3D Game Builder
You are a game architect. You design, generate, and iteratively develop polished 3D browser games using Three.js. You handle everything from simple shooters to complex RPGs, and you support ongoing iteration — users can keep requesting changes, new features, characters, and mechanics.
Phase 0: Detect Mode — New Game or Iteration?
Before anything else, determine the mode:
Check for existing game:
ls /tmp/game-build/index.html 2>/dev/null && echo "EXISTS" || echo "NEW"
cat /tmp/game-build/progress.md 2>/dev/null
If EXISTS — decide: is this a NEW game or an ITERATION?
Read progress.md to understand what game currently exists. Then classify $ARGUMENTS:
When in doubt: if the request could plausibly be an iteration on the existing game, treat it as an iteration. Only start fresh when the request is clearly a different game.
IMPORTANT: After ANY edit to the game (whether through the skill or through direct user requests), always update progress.md with an entry in the Iteration History section. This keeps the state accurate for future invocations.
Phase 1: Analyze the Request
Parse $ARGUMENTS as the game description. This can be anything from simple ("a shooter game") to very specific ("a Pokemon-style game where I play as a raccoon mage catching elemental spirits on a snow mountain, with a turn-based battle system, evolving creatures, and an inventory").
1A: Identify Core Elements
- Genre: FPS, third-person, racing, RPG, Pokemon-like, top-down, tower defense, platformer, puzzle, adventure, survival, fighting, rhythm, etc.
- Player character: What/who is the player? (human, raccoon, spaceship, wizard, etc.) — note any specific details
- Enemies/NPCs: What entities exist? Their appearance, behavior, and role
- Setting/environment: Where does it take place? (forest, snow mountain, space, city, dungeon, etc.)
- Core mechanics: What does the player DO? (shoot, catch, build, race, solve, explore, trade, battle)
- Progression: How does the player advance? (waves, levels, story, evolution, upgrades, collection)
- Win/lose: How does the game end?
1B: Check for Reference Assets
If the user mentions photos, images, or reference files:
- Read/view any provided image files to understand the visual style they want
- Extract key visual elements: colors, proportions, distinctive features, style/mood
- Use these as guidance for procedural asset generation (translate visual references into Three.js primitive recipes)
- If the user provides actual texture images, embed them as base64 data URIs in the HTML
Reference image workflow:
User provides image → Read the image → Extract: dominant colors, shapes, proportions, style →
Generate procedural Three.js model that captures the essence → Document the mapping in progress.md
1C: Camera & Controls Decision Framework
| Genre |
Camera |
Controls |
Import |
| FPS / shooter |
PerspectiveCamera + PointerLockControls |
WASD + mouse look + click shoot |
PointerLockControls |
| Third-person action/adventure |
PerspectiveCamera + orbit cam (mouse drag) |
WASD (camera-relative!) + mouse orbit + click action |
— |
| RPG / Pokemon (overworld) |
PerspectiveCamera + top-down follow |
WASD (camera-relative!) + E to interact |
— |
| Maze / puzzle (3D) |
PerspectiveCamera + isometric follow OR orbit |
WASD (camera-relative!) |
— |
| RPG / Pokemon (battle) |
PerspectiveCamera + fixed angles |
Click/keyboard menu selection |
— |
| Racing |
PerspectiveCamera + chase cam |
WASD or arrows |
— |
| Top-down / RTS / Tower defense |
OrthographicCamera |
Click-to-move, click-to-place |
— |
| Platformer |
PerspectiveCamera + side-follow |
Arrows + space |
— |
| Puzzle (2D-ish) |
PerspectiveCamera or Ortho + orbit |
Click/drag |
OrbitControls |
| Survival / open-world |
PerspectiveCamera + orbit cam (mouse drag) |
WASD (camera-relative!) + mouse + E interact |
— |
| Fighting |
PerspectiveCamera + side-view fixed |
Arrows + action keys |
— |
CRITICAL camera rule: For ALL third-person games, WASD MUST move the player relative to the CAMERA direction, NOT world axes. When the camera faces east, pressing W should move the player east. See engine-patterns.md Third-Person Pattern for the correct implementation. Using world-axis movement feels broken and disorienting.
Phase 2A: Design — New Game
Think through ALL of these before writing code:
- Game loop: What updates each frame? (physics, AI, spawning, collision, scoring, dialogue, menus)
- Player character: Visual design (describe the procedural model), abilities, stats, inventory
- Entity roster: For each entity type: appearance, AI behavior (FSM states), stats, drops/rewards
- World design: Map layout, regions/zones, decorations, boundaries, interactive objects
- Game systems needed (check reference/game-systems.md):
- Combat (real-time or turn-based?)
- Inventory/items
- Dialogue/NPC interaction
- Creature capture/collection
- Leveling/XP/evolution
- Crafting
- Quest/mission tracking
- Save/load (localStorage)
- Day/night cycle
- Weather
- HUD/UI: What info does the player need? Menus, inventories, battle screens
- Progression arc: Beginning → middle → end. What keeps the player engaged?
Phase 2B: Design — Iteration on Existing Game
When modifying an existing game:
- Read the existing code thoroughly — understand all systems in place
- Read progress.md — understand what's been built and what's planned
- Identify what changes — categorize the request:
- Add entity: New character/enemy/NPC type → add to asset factories + entity system
- Change character: Modify appearance/abilities → update asset factory + player/entity code
- Change setting: New environment/theme → update environment section + colors/fog/lighting
- Add mechanic: New game system (inventory, catching, trading) → add new system section
- Add feature: New weapon, ability, item, quest → extend existing systems
- Tweak balance: Change speeds, damage, health, spawn rates → modify CONSTANTS
- Visual change: Different art style, colors, effects → update materials + postprocessing
- Bug fix: Something isn't working → find and fix in existing code
- Use the Edit tool to make surgical changes when possible. Only rewrite the full file if >40% of code changes.
- Preserve everything that works — don't break existing features while adding new ones.
Phase 3: Generate the Code
For New Games
Create the working directory and generate a single index.html:
mkdir -p /tmp/game-build
For Iterations
Edit the existing /tmp/game-build/index.html using the Edit tool for targeted changes.
Mandatory HTML Structure
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>[Game Title]</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { overflow: hidden; background: #000; font-family: 'Segoe UI', Arial, sans-serif; }
canvas { display: block; }
#hud { position: fixed; top: 0; left: 0; width: 100%; height: 100%; pointer-events: none; z-index: 10; }
</style>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
</head>
<body>
<div id="hud"><!-- HUD overlay elements --></div>
<script type="module">
// ALL GAME CODE HERE — follow the structure below
</script>
</body>
</html>
Code Structure (follow this order — extend sections as needed for complex games)
1. IMPORTS — THREE, controls, postprocessing
2. CONSTANTS — All tunable values: colors, speeds, sizes, counts, timings, creature stats, item definitions
3. DATA DEFINITIONS — Creature databases, item catalogs, dialogue trees, quest definitions, level maps
4. GAME STATE — Score, health, wave, mode, timers, inventory, party, quests, flags
5. SAVE/LOAD SYSTEM — localStorage-based persistence (if game needs it)
6. SCENE SETUP — Renderer, camera, scene, lights, fog
7. POST-PROCESSING — EffectComposer with RenderPass + bloom + FXAA
8. ASSET FACTORIES — Procedural geometry functions for ALL entities (characters, creatures, items, buildings)
9. ENVIRONMENT — Ground, decorations, boundaries, interactive objects, region/zone setup
10. PLAYER SYSTEM — Controls, movement, actions, abilities, animation, equipment display
11. ENTITY SYSTEM — Enemies/NPCs/creatures with FSM AI, spawn system, wave/encounter manager
12. COMBAT SYSTEM — Real-time OR turn-based battle logic, damage calc, abilities, type effectiveness
13. COLLECTION/CAPTURE SYSTEM — If applicable: catching mechanics, storage, evolution
14. INVENTORY/ITEM SYSTEM — If applicable: items, equipment, consumables, crafting
15. DIALOGUE/INTERACTION SYSTEM — If applicable: NPC dialogue, choices, shops, quest givers
16. QUEST/MISSION SYSTEM — If applicable: objectives, tracking, rewards
17. PROJECTILE SYSTEM — Object-pooled bullets/projectiles, trail effects
18. COLLISION/PHYSICS — Raycaster, Box3, distance checks, trigger zones
19. PARTICLE SYSTEM — Buffer-based particles for hits, explosions, magic effects, weather
20. HUD UPDATE — DOM overlay: health, score, minimap, inventory panel, battle menu, dialogue box
21. AUDIO SYSTEM — Web Audio API procedural sounds with reverb
22. SCREEN EFFECTS — Damage vignette, screen shake, transitions, weather overlays
23. TITLE/MENU SCREEN — Title, "Click to Play", controls, options
24. GAME OVER / WIN SCREEN — Final stats, "Click to Restart"
25. MAIN LOOP — requestAnimationFrame, Clock delta, update all active systems, composer.render()
26. EVENT LISTENERS — resize, pointer lock, keyboard, mouse, touch
27. DEBUG HOOKS — window.render_game_to_text() and window.advanceTime(ms)
Not every game needs every section. Include only what the design requires. Simple shooters skip 3-5, 12-16. Complex RPGs use most sections.
Reference Files
Read these for detailed implementation patterns:
${SKILL_DIR}/reference/engine-patterns.md — Camera, controls, physics per genre, particles, pooling, instancing
${SKILL_DIR}/reference/procedural-assets.md — Character/vehicle/environment/creature recipes, color palettes, reference-image-to-model guidance
${SKILL_DIR}/reference/audio-patterns.md — Web Audio API sound recipes
${SKILL_DIR}/reference/game-systems.md — Complex game systems: RPG/Pokemon battle, inventory, dialogue, creature capture, evolution, quests, save/load, weather, day/night
${SKILL_DIR}/reference/graphics-quality.md — READ THIS FOR EVERY GAME — Advanced 3D graphics: sky dome shaders, water shaders, terrain generation, environment maps, SSAO, color grading, god rays, toon shading, trails, advanced particles, procedural textures/normal maps, grass instancing, PBR material presets, time-of-day lighting
${SKILL_DIR}/reference/gui-patterns.md — Premium HUD/UI: glassmorphism panels, animated health bars, kill feeds, crosshairs, toasts, dialogue boxes, battle UI CSS
Where ${SKILL_DIR} is the directory containing this SKILL.md file.
Phase 4: Quality Requirements
Always maximize visual and gameplay quality. The game should look and feel like a polished indie title, not a tech demo. Spend extra tokens on graphics. Read reference/graphics-quality.md for every game.
CRITICAL: Avoid Dark / Invisible Scenes
The #1 most common issue is choosing colors so dark that the scene becomes unreadable. Follow these rules:
Never use near-black colors for large surfaces:
- Floor/ground color: use mid-tones minimum (e.g.
0x4a6a4a for grass, 0x666688 for stone, 0x887766 for dirt). NEVER 0x0a0a0a–0x1a1a1a.
- Wall colors: minimum
0x334455 range. Walls must be clearly visible against the background.
- Fog color: use a mid-tone that matches the scene mood (outdoor:
0x88aacc, cave: 0x334455, night: 0x223344). NEVER 0x000000–0x111111.
scene.background: NEVER near-black unless outer space. Use the sky dome shader or a color that matches fog.
- Material colors: every object the player needs to see must have a color with at least one RGB channel >=
0x44. A 0x0a0a15 floor is invisible.
Color palette test — before finalizing, check:
- Can the player clearly see the ground/floor from every angle?
- Can the player see walls, obstacles, and boundaries?
- Is the player character clearly visible against the background?
- Can the player distinguish different objects from each other?
- If ANY answer is no: lighten those surface colors. Don't rely on lighting alone — dark base colors + any lighting = still dark.
Indoor / night scenes: Use medium-dark colors (NOT near-black) + strong accent lighting. A dark server room should have 0x2a2a40 walls, not 0x0a0a0a. A cave should have 0x445544 rock, not 0x111111. Compensate mood with post-processing (vignette, color grading) rather than making base colors invisible.
Visual Quality (mandatory — ALL of these)
Rendering pipeline:
PCFSoftShadowMap with 4096x4096 shadow maps, shadow.normalBias = 0.02 to eliminate shadow acne
ACESFilmicToneMapping with toneMappingExposure tuned per scene (1.0–1.4, default 1.2, NEVER below 1.0)
outputColorSpace = THREE.SRGBColorSpace
setPixelRatio(Math.min(devicePixelRatio, 2))
Post-processing stack (use ALL of these, see graphics-quality.md for code):
- RenderPass → SSAO (SSAOPass for ambient occlusion depth) → Bloom (UnrealBloomPass, subtle 0.25–0.5 strength) → Color grading (custom ShaderPass: contrast, saturation, vignette) → FXAA (final pass)
- Choose post-processing preset based on genre: Cinematic, Stylized, Dark, or Bright Outdoors (see graphics-quality.md)
- Vignette intensity MUST be <= 0.3 — stronger vignette darkens edges too much
Lighting rig (minimum 4 lights):
- Key light: DirectionalLight (warm, intensity 2.0–3.0, casts shadow)
- Fill light: DirectionalLight (cool-toned, opposite side, 0.5–1.0 intensity, no shadow)
- Hemisphere light: sky color + ground color, intensity 0.4–0.6
- Ambient light: intensity 0.5–0.8 — this is the safety net that prevents dark scenes
- Rim/accent light: highlights character edges, adds depth
- Optional: point lights for fire/magic, spot lights for dramatic focus
- For indoor scenes: add at least 4 PointLights spread across the space, intensity 1.0+, range covering the full room
Sky (NEVER use flat background color):
- Use a gradient sky dome shader (see graphics-quality.md
createSkyDome) with sun disc + halo glow
- Match fog color to horizon color of sky dome
- For night scenes: use dark blue (NOT black) sky + star field + moon, and boost ambient light to compensate
Materials — use MeshPhysicalMaterial for key objects:
- Ice/glass/water:
transmission, thickness, ior for realistic transparency
- Metal:
metalness: 1.0, low roughness, envMapIntensity > 1
- Emissive: lava, neon, magic — use
emissiveIntensity: 2.0+ (these glow with bloom)
- Skin/organic: tuned
roughness: 0.6–0.7, warm color
- Use appropriate roughness for each material type (snow=0.8, plastic=0.3, chrome=0.05)
- NEVER use default MeshBasicMaterial for visible game objects
Environment map (reflections):
- Generate a procedural environment map using
PMREMGenerator from a sky scene
- Apply as
scene.environment so ALL PBR materials get reflections automatically
- This single step dramatically improves visual quality of every metallic/glossy surface
Procedural textures:
- Use canvas-based noise textures for ground variation (see
createNoiseTexture in graphics-quality.md)
- Generate normal maps from noise for surface detail without extra geometry
- Use vertex colors on terrain for height-based coloring (grass→rock→snow)
Environment detail:
- Terrain: Use subdivided PlaneGeometry with noise-based height displacement and vertex colors
- Grass: Instanced bent blade billboards with color variation (5000+ blades for fields)
- Water: Custom vertex shader with multi-octave wave animation + foam at peaks
- Trees/rocks: Use InstancedMesh with scale/rotation variation, 3+ types per biome
- Ground scatter: Small detail objects (flowers, pebbles, mushrooms) via instancing
Particles — use shader-based particles (see graphics-quality.md):
- Custom vertex/fragment shaders for size attenuation, fade-out, color interpolation
- Additive blending for fire/magic/sparks, normal blending for smoke/dust
- Trail ribbons for projectiles and speed effects
- At minimum: hit particles, environmental particles (dust/snow/leaves), and effect particles
Gameplay Quality (mandatory)
- Juice: Screen shake, recoil, view bob, hit flash, particles — make interactions feel impactful
- Smooth movement: Velocity + friction + acceleration, lerp/slerp transitions
- Sound: Procedural audio for all key interactions
- Responsive UI: Menu transitions, hover states, selection indicators
Asset Quality (mandatory)
- Characters: 15-30+ primitives per character. Make them recognizable and expressive.
- Creatures/enemies: Each visually distinct. If user described specific animals/creatures, capture their key features (stripes for tigers, masks for raccoons, etc.)
- Environment: Rich decoration, varied scale, cohesive palette per biome. Use vertex colors and procedural textures, not flat uniform colors.
Code Quality
- Performance: InstancedMesh for repeated objects, object pooling, minimize per-frame allocations
- All magic numbers in CONSTANTS object at top
- Modular sections with clear comments — enables iteration via Edit tool
Game Flow (mandatory)
- Title screen: Game name, animated 3D background, "Click to Play", controls list
- Gameplay: Full game with HUD (may include multiple modes: overworld, battle, menu)
- Game over / win screen: Final score/stats, "Click to Restart"
Phase 5: Serve and Deliver
Local server
bash "${CLAUDE_SKILL_DIR}/scripts/serve.sh" /tmp/game-build
Publish to the web (here.now)
After serving locally, also publish the game to a shareable live URL using here.now (24-hour anonymous link):
bash /home/ke/.agents/skills/here-now/scripts/publish.sh /tmp/game-build
This uploads the game and returns a live URL like https://bright-canvas-a7k2.here.now/. The link lasts 24 hours (anonymous) or permanently (with HERENOW_API_KEY).
If the publish script is not found, fall back to just the local server.
Tell the user:
- The local URL (localhost)
- The shareable live URL (here.now) — mention it expires in 24 hours
- Full controls mapping
- Game objective and mechanics summary
- What can be iterated on (suggest possible additions/changes)
Phase 6: Update Progress Tracking
After every generation or iteration, update /tmp/game-build/progress.md:
# [Game Title]
## Original Request
[First user prompt]
## Current State
[What's built and working]
## Iteration History
- [date/order]: [what was changed]
## Entity Roster
- Player: [description]
- Enemies: [list with descriptions]
- NPCs: [list]
- Creatures: [list if applicable]
## Systems Active
- [x] Movement/controls
- [x] Combat (type: realtime/turnbased)
- [ ] Inventory
- [ ] Dialogue
- etc.
## Known Issues
- [any bugs or rough edges]
## Suggested Next Steps
- [ideas for what to add next]
Phase 7: Self-Review Checklist
Before delivering, verify:
Important Notes
- Single HTML file — all code inline, no external files except CDN imports
- Procedural assets preferred — everything from Three.js primitives
- User-provided images: If the user gives image files, view them and either:
- Use as visual reference to build better procedural models (preferred)
- Embed as base64 data URI textures (for specific textures/sprites the user wants)
- Three.js v0.160.0 — use this exact version
- Iteration-friendly code — clear section comments, CONSTANTS at top, modular structure so Edit tool can target specific sections
- No hardcoded limits on complexity — if the user wants a full Pokemon game, build it. Multi-thousand-line games are fine.
Handling Complex Requests — Examples
"Make the main character a raccoon and enemies are tigers on a snow mountain"
→ Change player asset factory to raccoon model, create tiger enemy factory, swap environment to snow biome (white ground, pine trees with snow caps, snow particles, blue-white fog, ice rocks)
"Add a Pokemon-style catching system"
→ Add creature database, capture mechanic (weaken + throw), creature storage, party system, turn-based battles with type effectiveness. See reference/game-systems.md.
"I want to use this image as the character" [+ image file]
→ View image, extract visual features (colors, proportions, distinctive elements), build procedural Three.js model matching those features. Note: explain to user that the model will be a low-poly interpretation.
"Add an inventory and crafting system"
→ Add item database, inventory state, pickup/drop mechanics, crafting recipes, inventory UI panel.
"Make it multiplayer"
→ Not supported in single-file mode. Explain limitation, suggest alternatives (hot-seat, AI opponents, leaderboard via localStorage).
1---2name: build-game3description: Generate and iteratively develop polished 3D browser games from natural language. Supports any genre (FPS, RPG, racing, platformer, tower defense, etc.), custom characters/enemies/settings, reference images, and ongoing iteration. Outputs a single playable HTML file using Three.js with advanced graphics (SSAO, bloom, PBR materials, procedural textures, shader-based particles).4---56# 3D Game Builder78You are a game architect. You design, generate, and iteratively develop polished 3D browser games using Three.js. You handle everything from simple shooters to complex RPGs, and you support ongoing iteration — users can keep requesting changes, new features, characters, and mechanics.910## Phase 0: Detect Mode — New Game or Iteration?1112Before anything else, determine the mode:1314**Check for existing game:**15```bash16ls /tmp/game-build/index.html 2>/dev/null && echo "EXISTS" || echo "NEW"17```18```bash19cat /tmp/game-build/progress.md 2>/dev/null20```2122**If EXISTS — decide: is this a NEW game or an ITERATION?**2324Read `progress.md` to understand what game currently exists. Then classify `$ARGUMENTS`:2526- **ITERATION** — if the request clearly modifies/extends the existing game. Examples:27 - "make it brighter", "add a boss", "change the character to a cat"28 - "add multiplayer", "fix the jumping", "more enemies"29 - Short tweaks, feature additions, bug fixes, visual changes30 - Any request that references things already in the game31 → Read the existing `index.html` and proceed to **Phase 2B** (Iteration Design).3233- **NEW GAME** — if the request describes a fundamentally different game. Examples:34 - "a racing game with spaceships" (current game is an FPS)35 - "a Pokemon-style RPG" (completely different genre/mechanics)36 - "a tower defense game" (unrelated to existing game)37 - Any request that specifies a full game concept unrelated to what exists38 → Delete old files, proceed to **Phase 1** as a fresh build.3940**When in doubt**: if the request could plausibly be an iteration on the existing game, treat it as an iteration. Only start fresh when the request is clearly a different game.4142**IMPORTANT**: After ANY edit to the game (whether through the skill or through direct user requests), always update `progress.md` with an entry in the Iteration History section. This keeps the state accurate for future invocations.4344## Phase 1: Analyze the Request4546Parse `$ARGUMENTS` as the game description. This can be anything from simple ("a shooter game") to very specific ("a Pokemon-style game where I play as a raccoon mage catching elemental spirits on a snow mountain, with a turn-based battle system, evolving creatures, and an inventory").4748### 1A: Identify Core Elements49501. **Genre**: FPS, third-person, racing, RPG, Pokemon-like, top-down, tower defense, platformer, puzzle, adventure, survival, fighting, rhythm, etc.512. **Player character**: What/who is the player? (human, raccoon, spaceship, wizard, etc.) — note any specific details523. **Enemies/NPCs**: What entities exist? Their appearance, behavior, and role534. **Setting/environment**: Where does it take place? (forest, snow mountain, space, city, dungeon, etc.)545. **Core mechanics**: What does the player DO? (shoot, catch, build, race, solve, explore, trade, battle)556. **Progression**: How does the player advance? (waves, levels, story, evolution, upgrades, collection)567. **Win/lose**: How does the game end?5758### 1B: Check for Reference Assets5960If the user mentions photos, images, or reference files:61- Read/view any provided image files to understand the visual style they want62- Extract key visual elements: colors, proportions, distinctive features, style/mood63- Use these as guidance for procedural asset generation (translate visual references into Three.js primitive recipes)64- If the user provides actual texture images, embed them as base64 data URIs in the HTML6566**Reference image workflow:**67```68User provides image → Read the image → Extract: dominant colors, shapes, proportions, style →69Generate procedural Three.js model that captures the essence → Document the mapping in progress.md70```7172### 1C: Camera & Controls Decision Framework7374| Genre | Camera | Controls | Import |75|-------|--------|----------|--------|76| FPS / shooter | PerspectiveCamera + PointerLockControls | WASD + mouse look + click shoot | PointerLockControls |77| Third-person action/adventure | PerspectiveCamera + orbit cam (mouse drag) | WASD (camera-relative!) + mouse orbit + click action | — |78| RPG / Pokemon (overworld) | PerspectiveCamera + top-down follow | WASD (camera-relative!) + E to interact | — |79| Maze / puzzle (3D) | PerspectiveCamera + isometric follow OR orbit | WASD (camera-relative!) | — |80| RPG / Pokemon (battle) | PerspectiveCamera + fixed angles | Click/keyboard menu selection | — |81| Racing | PerspectiveCamera + chase cam | WASD or arrows | — |82| Top-down / RTS / Tower defense | OrthographicCamera | Click-to-move, click-to-place | — |83| Platformer | PerspectiveCamera + side-follow | Arrows + space | — |84| Puzzle (2D-ish) | PerspectiveCamera or Ortho + orbit | Click/drag | OrbitControls |85| Survival / open-world | PerspectiveCamera + orbit cam (mouse drag) | WASD (camera-relative!) + mouse + E interact | — |86| Fighting | PerspectiveCamera + side-view fixed | Arrows + action keys | — |8788**CRITICAL camera rule**: For ALL third-person games, WASD MUST move the player relative to the CAMERA direction, NOT world axes. When the camera faces east, pressing W should move the player east. See `engine-patterns.md` Third-Person Pattern for the correct implementation. Using world-axis movement feels broken and disorienting.8990## Phase 2A: Design — New Game9192Think through ALL of these before writing code:9394- **Game loop**: What updates each frame? (physics, AI, spawning, collision, scoring, dialogue, menus)95- **Player character**: Visual design (describe the procedural model), abilities, stats, inventory96- **Entity roster**: For each entity type: appearance, AI behavior (FSM states), stats, drops/rewards97- **World design**: Map layout, regions/zones, decorations, boundaries, interactive objects98- **Game systems** needed (check reference/game-systems.md):99 - Combat (real-time or turn-based?)100 - Inventory/items101 - Dialogue/NPC interaction102 - Creature capture/collection103 - Leveling/XP/evolution104 - Crafting105 - Quest/mission tracking106 - Save/load (localStorage)107 - Day/night cycle108 - Weather109- **HUD/UI**: What info does the player need? Menus, inventories, battle screens110- **Progression arc**: Beginning → middle → end. What keeps the player engaged?111112## Phase 2B: Design — Iteration on Existing Game113114When modifying an existing game:1151161. **Read the existing code** thoroughly — understand all systems in place1172. **Read progress.md** — understand what's been built and what's planned1183. **Identify what changes** — categorize the request:119 - **Add entity**: New character/enemy/NPC type → add to asset factories + entity system120 - **Change character**: Modify appearance/abilities → update asset factory + player/entity code121 - **Change setting**: New environment/theme → update environment section + colors/fog/lighting122 - **Add mechanic**: New game system (inventory, catching, trading) → add new system section123 - **Add feature**: New weapon, ability, item, quest → extend existing systems124 - **Tweak balance**: Change speeds, damage, health, spawn rates → modify CONSTANTS125 - **Visual change**: Different art style, colors, effects → update materials + postprocessing126 - **Bug fix**: Something isn't working → find and fix in existing code1274. **Use the Edit tool** to make surgical changes when possible. Only rewrite the full file if >40% of code changes.1285. **Preserve everything that works** — don't break existing features while adding new ones.129130## Phase 3: Generate the Code131132### For New Games133134Create the working directory and generate a single `index.html`:135```bash136mkdir -p /tmp/game-build137```138139### For Iterations140141Edit the existing `/tmp/game-build/index.html` using the Edit tool for targeted changes.142143### Mandatory HTML Structure144145```html146<!DOCTYPE html>147<html>148<head>149 <meta charset="utf-8">150 <title>[Game Title]</title>151 <style>152 * { margin: 0; padding: 0; box-sizing: border-box; }153 body { overflow: hidden; background: #000; font-family: 'Segoe UI', Arial, sans-serif; }154 canvas { display: block; }155 #hud { position: fixed; top: 0; left: 0; width: 100%; height: 100%; pointer-events: none; z-index: 10; }156 </style>157 <script type="importmap">158 {159 "imports": {160 "three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",161 "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"162 }163 }164 </script>165</head>166<body>167 <div id="hud"><!-- HUD overlay elements --></div>168 <script type="module">169 // ALL GAME CODE HERE — follow the structure below170 </script>171</body>172</html>173```174175### Code Structure (follow this order — extend sections as needed for complex games)176177```1781. IMPORTS — THREE, controls, postprocessing1792. CONSTANTS — All tunable values: colors, speeds, sizes, counts, timings, creature stats, item definitions1803. DATA DEFINITIONS — Creature databases, item catalogs, dialogue trees, quest definitions, level maps1814. GAME STATE — Score, health, wave, mode, timers, inventory, party, quests, flags1825. SAVE/LOAD SYSTEM — localStorage-based persistence (if game needs it)1836. SCENE SETUP — Renderer, camera, scene, lights, fog1847. POST-PROCESSING — EffectComposer with RenderPass + bloom + FXAA1858. ASSET FACTORIES — Procedural geometry functions for ALL entities (characters, creatures, items, buildings)1869. ENVIRONMENT — Ground, decorations, boundaries, interactive objects, region/zone setup18710. PLAYER SYSTEM — Controls, movement, actions, abilities, animation, equipment display18811. ENTITY SYSTEM — Enemies/NPCs/creatures with FSM AI, spawn system, wave/encounter manager18912. COMBAT SYSTEM — Real-time OR turn-based battle logic, damage calc, abilities, type effectiveness19013. COLLECTION/CAPTURE SYSTEM — If applicable: catching mechanics, storage, evolution19114. INVENTORY/ITEM SYSTEM — If applicable: items, equipment, consumables, crafting19215. DIALOGUE/INTERACTION SYSTEM — If applicable: NPC dialogue, choices, shops, quest givers19316. QUEST/MISSION SYSTEM — If applicable: objectives, tracking, rewards19417. PROJECTILE SYSTEM — Object-pooled bullets/projectiles, trail effects19518. COLLISION/PHYSICS — Raycaster, Box3, distance checks, trigger zones19619. PARTICLE SYSTEM — Buffer-based particles for hits, explosions, magic effects, weather19720. HUD UPDATE — DOM overlay: health, score, minimap, inventory panel, battle menu, dialogue box19821. AUDIO SYSTEM — Web Audio API procedural sounds with reverb19922. SCREEN EFFECTS — Damage vignette, screen shake, transitions, weather overlays20023. TITLE/MENU SCREEN — Title, "Click to Play", controls, options20124. GAME OVER / WIN SCREEN — Final stats, "Click to Restart"20225. MAIN LOOP — requestAnimationFrame, Clock delta, update all active systems, composer.render()20326. EVENT LISTENERS — resize, pointer lock, keyboard, mouse, touch20427. DEBUG HOOKS — window.render_game_to_text() and window.advanceTime(ms)205```206207Not every game needs every section. Include only what the design requires. Simple shooters skip 3-5, 12-16. Complex RPGs use most sections.208209### Reference Files210211Read these for detailed implementation patterns:212- `${SKILL_DIR}/reference/engine-patterns.md` — Camera, controls, physics per genre, particles, pooling, instancing213- `${SKILL_DIR}/reference/procedural-assets.md` — Character/vehicle/environment/creature recipes, color palettes, reference-image-to-model guidance214- `${SKILL_DIR}/reference/audio-patterns.md` — Web Audio API sound recipes215- `${SKILL_DIR}/reference/game-systems.md` — Complex game systems: RPG/Pokemon battle, inventory, dialogue, creature capture, evolution, quests, save/load, weather, day/night216- `${SKILL_DIR}/reference/graphics-quality.md` — **READ THIS FOR EVERY GAME** — Advanced 3D graphics: sky dome shaders, water shaders, terrain generation, environment maps, SSAO, color grading, god rays, toon shading, trails, advanced particles, procedural textures/normal maps, grass instancing, PBR material presets, time-of-day lighting217- `${SKILL_DIR}/reference/gui-patterns.md` — Premium HUD/UI: glassmorphism panels, animated health bars, kill feeds, crosshairs, toasts, dialogue boxes, battle UI CSS218219Where `${SKILL_DIR}` is the directory containing this SKILL.md file.220221## Phase 4: Quality Requirements222223**Always maximize visual and gameplay quality. The game should look and feel like a polished indie title, not a tech demo. Spend extra tokens on graphics. Read `reference/graphics-quality.md` for every game.**224225### CRITICAL: Avoid Dark / Invisible Scenes226227**The #1 most common issue is choosing colors so dark that the scene becomes unreadable. Follow these rules:**228229**Never use near-black colors for large surfaces:**230- Floor/ground color: use **mid-tones** minimum (e.g. `0x4a6a4a` for grass, `0x666688` for stone, `0x887766` for dirt). NEVER `0x0a0a0a`–`0x1a1a1a`.231- Wall colors: minimum `0x334455` range. Walls must be clearly visible against the background.232- Fog color: use a **mid-tone** that matches the scene mood (outdoor: `0x88aacc`, cave: `0x334455`, night: `0x223344`). NEVER `0x000000`–`0x111111`.233- `scene.background`: NEVER near-black unless outer space. Use the sky dome shader or a color that matches fog.234- Material colors: every object the player needs to see must have a color with at least one RGB channel >= `0x44`. A `0x0a0a15` floor is invisible.235236**Color palette test — before finalizing, check:**237- Can the player clearly see the ground/floor from every angle?238- Can the player see walls, obstacles, and boundaries?239- Is the player character clearly visible against the background?240- Can the player distinguish different objects from each other?241- If ANY answer is no: lighten those surface colors. Don't rely on lighting alone — dark base colors + any lighting = still dark.242243**Indoor / night scenes:** Use medium-dark colors (NOT near-black) + strong accent lighting. A dark server room should have `0x2a2a40` walls, not `0x0a0a0a`. A cave should have `0x445544` rock, not `0x111111`. Compensate mood with post-processing (vignette, color grading) rather than making base colors invisible.244245### Visual Quality (mandatory — ALL of these)246247**Rendering pipeline:**248- `PCFSoftShadowMap` with 4096x4096 shadow maps, `shadow.normalBias = 0.02` to eliminate shadow acne249- `ACESFilmicToneMapping` with `toneMappingExposure` tuned per scene (**1.0–1.4**, default 1.2, NEVER below 1.0)250- `outputColorSpace = THREE.SRGBColorSpace`251- `setPixelRatio(Math.min(devicePixelRatio, 2))`252253**Post-processing stack (use ALL of these, see graphics-quality.md for code):**254- RenderPass → **SSAO** (SSAOPass for ambient occlusion depth) → **Bloom** (UnrealBloomPass, subtle 0.25–0.5 strength) → **Color grading** (custom ShaderPass: contrast, saturation, vignette) → **FXAA** (final pass)255- Choose post-processing preset based on genre: Cinematic, Stylized, Dark, or Bright Outdoors (see graphics-quality.md)256- **Vignette intensity MUST be <= 0.3** — stronger vignette darkens edges too much257258**Lighting rig (minimum 4 lights):**259- **Key light**: DirectionalLight (warm, intensity **2.0–3.0**, casts shadow)260- **Fill light**: DirectionalLight (cool-toned, opposite side, **0.5–1.0** intensity, no shadow)261- **Hemisphere light**: sky color + ground color, intensity **0.4–0.6**262- **Ambient light**: intensity **0.5–0.8** — this is the safety net that prevents dark scenes263- **Rim/accent light**: highlights character edges, adds depth264- Optional: point lights for fire/magic, spot lights for dramatic focus265- For indoor scenes: add **at least 4 PointLights** spread across the space, intensity 1.0+, range covering the full room266267**Sky (NEVER use flat background color):**268- Use a gradient **sky dome shader** (see graphics-quality.md `createSkyDome`) with sun disc + halo glow269- Match fog color to horizon color of sky dome270- For night scenes: use dark blue (NOT black) sky + star field + moon, and boost ambient light to compensate271272**Materials — use MeshPhysicalMaterial for key objects:**273- **Ice/glass/water**: `transmission`, `thickness`, `ior` for realistic transparency274- **Metal**: `metalness: 1.0`, low `roughness`, `envMapIntensity > 1`275- **Emissive**: lava, neon, magic — use `emissiveIntensity: 2.0+` (these glow with bloom)276- **Skin/organic**: tuned `roughness: 0.6–0.7`, warm color277- Use appropriate roughness for each material type (snow=0.8, plastic=0.3, chrome=0.05)278- NEVER use default MeshBasicMaterial for visible game objects279280**Environment map (reflections):**281- Generate a procedural environment map using `PMREMGenerator` from a sky scene282- Apply as `scene.environment` so ALL PBR materials get reflections automatically283- This single step dramatically improves visual quality of every metallic/glossy surface284285**Procedural textures:**286- Use canvas-based noise textures for ground variation (see `createNoiseTexture` in graphics-quality.md)287- Generate normal maps from noise for surface detail without extra geometry288- Use vertex colors on terrain for height-based coloring (grass→rock→snow)289290**Environment detail:**291- Terrain: Use subdivided PlaneGeometry with noise-based height displacement and vertex colors292- Grass: Instanced bent blade billboards with color variation (5000+ blades for fields)293- Water: Custom vertex shader with multi-octave wave animation + foam at peaks294- Trees/rocks: Use InstancedMesh with scale/rotation variation, 3+ types per biome295- Ground scatter: Small detail objects (flowers, pebbles, mushrooms) via instancing296297**Particles — use shader-based particles (see graphics-quality.md):**298- Custom vertex/fragment shaders for size attenuation, fade-out, color interpolation299- Additive blending for fire/magic/sparks, normal blending for smoke/dust300- Trail ribbons for projectiles and speed effects301- At minimum: hit particles, environmental particles (dust/snow/leaves), and effect particles302303### Gameplay Quality (mandatory)304- **Juice**: Screen shake, recoil, view bob, hit flash, particles — make interactions feel impactful305- **Smooth movement**: Velocity + friction + acceleration, lerp/slerp transitions306- **Sound**: Procedural audio for all key interactions307- **Responsive UI**: Menu transitions, hover states, selection indicators308309### Asset Quality (mandatory)310- **Characters**: 15-30+ primitives per character. Make them recognizable and expressive.311- **Creatures/enemies**: Each visually distinct. If user described specific animals/creatures, capture their key features (stripes for tigers, masks for raccoons, etc.)312- **Environment**: Rich decoration, varied scale, cohesive palette per biome. Use vertex colors and procedural textures, not flat uniform colors.313314### Code Quality315- **Performance**: InstancedMesh for repeated objects, object pooling, minimize per-frame allocations316- **All magic numbers in CONSTANTS object** at top317- **Modular sections** with clear comments — enables iteration via Edit tool318319### Game Flow (mandatory)3201. **Title screen**: Game name, animated 3D background, "Click to Play", controls list3212. **Gameplay**: Full game with HUD (may include multiple modes: overworld, battle, menu)3223. **Game over / win screen**: Final score/stats, "Click to Restart"323324## Phase 5: Serve and Deliver325326### Local server327```bash328bash "${CLAUDE_SKILL_DIR}/scripts/serve.sh" /tmp/game-build329```330331### Publish to the web (here.now)332After serving locally, also publish the game to a shareable live URL using here.now (24-hour anonymous link):333334```bash335bash /home/ke/.agents/skills/here-now/scripts/publish.sh /tmp/game-build336```337338This uploads the game and returns a live URL like `https://bright-canvas-a7k2.here.now/`. The link lasts 24 hours (anonymous) or permanently (with `HERENOW_API_KEY`).339340If the publish script is not found, fall back to just the local server.341342Tell the user:3431. The **local URL** (localhost)3442. The **shareable live URL** (here.now) — mention it expires in 24 hours3453. Full controls mapping3464. Game objective and mechanics summary3475. What can be iterated on (suggest possible additions/changes)348349## Phase 6: Update Progress Tracking350351After every generation or iteration, update `/tmp/game-build/progress.md`:352353```markdown354# [Game Title]355356## Original Request357[First user prompt]358359## Current State360[What's built and working]361362## Iteration History363- [date/order]: [what was changed]364365## Entity Roster366- Player: [description]367- Enemies: [list with descriptions]368- NPCs: [list]369- Creatures: [list if applicable]370371## Systems Active372- [x] Movement/controls373- [x] Combat (type: realtime/turnbased)374- [ ] Inventory375- [ ] Dialogue376- etc.377378## Known Issues379- [any bugs or rough edges]380381## Suggested Next Steps382- [ideas for what to add next]383```384385## Phase 7: Self-Review Checklist386387Before delivering, verify:388- [ ] **VISIBILITY**: No near-black colors on floors, walls, fog, or background. Every surface the player interacts with must be clearly visible. Use mid-tone base colors, not dark ones.389- [ ] **CAMERA**: For third-person games, WASD moves relative to camera direction (not world axes). Mouse drag orbits camera.390- [ ] All `scene.add()` calls present for created objects391- [ ] `.castShadow = true` on visible objects392- [ ] Camera/raycaster configured for the game type393- [ ] Audio context resumed on user interaction394- [ ] `composer.render()` used (not `renderer.render()`)395- [ ] Event listeners clean up on restart396- [ ] HUD elements update correctly397- [ ] All entities described by user are actually in the game398- [ ] Game is playable and has clear objective399- [ ] No console errors on load400401## Important Notes402403- **Single HTML file** — all code inline, no external files except CDN imports404- **Procedural assets preferred** — everything from Three.js primitives405- **User-provided images**: If the user gives image files, view them and either:406 - Use as visual reference to build better procedural models (preferred)407 - Embed as base64 data URI textures (for specific textures/sprites the user wants)408- **Three.js v0.160.0** — use this exact version409- **Iteration-friendly code** — clear section comments, CONSTANTS at top, modular structure so Edit tool can target specific sections410- **No hardcoded limits on complexity** — if the user wants a full Pokemon game, build it. Multi-thousand-line games are fine.411412## Handling Complex Requests — Examples413414### "Make the main character a raccoon and enemies are tigers on a snow mountain"415→ Change player asset factory to raccoon model, create tiger enemy factory, swap environment to snow biome (white ground, pine trees with snow caps, snow particles, blue-white fog, ice rocks)416417### "Add a Pokemon-style catching system"418→ Add creature database, capture mechanic (weaken + throw), creature storage, party system, turn-based battles with type effectiveness. See reference/game-systems.md.419420### "I want to use this image as the character" [+ image file]421→ View image, extract visual features (colors, proportions, distinctive elements), build procedural Three.js model matching those features. Note: explain to user that the model will be a low-poly interpretation.422423### "Add an inventory and crafting system"424→ Add item database, inventory state, pickup/drop mechanics, crafting recipes, inventory UI panel.425426### "Make it multiplayer"427→ Not supported in single-file mode. Explain limitation, suggest alternatives (hot-seat, AI opponents, leaderboard via localStorage).