threejs-aaa-graphics-builder

Upgrade Three.js game visuals from prototype primitives to authored premium browser graphics.

1|Updated Aug 20, 2023
One-click install
npx skills add https://github.com/imanlangaran/mini-projects --skill threejs-aaa-graphics-builder-imanlangaran
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: threejs-aaa-graphics-builder
Source: https://github.com/imanlangaran/mini-projects/tree/main/building-sell/.claude/skills/threejs-aaa-graphics-builder
Command: npx skills add https://github.com/imanlangaran/mini-projects --skill threejs-aaa-graphics-builder-imanlangaran

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) and assets (resource) components.

What problem does it solve? Three.js games often remain stuck at prototype quality with default primitives, flat lighting, and sparse worlds even after they are playable. This Skill provides a structured production graphics pass that converts basic screenshots into authored, high-density, performance-aware visual experiences with measurable quality gates. ## Core Features & Use Cases - Visual Scorecard Gates: Score screenshots across ten categories (art direction, hero, obstacles, rewards, world, materials, lighting, VFX, UI, performance) with calibration anchors, automatic failure rules, and fresh-eyes review before any premium or AAA claim. - Production Graphics Architecture: Implement material libraries, procedural texture and decal kits, model factories, world prop kits, event-driven VFX systems, render pipelines, and renderer diagnostics. - Technical Art Budgets: Apply render budget tables for draw calls, triangles, textures, shadows, DPR caps, and post-processing passes, with instancing, LOD, and culling strategies for desktop and mobile. - Shader and Material Cookbook: Use proven PBR material configs, onBeforeCompile GLSL patterns (fresnel rim, scrolling emissive, wind sway, dissolve), gradient sky domes, and post-processing chains for three.js r184. - External Asset Sourcing: Decide per surface between procedural geometry, threejs-image-generator 2D assets, and threejs-3d-generator models, with a credential probe and sourcing ledger. - Use Case: A developer has a playable Three.js runner whose screenshots still look like recolored boxes. This Skill scores the visuals, builds a hero vehicle factory and world prop kit, adds lighting and event-driven VFX, verifies renderer diagnostics against budgets, and reports a filled scorecard. ## Quick Start Ask the AI to load the threejs-aaa-graphics-builder skill and run a full AAA graphics pass on your Three.js game, starting by scoring the current desktop and mobile gameplay screenshots against the visual scorecard.

Frequently Asked Questions about threejs-aaa-graphics-builder

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I make my Three.js game look less like a prototype?

Score current gameplay screenshots against the ten-category visual scorecard, then build authored forms before adding polish: model factories for hero and obstacles, a shared material kit, a layered world prop kit, and event-driven VFX. Glow and fog cannot compensate for missing geometry.

What render budget should a Three.js browser game target?

Starting targets are roughly 300 draw calls and 750k triangles on desktop, and 150 draw calls and 300k triangles on mobile, with DPR capped at 1.5-2 and at most two post passes. Measure with WebGLRenderer.info after every graphics pass and document deliberate overruns.

When should I use generated 3D models instead of procedural geometry in Three.js?

Use generated 3D assets for hero surfaces like characters, vehicles, weapons, and signature props where fidelity materially improves the screenshot. Keep repeated small props procedural or instanced, and record the choice per surface in an asset sourcing ledger after running the credential probe.

Does onBeforeCompile work with shared materials in three.js?

Yes, but any material with injected GLSL must set customProgramCacheKey to a unique string, otherwise three.js may reuse a cached program compiled without your injection. Store the shader in material.userData to animate uniforms each frame.

Why does my Three.js scene still look basic after adding bloom and fog?

Bloom, fog, and darkness are automatic failure signals when they hide missing authored geometry. The scorecard requires authored silhouettes, material contrast, and layered world depth first; post-processing is only a finishing pass over existing forms.

What evidence is required before claiming AAA or showcase quality?

Every scorecard category must reach at least 2 with an average of 2.3 for premium, plus desktop and mobile active-play screenshots, renderer diagnostics, a technical-art budget, and a fresh-eyes review by an independent grader or adversarial self-review.