This is a full-stack workflow for building playable Three.js prototypes with actual design thinking baked in. It ships with a Vite+TypeScript scaffold, forces you to write a design brief and core loop contract before you code, and loads reference guides for physics engine selection, game feel tuning, and level design when the context demands it. Use it when you're starting a new browser game or when your prototype has mechanics but no pressure, reward, or fail state. The workflow is opinionated about deterministic update order, allocation-light hot paths, and proving behavior through real input rather than describing it. It catches the common trap of building a static Three.js demo and calling it gameplay. The included checklists and reference ledger keep you honest about whether something is actually playable or just pretty.
npx -y skills add majidmanzarpour/threejs-game-skills --skill threejs-gameplay-systems --agent claude-codeInstalls into .claude/skills of the current project.
Select a file.