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Threejs Aaa Graphics Builder

  • 1.1k installs
  • 1.2k repo stars
  • Updated July 16, 2026
  • majidmanzarpour/threejs-game-skills

Helps with ai & agent building tasks.

About

threejs-aaa-graphics-builder is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted development.

  • threejs-aaa-graphics-builder
  • AI & Agent Building
  • AI-coding skill

Threejs Aaa Graphics Builder by the numbers

  • 1,118 all-time installs (skills.sh)
  • +133 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #967 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder

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Listed on Skillselion
Installs1.1k
repo stars1.2k
Last updatedJuly 16, 2026
Repositorymajidmanzarpour/threejs-game-skills

What it does

Helps with ai & agent building tasks.

Files

SKILL.mdMarkdownGitHub ↗

Three.js AAA Graphics Builder

Purpose

Own the production graphics pass. Convert basic screenshots into authored, high-density, performance-aware visual experiences.

Use When

Screenshots still look basic, models look primitive, worlds are sparse, UI/world art feels generic, or the user asks for premium, AAA, high-fidelity, showcase, or less-basic graphics.

Required References

These references are required phase-entry gates, not optional reading:

  • Load references/visual-scorecard.md before scoring, judging completion, or making any premium/AAA/showcase claim.
  • Load references/implementation-blueprint.md before changing graphics architecture, materials, VFX, rendering, diagnostics, or broad visual systems.
  • Load references/model-recipes.md before building or upgrading hero/player, obstacle, enemy, pickup, world-kit, material, or prop models.
  • Load references/render-recipes.md before changing lighting, tone mapping, shadows, fog, post-processing, materials, or render composition.
  • Load references/checklists/aaa-game-quality-gate.md and references/checklists/aaa-visual-scorecard.md before declaring a game premium, AAA, showcase, complete, release-ready, or less basic.
  • Load the relevant checklist before focused work: references/checklists/procedural-model-quality.md, references/checklists/material-lighting-quality.md, or references/checklists/performance-safe-visual-detail.md.
  • Load references/prompt-templates.md only when the user asks for reusable prompts, a graphics-pass prompt, or a task template.

For broad "still looks basic", premium, AAA, high-fidelity, showcase, or less-basic graphics work, load all four references as the first action in the phase. Track them in a reference ledger with yes/no, path, and failure reason. Do not mark the graphics phase complete while any required reference is skipped.

External asset sourcing gate:

  • For premium/AAA/showcase/high-fidelity/less-basic graphics with a hero/player, character, creature, boss, vehicle, ship, building, weapon, signature prop, complex pickup, or hero environment piece, load threejs-3d-generator before deciding procedural geometry is enough.
  • For premium/AAA/showcase/high-fidelity/less-basic graphics with concept needs, texture/material references, decals, logos, faction marks, icons, GUI art, skies, backgrounds, title/menu art, or image-to-3D inputs, load threejs-image-generator before deciding 2D external assets are not needed.
  • Run the director credential probe before using key unavailable as a skip reason and paste the SET/MISSING output.
  • Create an asset sourcing ledger for each high-value surface: procedural / threejs-image-generator / threejs-3d-generator / hybrid, plus outputs or skip reason.
  • not-needed is valid only after the relevant skill was loaded and the ledger explains why external generation would not improve a non-hero support surface, or why the credential probe or attempted generation shows a real blocker.
  • For premium hero surfaces, procedural-only is not an allowed final answer unless there is real blocker evidence. 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.

Workflow

1. Capture or inspect active desktop/mobile screenshots. 2. Score visuals across art direction, hero/player, obstacles, rewards, world, materials, render, VFX, UI, and performance evidence. 3. Add missing graphics architecture: material library, procedural textures/decals, model factories, world prop kit, VFX system, render pipeline, diagnostics. 4. Run the credential probe, then fill the external asset sourcing ledger per surface: procedural Three.js factory, threejs-image-generator 2D reference/texture, threejs-3d-generator 3D generation, or a hybrid. 5. Upgrade every weak visible surface, not only one hero object. 6. Add lighting/render/material polish after authored forms exist. 7. Add event-driven VFX tied to gameplay state. 8. Re-score screenshots. Continue until every premium category is at least 2/3 or report exact blockers. 9. Verify renderer diagnostics, desktop/mobile screenshots, console/page errors, canvas pixels, imported asset budgets, and playability.

Core Rule

Do not make primitives look AAA by adding glow. First build authored forms, then materials, then lighting, then effects.

Final Response

Report the reference ledger, credential probe output, external asset sourcing ledger, score before/after, production surfaces upgraded, files changed, screenshots/artifacts, renderer diagnostics, imported asset diagnostics when relevant, and remaining blockers. For premium/AAA/showcase claims, include the filled visual scorecard exactly as defined in references/visual-scorecard.md, including average and automatic failures remaining.

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