report unverified visuals as a residual risk, never as verified.Try in order, expanding ~ to the user's home directory when the read tool requires absolute paths:
../<skill-name>/SKILL.md relative to this skill's directory~/.claude/skills/<skill-name>/SKILL.md~/.codex/skills/<skill-name>/SKILL.md~/.agents/skills/<skill-name>/SKILL.mdskills/<skill-name>/SKILL.md in the repository sourceReference files resolve the same way: <skill-dir>/references/<file>.md. Sibling skills point back to this ladder instead of restating it.
For broad work (complete, premium, AAA, polished, high-fidelity, showcase, from-scratch, upgrade, release-ready), load all five phase skills before implementation: threejs-gameplay-systems, threejs-aaa-graphics-builder, threejs-game-ui-designer, threejs-debug-profiler, threejs-qa-release. For narrow director-invoked work, load the directly relevant sibling plus threejs-qa-release. Do not skip sibling loading because this director bundles a phase playbook.
Load generator skills before deciding generated assets are unnecessary, whenever their trigger surfaces exist in premium/AAA/showcase/complete/release-ready/"less basic" work:
threejs-3d-generator/SKILL.md — characters, creatures, bosses, vehicles, ships, weapons, buildings, signature props, complex pickups, hero environment pieces, rigging/animation, textured imports.threejs-image-generator/SKILL.md — concept/reference sheets, texture and material references, skies/backgrounds, logos, icons, decals, GUI/title/menu art, terrain/sky plates, image-to-3D inputs.threejs-audio-generator/SKILL.md — SFX, ambience, UI sounds, vehicle/weapon/boss audio, announcer/dialogue, voice conversion, audio cleanup.SKILL.md when trigger surfaces exist.KEY=SET|MISSING output into the report. Each generator script also has its own probe subcommand.bash <director-skill-dir>/scripts/probe_asset_credentials.shMISSING probe line, or an attempted generation command plus its API/network/quota error. Otherwise at least one high-value surface must show a 3D generator task ID, downloaded GLB/GLTF/FBX path, image generator output path, or documented hybrid chain.references/phase-playbook.md.References are phase-entry gates, not optional enrichment. The canonical per-phase Required References list lives in references/phase-playbook.md; load that file at planning time for broad work and at phase entry otherwise.
done until its required references are loaded, or the final answer reports the reference as unavailable and the phase as blocked/fallback.threejs-aaa-graphics-builder/references/visual-scorecard.md, including measured evidence, average, and automatic failures remaining. Do not substitute a personal rubric.If Task/subagent/workflow tools are available, delegate each major phase to a focused worker with the phase SKILL.md plus its required references explicitly loaded. If unavailable, execute serially after loading the same files.
Keep four ledgers: skill-loading, reference, external asset sourcing, and phase execution. Templates live in references/phase-playbook.md.
Compaction rule: report every row that has meaningful state (yes/no/blocked/done/skipped plus path or evidence), and collapse consecutive not-needed rows into a single line naming them. Never omit or compress rows that carry real state.
threejs-gameplay-systems: design brief, core loop contract, level/encounter plan, first playable slice, architecture, mechanics, entities, input, camera, physics selection, game feel.done for premium work.threejs-aaa-graphics-builder: basic-looking screenshots, asset architecture, models, materials, technical art, shaders, VFX, lighting/render, visual scorecard.threejs-game-ui-designer: HUDs, menus, overlays, responsive UI, icons, safe areas, UI states.threejs-debug-profiler: blank canvas, render/runtime bugs, loading, resize, mobile input/render bugs, performance profiling.threejs-qa-release: browser QA, screenshots, canvas pixels, responsive checks, visual test harness decision, bot playtest, production build, preview, release notes.threejs-3d-generator / threejs-image-generator / threejs-audio-generator: external AI-generated 3D models and rigs, 2D concepts/textures/logos/GUI art, and SFX/ambience/voice.When a sibling skill file is loaded, follow its workflow for that phase. Phase entry/exit evidence, ledger templates, and the fallback procedure for unloadable siblings all live in references/phase-playbook.md.
New projects use the gameplay skill's scaffold creator; canvas verification uses the generated game's npm run inspect:canvas or the QA skill's packaged inspector:
python3 <threejs-gameplay-systems-skill-dir>/scripts/create_threejs_game.py ./my-game
node <threejs-qa-release-skill-dir>/scripts/inspect-threejs-canvas.mjs --url http://127.0.0.1:5188Premium, AAA, polished, complete, release-ready, and showcase requests require visible quality across gameplay, hero/player, obstacles/enemies, rewards/interactables, world kit, HUD/menu states, render/lighting/materials, feel, performance/mobile, and QA. If screenshots are dominated by primitives, flat roads/arenas, generic stat cards, sparse worlds, or glow-only detail, the task is not done. The full completion gate is in references/phase-playbook.md.
threejs-aaa-graphics-builder/references/visual-scorecard.md.When shell tools are available, draft the final evidence report to a markdown file and audit it before finalizing broad or premium work:
python3 <director-skill-dir>/scripts/audit_reference_report.py --premium /path/to/final-report.mdUse --premium for premium/AAA/showcase/high-fidelity/polished/complete/release-ready/"less basic" claims; add --physics for physics-heavy games; add --audio when generated or integrated audio is in scope; add --no-design only for debug/perf/QA-only reports with no gameplay claims. If the audit fails, fix the missing sections or state the exact blocker instead of claiming completion. If the script is unavailable, manually enforce the same sections listed in Required Verification.
Report the ledgers (compacted per the rule above), game design brief, core loop contract, level/encounter plan, files changed, run URL, controls, verification commands, screenshots/artifacts, renderer/performance notes, technical art budget, visual test harness decision, quality gates passed, skipped phases, and remaining risks. For premium/AAA/showcase claims, include the filled visual scorecard with measured evidence and automatic failures remaining. Be precise: "invoked" means a slash/tool skill invocation; "loaded" means the file was read into context; "executed phase" means the work was performed under loaded skill guidance or the phase playbook.
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