
Threejs Aaa Graphics Builder
This is the graphics production pass for Three.js games that still look like prototypes. It walks you through art direction scoring, procedural model building, material libraries, lighting pipelines, VFX, and performance budgets using mandatory reference files and checklists. The workflow enforces external asset sourcing decisions, meaning you load threejs-3d-generator for hero models or threejs-image-generator for textures before deciding procedural geometry is enough. It tracks everything in ledgers and won't let you call something AAA until you fill out the actual scorecard. The core rule is honest: don't make primitives look premium by adding glow, build authored forms first. If your game needs to graduate from colored boxes to something players would screenshot, this is the structured path with gates that prevent you from skipping the hard parts.
- skills.sh installs
- 3.7K
- GitHub stars
- 2.8K
- last updated
- Aug 21, 2026
Install
$ npx -y skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder --agent claude-codeInstalls into .claude/skills of the current project.
Files
Three.js AAA Graphics Builder
Own the production graphics pass: turn basic screenshots into authored, high-density, performance-aware visuals.
References
| File | Read it when |
|---|---|
references/visual-scorecard.md | scoring visuals or making any premium/AAA/showcase claim |
references/authoring-recipes.md | building hero, obstacle, reward, world-kit, or prop models; changing lighting, tone mapping, shadows, fog, post, or graphics architecture |
references/technical-art.md | render budgets, material kits, VFX systems, instancing/LOD, imported asset cleanup, anything that could affect browser performance |
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 |
For 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.
Core rule
Glow does not make primitives look AAA. Build authored forms first, then materials, then lighting, then effects — in that order.
Sponsors
Details
- Repository
- github.com/majidmanzarpour/threejs-game-skills
- Categories
- DevOps & CI/CD, Automation & Workflows, Sales & Marketing, Design & UI/UX, Game Development
- First seen
- Jul 14, 2026