Three.js Game Skills is a collection of agent skills for creating playable browser games with Three.js, a JavaScript library for rendering interactive 3D graphics. It is for users building games with gameplay, graphics, interfaces, generated assets, debugging, and release checks, with bundled Vite, TypeScript, and Three.js materials plus testing templates. The catalogue entries are the skills and instruction that coordinate these parts of the game-building workflow.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-game-ui-designergit clone --depth 1 https://github.com/majidmanzarpour/threejs-game-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/majidmanzarpour/threejs-game-skills/threejs-game-ui-designer)<a href="https://agentmods.dev/skills/majidmanzarpour/threejs-game-skills/threejs-game-ui-designer"><img src="https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-game-ui-designer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/majidmanzarpour/threejs-game-skills/threejs-game-ui-designer"><img src="https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-game-ui-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00052 | $0.00504 |
| Opus 5.5 | $0.00021 | $0.00202 |
| Sonnet 5.5 | $0.00010 | $0.00101 |
| Haiku 4.5 | $0.00005 | $0.00050 |
Grade A, and why
threejs-game-ui-designer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 35 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Three.js Game UI Designer
Make game UI intentional, readable, responsive, and specific to the genre.
Preserve the user's requested scope and style. For a narrow HUD fix, retain the existing design and check the changed state and target viewports. For a complete UI pass, use the full workflow below. Mobile input is required when mobile is a target, not because a desktop-only game has UI.
Reference
references/ui-patterns.md — hierarchy and required states, HUD zones, menus, touch controls, responsive constraints, style cohesion, and state wiring. Read it before designing HUDs, menus, overlays, touch controls, or responsive layout.
Load threejs-image-generator when logos, icons, GUI art, faction marks, menu backgrounds, or 2D HUD assets would raise the quality. threejs-3d-generator only for genuine 3D menu objects and diegetic props, not flat HUD elements.
Workflow
- Capture desktop and mobile screenshots of what exists.
- Inventory the UI states: gameplay, pause, settings, fail and retry, win or milestone, loading, touch controls.
- Set the hierarchy: survival and status, then objective, then feedback, then flavor.
- Replace utility stat cards with authored clusters, meters, badges, icons, alerts, and modal states.
- Use stable dimensions, safe-area padding, text-fit constraints, and hover/pressed/focus/disabled states.
- Wire UI to game state rather than duplicating game rules inside UI code.
- Check text fit and overlap with the longest likely values, safe areas, touch targets, and real state changes on both viewports.
What goes wrong
A generic dashboard of stat cards · UI covering the player, threats, or the next decision · text that shifts and clips on mobile · decorative panels that reduce readability · touch controls that look right but emit no intents.
Report
UI intent and states covered, files changed, target-viewport screenshots, text-fit and overlap findings, safe-area and touch-target evidence where applicable, and remaining risks. Feed these results into the lead's consolidated pass rather than rerunning unchanged game-wide checks.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago Changed · -6 lines · -2 tokens per session f68b6a0ad434
- 1mo ago First seen · 41 lines · 54 tokens per session scan A 66a9c5b4872d
threejs-game-ui-designer is a skill published in the GitHub repository majidmanzarpour/threejs-game-skills (2,600 stars, last pushed 1mo ago), licensed MIT. It adds 52 tokens to every session and 504 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
ux-review
Validate a UX spec, HUD design or pattern library — accessibility, GDD alignment, readiness. APPROVED / NOT ASSESSED / NEEDS REVISION / MAJOR REVISION NEEDED.
ux-design
Section-by-section UX spec authoring for a screen, flow or HUD. Reads the player journey to provide context; also project-wide accessibility.
roblox-ui
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames…
game-ui-ux
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected…
unity-inspector
Advise on Unity Inspector authoring UX.
scenario-roblox-ui
Use when building or fixing Roblox game UI or input: HUD (health bar, currency, ability cooldowns), main menu, shop with a scrolling grid, settings screen, inventory, "UI scales wrong on phone", buttons hidden behind the jump button, UI too small on a tablet or TV, portrait and landscape, top bar and safe area, Scale…