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.
npx -y skills add majidmanzarpour/threejs-game-skills --skill threejs-aaa-graphics-builder --agent claude-codeInstalls into .claude/skills of the current project.
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