3D Game Builder
VerifiedGenerate and iteratively develop polished 3D browser games from natural language. Supports any genre (FPS, RPG, racing, platformer, tower defense, etc.), cus...
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# 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: ```bash ls /tmp/game-build/index.html 2>/dev/null && echo "EXISTS" || echo "NEW" ``` ```bash 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 `$ARGUMENTS`:
- ITERATION — if the request clearly modifies/extends the existing game. Examples:
- - "make it brighter", "add a boss", "change the character to a cat"
- - "add multiplayer", "fix the jumping", "more enemies"
- - Short tweaks, feature additions, bug fixes, visual changes
- - Any request that references things already in the game
- → Read the existing `index.html` and proceed to Phase 2B (Iteration Design).
- NEW GAME — if the request describes a fundamentally different game. Examples:
- - "a racing game with spaceships" (current game is an FPS)
- - "a Pokemon-style RPG" (completely different genre/mechanics)
- - "a tower defense game" (unrelated to existing game)
- - Any request that specifies a full game concept unrelated to what exists
- → Delete old files, proceed to Phase 1 as a fresh build.
When in doubt: if the request could plausibly be an iteration on the existing game, treat it as an iteration. Only start fresh when the request is clearly a different game.
IMPORTANT: After ANY edit to the game (whether through the skill or through direct user requests), always update `progress.md` with an entry in the Iteration History section. This keeps the state accurate for future invocations.
Phase 1: Analyze the Request
Parse `$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`: ```bash 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
```html <!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/[email protected]/build/three.module.js", "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/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)
- ```
- IMPORTS — THREE, controls, postprocessing
- CONSTANTS — All tunable values: colors, speeds, sizes, counts, timings, creature stats, item definitions
- DATA DEFINITIONS — Creature databases, item catalogs, dialogue trees, quest definitions, level maps
- GAME STATE — Score, health, wave, mode, timers, inventory, party, quests, flags
- SAVE/LOAD SYSTEM — localStorage-based persistence (if game needs it)
- SCENE SETUP — Renderer, camera, scene, lights, fog
- POST-PROCESSING — EffectComposer with RenderPass + bloom + FXAA
- ASSET FACTORIES — Procedural geometry functions for ALL entities (characters, creatures, items, buildings)
- ENVIRONMENT — Ground, decorations, boundaries, interactive objects, region/zone setup
- PLAYER SYSTEM — Controls, movement, actions, abilities, animation, equipment display
- ENTITY SYSTEM — Enemies/NPCs/creatures with FSM AI, spawn system, wave/encounter manager
- COMBAT SYSTEM — Real-time OR turn-based battle logic, damage calc, abilities, type effectiveness
- COLLECTION/CAPTURE SYSTEM — If applicable: catching mechanics, storage, evolution
- INVENTORY/ITEM SYSTEM — If applicable: items, equipment, consumables, crafting
- DIALOGUE/INTERACTION SYSTEM — If applicable: NPC dialogue, choices, shops, quest givers
- QUEST/MISSION SYSTEM — If applicable: objectives, tracking, rewards
- PROJECTILE SYSTEM — Object-pooled bullets/projectiles, trail effects
- COLLISION/PHYSICS — Raycaster, Box3, distance checks, trigger zones
- PARTICLE SYSTEM — Buffer-based particles for hits, explosions, magic effects, weather
- HUD UPDATE — DOM overlay: health, score, minimap, inventory panel, battle menu, dialogue box
- AUDIO SYSTEM — Web Audio API procedural sounds with reverb
- SCREEN EFFECTS — Damage vignette, screen shake, transitions, weather overlays
- TITLE/MENU SCREEN — Title, "Click to Play", controls, options
- GAME OVER / WIN SCREEN — Final stats, "Click to Restart"
- MAIN LOOP — requestAnimationFrame, Clock delta, update all active systems, composer.render()
- EVENT LISTENERS — resize, pointer lock, keyboard, mouse, touch
- 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) 1. **Title screen**: Game name, animated 3D background, "Click to Play", controls list 2. **Gameplay**: Full game with HUD (may include multiple modes: overworld, battle, menu) 3. **Game over / win screen**: Final score/stats, "Click to Restart"
Phase 5: Serve and Deliver
Local server ```bash 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 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`:
```markdown # [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:
- [ ] 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.
- [ ] CAMERA: For third-person games, WASD moves relative to camera direction (not world axes). Mouse drag orbits camera.
- [ ] All `scene.add()` calls present for created objects
- [ ] `.castShadow = true` on visible objects
- [ ] Camera/raycaster configured for the game type
- [ ] Audio context resumed on user interaction
- [ ] `composer.render()` used (not `renderer.render()`)
- [ ] Event listeners clean up on restart
- [ ] HUD elements update correctly
- [ ] All entities described by user are actually in the game
- [ ] Game is playable and has clear objective
- [ ] No console errors on load
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).
Use Cases
- Generate a complete 3D browser FPS or RPG game from a single natural language description
- Iterate on an existing Three.js game by adding new characters, mechanics, or environments
- Build a Pokemon-style creature capture game with turn-based battles and evolution systems
- Create polished 3D racing, platformer, or tower defense games as single-file HTML
- Prototype game ideas rapidly with procedural assets, post-processing, and spatial audio
Pros & Cons
Pros
- +Outputs a single self-contained HTML file — no build tools, no dependencies beyond a CDN
- +Supports iterative development: detects existing games and makes surgical edits instead of rebuilding
- +Extremely detailed quality standards enforce proper lighting, post-processing, and visual polish automatically
- +Covers complex game systems (inventory, dialogue, quests, save/load) with reference implementation patterns
Cons
- -Single-file HTML approach limits game complexity — very large games may hit browser memory constraints
- -No multiplayer support — browser games are single-player only
- -Procedural Three.js assets look low-poly compared to games with authored 3D models or sprites
FAQ
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