Threejs Gameplay Systems
Build and iterate playable Three.js game systems: starter scaffold, architecture...
Install
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-gameplay-systems -g -a claude-code -y- Repository
- majidmanzarpour/threejs-game-skills2.7k
- Category
- Design
- Updated
- 1mo ago
- License
- MIT
- Context cost
- Lightabout 1,263 tokens
- Runs scripts
- Yes, review before use
What it does
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.
Three.js Gameplay Systems
Create or evolve a playable browser game loop with clear ownership, responsive controls, deterministic update order, and a space that shapes player decisions.
Resolve <this-skill-dir> and local references from the actual loaded skill file; resolve sibling skills beside it before using runner-discovered alternatives.
References
| File | Read it when |
|---|---|
references/game-feel.md | tuning feel, juice, impact, hitstop, screenshake, or claiming polished gameplay |
references/genre-design.md | designing levels, arenas, tracks, waves, holes, puzzles, encounters, or difficulty curves |
references/physics-engine-selection.md | adding or changing physics, collision-heavy gameplay, vehicles, rolling balls, character controllers, sensors, moving platforms |
Start here
python3 <this-skill-dir>/scripts/create_threejs_game.py ./my-game
Copies assets/threejs-vite-game/, rewrites the project name, and gives the game its own visual test and canvas inspector. --force copies into a non-empty directory, overwriting files that collide with the scaffold and leaving everything else in place.
Design first
For broad game creation or a substantial design change, write three short artifacts or update the existing ones. A narrow mechanic fix uses the existing design and preserves unrelated systems:
Design brief. Player promise (the fantasy in one sentence) · target feeling · primary verb · secondary verbs · what the player repeats every 5, 30 seconds · what changes across 1, 5 minutes · how they lose, learn, and restart · what is rewarded and what creates risk · what a better player does differently · how the next decision is communicated · non-goals for this slice.


