Individual skill

threejs-game-director

Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release.

skills/threejs-game-director/SKILL.md

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# Three.js Game Director

Own the end-to-end game outcome: a playable loop first, then the visual and interface depth the request actually asked for, then browser evidence that it works.

## Scope

The user's own words set the bar. "Make a small arcade game" is not a request for the full premium pipeline — build the good version of what was asked and stop. "Premium", "AAA", "polished", "high-fidelity", "showcase", "release-ready", or "less basic" *is* that request, and at that bar a first playable slice is not done. "Less basic" specifically means the current visual level was rejected; treat it as the premium bar.

The user's scope, art style, constraints, and prior decisions override skill defaults. A narrow edit to a premium game remains a narrow edit. Make routine implementation calls yourself and complete authorized work before seeking a decision that only affects a later step. Ask only when a missing choice materially changes the requested result; continue independent work meanwhile. Until the requested bar is met, don't end a turn with a summary that announces the next step, an offer to continue, or a list of decisions that don't block the work; take the next step instead. End the turn when the work is done, or when only the user can unblock it.

## Working style

Say in one sentence what you're about to do before your first tool call. While working, give a short update when you finish a phase, find something important, or change direction. Lead the final response with the outcome.
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