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SKILL.md

threejs-aaa-graphics-builder

Agent skill frommajidmanzarpour/threejs-game-skills

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.

How to install threejs-aaa-graphics-builder

install threejs-aaa-graphics-builder
# install the threejs-game-skills pack with the skills CLI
npx skills add majidmanzarpour/threejs-game-skills

# or add only this skill to Claude Code: copy the folder

skills/threejs-aaa-graphics-builder/

# into

~/.claude/skills/threejs-aaa-graphics-builder/ (all projects)

.claude/skills/threejs-aaa-graphics-builder/ (one project)

skills/threejs-aaa-graphics-builder/SKILL.md

MITFull file
1# Three.js AAA Graphics Builder
2
3Own the production graphics pass: turn basic screenshots into authored, high-density, performance-aware visuals.
4
5## References
6
7| File | Read it when |
8| --- | --- |
9| `references/visual-scorecard.md` | scoring visuals or making any premium/AAA/showcase claim |
10| `references/authoring-recipes.md` | building hero, obstacle, reward, world-kit, or prop models; changing lighting, tone mapping, shadows, fog, post, or graphics architecture |
11| `references/technical-art.md` | render budgets, material kits, VFX systems, instancing/LOD, imported asset cleanup, anything that could affect browser performance |
12| `references/shader-cookbook.md` | custom shaders, `onBeforeCompile`, skies, or post-processing; use recipes as tested starting points and verify them against the project's Three.js version |
13
14For a broad "still looks basic" or premium pass, read all four before implementing. A narrow graphics edit loads only its relevant references and checks; the requested style and scope override recipe defaults.
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16## Core rule
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18Glow does not make primitives look AAA. Build authored forms first, then materials, then lighting, then effects — in that order.
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20## Workflow
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221. Capture or inspect active-play screenshots on the target viewports when a playable scene exists.
23…

Excerpt shown under the repository's MIT license.

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