What problem does it solve? Three.js is a rendering library, not a game engine, so game projects built on it often lack explicit architecture for lifecycle, assets, input, physics, saving, and performance. This Skill provides an end-to-end engineering workflow that turns three.js demos or prototypes into maintainable, measurable, and releaseable game codebases. ## Core Features & Use Cases - Twelve internal engineering tracks: Covers runtime architecture, asset pipelines (glTF/GLB, Draco, KTX2), rendering baselines, input and camera, interaction and UI, physics adapters, animation controllers, materials and VFX, performance budgets, save and networking, WebXR, and QA/release gates. - Track-scoped task execution: Activates only the tracks relevant to the request, preserving one-way boundaries between gameplay, rendering, physics, and UI systems. - Use Case: You have a three.js demo with a working scene but no structure. Use this Skill to refactor it into a service-based runtime with an asset registry, input action map, physics adapter, disposal paths, and browser smoke tests before release. ## Quick Start Ask the agent to design or refactor your three.js game task end to end, selecting only the relevant tracks and defining validation and performance gates.