threejs-qa-release

threejs-qa-release is a skill for Codex from majidmanzarpour/threejs-game-skills. It costs 63 tokens per session (1,046 once invoked), scanned A, original, MIT.

A testing and release workflow for Three.js browser games. Three.js is a JavaScript library for displaying interactive 3D scenes in a web browser.

In plain words
What is it for?
It helps playtest games, run automated bot tests, check responsive layouts, inspect screenshots and canvas pixels, build production bundles, and verify static-hosting paths.
Why use it?
It helps find gameplay, visual, mobile, and production problems before a game is released.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit It helps playtest games, run automated bot tests, check responsive layouts, inspect screenshots and canvas pixels, build production bundles, and verify static-hosting paths.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/majidmanzarpour/threejs-game-skills/threejs-qa-release
About the project

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.

majidmanzarpour/threejs-game-skills · 1,939 stars · on GitHub

Install

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.

Any agent
npx skills add majidmanzarpour/threejs-game-skills --skill threejs-qa-release
Clone the repo
git clone --depth 1 https://github.com/majidmanzarpour/threejs-game-skills

Made for: Codex.

Wrote 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.

agentmods badge for threejs-qa-release

README.md
[![agentmods](https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-qa-release/github.svg)](https://agentmods.dev/skills/majidmanzarpour/threejs-game-skills/threejs-qa-release)
Your own site
<a href="https://agentmods.dev/skills/majidmanzarpour/threejs-game-skills/threejs-qa-release"><img src="https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-qa-release/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.

agentmods 80×15 button for threejs-qa-release

Your own site · 80×15
<a href="https://agentmods.dev/skills/majidmanzarpour/threejs-game-skills/threejs-qa-release"><img src="https://agentmods.dev/badge/skills/majidmanzarpour/threejs-game-skills/threejs-qa-release.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,046 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 6 Sept 2026
  • Snyk warn 6 Sept 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00063 $0.01046
Opus 5 $0.00032 $0.00523
Sonnet 5 $0.00013 $0.00209
Haiku 4.5 $0.00006 $0.00105

Measured 5d ago against content hash 3dbad5a97398, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

threejs-qa-release 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 5d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/inspect-threejs-canvas.mjs), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skills/threejs-qa-release/SKILL.md · 56 lines

How it starts

The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Three.js QA Release

Prove the game works the way a player will meet it, then prepare a shippable build with its known risks.

Resolve <this-skill-dir> and local references from the actual loaded skill file; resolve sibling skills beside it before using runner-discovered alternatives. Run the inspector from the game project with its npm dependencies installed.

References

File Read it when
references/release-checks.md mobile verification, production release, performance evidence, or release-failure traps
references/visual-test-harness.md screenshot baselines, visual regression, UI or generated-asset regression protection
references/playtest-bot.md release-ready gameplay claims, difficulty and fairness checks, or a loop never driven by scripted input

QA pass

For a complete game use the full pass below. For narrow edits select checks covering the affected behavior, states, and target viewports. Reuse valid specialist evidence from the same code revision; the lead owns one consolidated pass. Repeat only after relevant changes, failures, or unresolved concerns. An explicit desktop-only scope does not require adding mobile gameplay.

  1. Install dependencies, run build and typecheck, start the dev or preview server.
  2. Open the browser target and capture console, page, and network errors.
  3. Confirm non-blank, visually varied canvas pixels.
  4. Capture active play on each target viewport (desktop and mobile by default), not just the title screen.
  5. Exercise the main input, objective progression, fail and retry, and whatever changed most recently.
  6. Check HUD text fit, safe areas, touch targets, and responsive layout.
  7. When audio changed: user-gesture unlock, SFX triggers, ambience loop start and stop, pause and restart cleanup, mute and volume, decode errors.
  8. Decide on a visual test harness. For premium, release-ready, UI-heavy, or generated-asset work a harness is usually worth it; say so either way.
  9. Run the bot playtest (tests/bot-playtest.template.ts in scaffold games) for release-ready gameplay claims and report its metrics JSON.
  10. When animation changed, capture a short unpaused sequence and inspect locomotion, clip transitions, feet, rig deformation, and attack/contact timing using references/visual-test-harness.md.

Read the full file on GitHub · 56 lines

Files

What ships with it

5 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.

Changes

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.

  1. 5d ago Changed · -6 lines · -9 tokens per session 3dbad5a97398
  2. 11d ago First seen · 62 lines · 72 tokens per session scan A 63fe0e965c7f

Subscribe to this mod's changes

threejs-qa-release is a skill published in the GitHub repository majidmanzarpour/threejs-game-skills (1,939 stars, last pushed 5d ago), licensed MIT. It adds 63 tokens to every session and 1,046 once invoked, about $0.0003 per session on Opus 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.

Related

Other skills, from other repositories

develop-web-game

Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.

netease-youdao/LobsterAI · 64 tokens

godot-e2e

Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever you need to: Test actual gameplay: player movement…

valkor-ai/loom · 189 tokens

test-playable-web-games

Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.

MengTo/Skills · 52 tokens

visual-qa

Inspect Godot screenshots or short frame sequences for acceptance issues. Use after capturing a scene, when checking camera framing, missing assets, UI overlap, collision visualization, animation, or a black/empty viewport.

valkor-ai/loom · 45 tokens

pie-testing

Start, stop, and query Play-In-Editor (PIE) sessions for runtime testing of Blueprints, gameplay logic, widgets, AI, and any in-game behavior. Use when the user asks you to "play", "test", "run", "PIE", "start/stop the game", or otherwise needs a live game world to validate changes.

kevinpbuckley/VibeUE · 76 tokens

game-playtest

Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.

openai/plugins · 44 tokens