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threejs-game-director

Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release.

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.

A well-structured orchestrator body: lean directive prose, executable commands for its own scripts, explicit read-conditions for all bundle references, and measurable quality gates. Its main gaps are placeholder-laden commands that need substitution and a workflow sequence that is distributed across sections rather than stated as one ordered path.

Suggestions

Trim the generic agent-conduct sentences (working-style preamble, 'Report what you ran and what you saw') to tighten conciseness — they restate default behavior rather than adding Three.js-specific policy.

Add one concrete resolved example of the probe/create/inspect/check command chain with actual paths filled in, so the getting-started block is copy-paste ready without placeholder substitution.

Consolidate the build order (design brief → loop → assets → playable assessment → verification) into one short numbered sequence at the top, keeping the per-concern sections as detail.

DimensionReasoningScore

Conciseness

The body is dense directive prose with zero tutorial content — no explanation of what Three.js is, how delegation works, or why verification matters; every section carries routing policy, thresholds, or commands. Not 5: several sentences of generic agent conduct ("Say in one sentence what you're about to do before your first tool call", "Report what you ran and what you saw") restate behavior Claude already defaults to and could be trimmed. Not 3: there is no padded or unnecessary explanation block anywhere.

4 / 5

Actionability

Concrete, runnable commands are given for the key entry points — `bash <director-skill-dir>/scripts/probe_asset_credentials.sh`, `python3 .../scripts/create_threejs_game.py ./my-game`, `node .../scripts/inspect-threejs-canvas.mjs --manifest artifacts/evidence.json`, `check_evidence.py` — plus a phase-to-skill routing table and measurable thresholds ("no category below 2 and an average of at least 2.3"). Not 5: the commands require the user to resolve `<director-skill-dir>` and sibling skill-dir placeholders first, and the asset-generation and scorecard workflows defer entirely to sibling skills rather than giving copy-paste-ready invocations. Not 3: what is present is fully executable, not pseudocode.

4 / 5

Workflow Clarity

A clear build sequence is present ("Start broad builds with the gameplay design brief, core-loop contract, and level plan... Launch useful asset jobs while implementing the loop, then assess a representative playable scene") with validation checkpoints — declare the capture set in `references/evidence-manifest.md`, run the evidence checker, "Repeat checks only after relevant changes", and error recovery routed to `references/asset-recovery.md`. Not 5: the sequence is dispersed across concern-based sections rather than a consolidated ordered workflow, and some checkpoints (exactly when to re-score versus re-verify) are left implicit to the sibling skills. Not 3: validation steps and failure-recovery paths are explicitly stated, not missing.

4 / 5

Progressive Disclosure

The SKILL.md is a pure overview: policy and commands inline, with all detail pushed to three real one-level-deep reference files (asset-recovery.md, evidence-manifest.md, workflow-evaluations.md — all present in references/ and none referencing further nested docs) and two scripts in scripts/, each signaled with an explicit read condition ("Read `references/asset-recovery.md` when sourcing external assets or recovering a job", "Before capturing, read `references/evidence-manifest.md`"). The routing table similarly points to each sibling SKILL.md. Navigation is unambiguous.

5 / 5

Total

17

/

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.

A strong router description: concrete actions, explicit what/when, and a clear Three.js niche. Trigger coverage is broad and the "as a whole" scope qualifier appropriately separates it from the specialist skills it routes to, though generic "3D game" phrasings are uncovered.

DimensionReasoningScore

Specificity

"Entrypoint for building, upgrading, and finishing Three.js browser games" plus "Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release" names multiple concrete actions covering every specialty area the router owns. Not below 4: coverage is comprehensive rather than having minor gaps; the enumerated domains (gameplay, graphics, UI, asset generation, debugging, release) leave no functional hole in an orchestrator's scope.

5 / 5

Completeness

Explicitly answers both questions: what — "Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills..."; when — "Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release." Both are concrete and use third-person voice with explicit trigger phrases.

5 / 5

Trigger Term Quality

Natural user phrasing is well covered — "build", "upgrade", "polish", "ship", "Three.js game", "arcade prototype", "premium release" — but common synonyms like "make a 3D game" or "browser game" without the word Three.js are absent. Not 3: keyword coverage is strong, not partial; not 5: a user asking for a "3D game" or "web game" without naming Three.js would not naturally trigger it.

4 / 5

Distinctiveness Conflict Risk

"Three.js browser games" is a clear niche with distinct triggers, but the skill deliberately fronts the sibling threejs-* skills it routes to, so "any request to build... a Three.js game as a whole, at any scope" can overlap with those specialist skills for a narrow single-domain request. Not 5: the "as a whole" qualifier mitigates but does not eliminate overlap with the closely related siblings; not 3: overlap is confined to this one related family, not many 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.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
majidmanzarpour/threejs-game-skills
Reviewed

Table of Contents

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