$npx -y skills add majidmanzarpour/threejs-game-skills --skill threejs-game-directorPrimary 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
| 1 | # Three.js Game Director |
| 2 | |
| 3 | ## Purpose |
| 4 | |
| 5 | 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. |
| 6 | |
| 7 | ## Runner Capability Check |
| 8 | |
| 9 | Before planning, note what this runner can do and adapt: |
| 10 | |
| 11 | 1. **Invoke sibling skills directly?** Usually not — the runner invokes only this skill. Load sibling `SKILL.md` files with file-read tools instead. Never claim a skill was "invoked" when it was only loaded/read. |
| 12 | 2. **Read files by path?** Resolve every skill and reference path through the path ladder below. If a required file cannot be read anywhere on the ladder, record the failure in the ledger and use `references/phase-playbook.md` as the fallback procedure for that phase. |
| 13 | 3. **Run shell commands (node + python3)?** If yes, use the packaged scripts (scaffold creator, credential probe, canvas inspector, report audit). If not, ask the user to run each command and paste the output; never fabricate script output. |
| 14 | 4. **Drive a browser / run Playwright?** If yes, capture screenshots and canvas inspection yourself. If not, ask the user to run `npm run verify:visual` and `npm run inspect:canvas` and paste the results; report unverified visuals as a residual risk, never as verified. |
| 15 | |
| 16 | ### Skill Path Ladder |
| 17 | |
| 18 | Try in order, expanding `~` to the user's home directory when the read tool requires absolute paths: |
| 19 | |
| 20 | 1. `../<skill-name>/SKILL.md` relative to this skill's directory |
| 21 | 2. `~/.claude/skills/<skill-name>/SKILL.md` |
| 22 | 3. `~/.codex/skills/<skill-name>/SKILL.md` |
| 23 | 4. `~/.agents/skills/<skill-name>/SKILL.md` |
| 24 | 5. `skills/<skill-name>/SKILL.md` in the repository source |
| 25 | |
| 26 | Reference files resolve the same way: `<skill-dir>/references/<file>.md`. Sibling skills point back to this ladder instead of restating it. |
| 27 | |
| 28 | ## Sibling Skill Loading |
| 29 | |
| 30 | 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. |
| 31 | |
| 32 | Load generator skills before deciding generated assets are unnecessary, whenever their trigger surfaces exist in premium/AAA/showcase/complete/release-ready/"less basic" work: |
| 33 | |
| 34 | - `threejs-3d-generator/SKILL.md` — characters, creatures, bosses, vehicles, ships, weapons, buildings, signature props, complex pickups, hero environment pieces, rigging/animation, textured imports. |
| 35 | - `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. |
| 36 | - `threejs-audio-generator/SKILL.md` — SFX, ambience, UI sounds, vehicle/weapon/boss audio, announcer/dialogue, voice conversion, audio cleanup. |
| 37 | |
| 38 | ## External Asset Sourcing Gate |
| 39 | |
| 40 | - Never record "not-needed" for a generator before loading its `SKILL.md` when trigger surfaces exist. |
| 41 | - Before claiming an API key is unavailable, run the credential probe and paste its literal `KEY=SET|MISSING` output into the report. Each generator script also has its own `probe` subcommand. |
| 42 | |
| 43 | ```bash |
| 44 | bash <director-skill-dir>/scripts/probe_asset_credentials.sh |
| 45 | ``` |
| 46 | |
| 47 | - For premium hero surfaces (player, enemy, boss, creature, vehicle, ship, weapon, building, signature prop), procedural-only is not an allowed final answer without real blocker evidence: a `MISSING` 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. |
| 48 | - For premium active gameplay, missing audio is a reported gap unless the user asked for silent/offline output or the audio key/API is blocked. |
| 49 | - Fill the external asset sourcing ledger before the graphics phase. The ledger template and the allowed skip reasons live in `references/phase-playbook.md`. |
| 50 | |
| 51 | ## Reference Gate |
| 52 | |
| 53 | References are phase-entry gates, not optional enrichment. The canonical per-p |