threejs-game-director
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ChineseThree.js Game Director
Three.js 游戏导演
Purpose
目标
Own the end-to-end game outcome. Build the playable loop, route through the right phases, verify evidence, and do not call prototype-quality work premium. "Less basic" from the user means the current visual level is rejected: treat it as the premium bar.
负责游戏的端到端成果交付。构建可玩循环,规划正确的阶段流程,验证成果,不得将原型质量的工作称为高级品质。用户提出“不够基础”意味着当前视觉水准未达标:需以此作为高级品质的基准线。
Runner Capability Check
运行器能力检查
Before planning, note what this runner can do and adapt:
- Invoke sibling skills directly? Usually not — the runner invokes only this skill. Load sibling files with file-read tools instead. Never claim a skill was "invoked" when it was only loaded/read.
SKILL.md - Read files by path? Resolve every skill and reference path through the path ladder below. If a required file cannot be read anywhere on the ladder, record the failure in the ledger and use as the fallback procedure for that phase.
references/phase-playbook.md - Run shell commands (node + python3)? If yes, use the packaged scripts (scaffold creator, credential probe, canvas inspector, report audit). If not, ask the user to run each command and paste the output; never fabricate script output.
- Drive a browser / run Playwright? If yes, capture screenshots and canvas inspection yourself. If not, ask the user to run and
npm run verify:visualand paste the results; report unverified visuals as a residual risk, never as verified.npm run inspect:canvas
规划前,需明确当前运行器的能力并做出适配:
- 能否直接调用同级技能? 通常不能——运行器仅调用本技能。需通过文件读取工具加载同级文件。切勿将仅加载/读取技能的操作称为“调用”。
SKILL.md - 能否按路径读取文件? 通过以下路径层级解析所有技能和参考路径。若在层级中无法读取所需文件,需在记录中标记失败,并使用作为该阶段的 fallback 流程。
references/phase-playbook.md - 能否执行shell命令(node + python3)? 若可以,使用打包脚本(脚手架创建器、凭证探测、画布检查器、报告审计)。若不行,请用户运行每个命令并粘贴输出;切勿伪造脚本输出。
- 能否驱动浏览器/运行Playwright? 若可以,自行捕获截图和画布检查结果。若不行,请用户运行和
npm run verify:visual并粘贴结果;需将未验证的视觉效果报告为残留风险,而非已验证状态。npm run inspect:canvas
Skill Path Ladder
技能路径层级
Try in order, expanding to the user's home directory when the read tool requires absolute paths:
~- relative to this skill's directory
../<skill-name>/SKILL.md ~/.claude/skills/<skill-name>/SKILL.md~/.codex/skills/<skill-name>/SKILL.md~/.agents/skills/<skill-name>/SKILL.md- in the repository source
skills/<skill-name>/SKILL.md
Reference files resolve the same way: . Sibling skills point back to this ladder instead of restating it.
<skill-dir>/references/<file>.md按以下顺序尝试,当读取工具需要绝对路径时,将扩展为用户主目录:
~- 相对于本技能目录的
../<skill-name>/SKILL.md ~/.claude/skills/<skill-name>/SKILL.md~/.codex/skills/<skill-name>/SKILL.md~/.agents/skills/<skill-name>/SKILL.md- 仓库源码中的
skills/<skill-name>/SKILL.md
参考文件的解析方式相同:。同级技能需指向此路径层级,无需重复说明。
<skill-dir>/references/<file>.mdSibling Skill Loading
同级技能加载
For broad work (complete, premium, AAA, polished, high-fidelity, showcase, from-scratch, upgrade, release-ready), load all five phase skills before implementation: , , , , . For narrow director-invoked work, load the directly relevant sibling plus . Do not skip sibling loading because this director bundles a phase playbook.
threejs-gameplay-systemsthreejs-aaa-graphics-builderthreejs-game-ui-designerthreejs-debug-profilerthreejs-qa-releasethreejs-qa-releaseLoad generator skills before deciding generated assets are unnecessary, whenever their trigger surfaces exist in premium/AAA/showcase/complete/release-ready/"less basic" work:
- — characters, creatures, bosses, vehicles, ships, weapons, buildings, signature props, complex pickups, hero environment pieces, rigging/animation, textured imports.
threejs-3d-generator/SKILL.md - — concept/reference sheets, texture and material references, skies/backgrounds, logos, icons, decals, GUI/title/menu art, terrain/sky plates, image-to-3D inputs.
threejs-image-generator/SKILL.md - — SFX, ambience, UI sounds, vehicle/weapon/boss audio, announcer/dialogue, voice conversion, audio cleanup.
threejs-audio-generator/SKILL.md
对于宽泛的工作(完整、高级、AAA级、打磨、高保真、展示、从零开始、升级、可发布版本),需在实施前加载所有五个阶段技能:、、、、。对于由导演发起的窄范围工作,需加载直接相关的同级技能加上。切勿因本导演技能包含阶段手册而跳过同级技能加载。
threejs-gameplay-systemsthreejs-aaa-graphics-builderthreejs-game-ui-designerthreejs-debug-profilerthreejs-qa-releasethreejs-qa-release当高级/AAA级/展示/完整/可发布版本/“不够基础”的工作中存在触发场景时,需在判定无需生成资产前加载生成器技能:
- —— 角色、生物、Boss、载具、飞船、武器、建筑、标志性道具、复杂拾取物、核心环境组件、绑定/动画、带纹理的导入资源。
threejs-3d-generator/SKILL.md - —— 概念/参考图、纹理和材质参考、天空/背景、标志、图标、贴花、GUI/标题/菜单美术、地形/天空板块、图像转3D输入。
threejs-image-generator/SKILL.md - —— 音效、环境音、UI音效、载具/武器/Boss音频、旁白/对话、语音转换、音频清理。
threejs-audio-generator/SKILL.md
External Asset Sourcing Gate
外部资产来源检查
- Never record "not-needed" for a generator before loading its when trigger surfaces exist.
SKILL.md - Before claiming an API key is unavailable, run the credential probe and paste its literal output into the report. Each generator script also has its own
KEY=SET|MISSINGsubcommand.probe
bash
bash <director-skill-dir>/scripts/probe_asset_credentials.sh- For premium hero surfaces (player, enemy, boss, creature, vehicle, ship, weapon, building, signature prop), procedural-only is not an allowed final answer without real blocker evidence: a probe line, or an attempted generation command plus its API/network/quota error. Otherwise at least one high-value surface must show a 3D generator task ID, downloaded GLB/GLTF/FBX path, image generator output path, or documented hybrid chain.
MISSING - For premium active gameplay, missing audio is a reported gap unless the user asked for silent/offline output or the audio key/API is blocked.
- Fill the external asset sourcing ledger before the graphics phase. The ledger template and the allowed skip reasons live in .
references/phase-playbook.md
- 当存在触发场景时,切勿在加载生成器的前标记“无需”。
SKILL.md - 在声称API密钥不可用前,需运行凭证探测工具并将其字面输出粘贴到报告中。每个生成器脚本也有自己的
KEY=SET|MISSING子命令。probe
bash
bash <director-skill-dir>/scripts/probe_asset_credentials.sh- 对于高级核心资产(玩家、敌人、Boss、生物、载具、飞船、武器、建筑、标志性道具),若无实际障碍证据(探测结果,或尝试生成命令及其API/网络/配额错误),仅使用程序化生成不能作为最终答案。否则至少一个高价值资产需提供3D生成器任务ID、下载的GLB/GLTF/FBX路径、图像生成器输出路径,或文档化的混合流程记录。
MISSING - 对于高级活跃游戏玩法,除非用户要求无声音/离线输出,或音频密钥/API被阻止,否则缺失音频需报告为缺口。
- 需在图形阶段前完成外部资产来源记录。记录模板和允许跳过的原因位于中。
references/phase-playbook.md
Reference Gate
参考检查
References are phase-entry gates, not optional enrichment. The canonical per-phase Required References list lives in ; load that file at planning time for broad work and at phase entry otherwise.
references/phase-playbook.md- Load required references at phase entry, not at the end.
- Track every required reference in the reference ledger with yes/no/not-needed, path, and failure reason.
- A phase cannot be marked until its required references are loaded, or the final answer reports the reference as unavailable and the phase as blocked/fallback.
done - For premium/AAA/showcase claims, the final response must include the filled 10-category visual scorecard from , including measured evidence, average, and automatic failures remaining. Do not substitute a personal rubric.
threejs-aaa-graphics-builder/references/visual-scorecard.md - Thorough mode is the default for broad, premium, AAA, showcase, complete, and release-ready requests. Economy mode is allowed only for narrow fixes that do not claim premium quality.
If Task/subagent/workflow tools are available, delegate each major phase to a focused worker with the phase plus its required references explicitly loaded. If unavailable, execute serially after loading the same files.
SKILL.md参考是阶段进入的必备条件,而非可选补充。每个阶段的标准必填参考列表位于中;对于宽泛工作,需在规划时加载该文件,否则在阶段进入时加载。
references/phase-playbook.md- 需在阶段进入时加载必填参考,而非在阶段结束时。
- 在参考记录中跟踪每个必填参考的状态(是/否/无需)、路径和失败原因。
- 阶段标记为前,必须加载其必填参考,或在最终答案中报告参考不可用且阶段已阻塞/使用fallback流程。
done - 对于高级/AAA级/展示类需求,最终响应必须包含来自的完整10类视觉评分卡,包括实测证据、平均分和剩余自动失败项。切勿使用个人评分标准替代。
threejs-aaa-graphics-builder/references/visual-scorecard.md - 对于宽泛、高级、AAA级、展示、完整和可发布版本的请求,默认使用全面模式。仅针对不声称高级品质的窄范围修复允许使用精简模式。
若有任务/子代理/工作流工具可用,需将每个主要阶段委托给专注的执行者,并明确加载该阶段的及其必填参考。若不可用,需在加载相同文件后串行执行。
SKILL.mdLedgers
记录
Keep four ledgers: skill-loading, reference, external asset sourcing, and phase execution. Templates live in .
references/phase-playbook.mdCompaction rule: report every row that has meaningful state (yes/no/blocked/done/skipped plus path or evidence), and collapse consecutive rows into a single line naming them. Never omit or compress rows that carry real state.
not-needed需维护四类记录:技能加载记录、参考记录、外部资产来源记录和阶段执行记录。模板位于中。
references/phase-playbook.md压缩规则:报告所有具有有效状态的行(是/否/阻塞/完成/跳过,加上路径或证据),并将连续的行合并为一行列出。切勿省略或压缩包含有效状态的行。
无需Phase Routing
阶段路由
- : design brief, core loop contract, level/encounter plan, first playable slice, architecture, mechanics, entities, input, camera, physics selection, game feel.
threejs-gameplay-systems - External asset sourcing: credential probe, generator skill loading, source decision per surface, task IDs/output files or blocker evidence. Must complete before the graphics phase is for premium work.
done - : basic-looking screenshots, asset architecture, models, materials, technical art, shaders, VFX, lighting/render, visual scorecard.
threejs-aaa-graphics-builder - : HUDs, menus, overlays, responsive UI, icons, safe areas, UI states.
threejs-game-ui-designer - : blank canvas, render/runtime bugs, loading, resize, mobile input/render bugs, performance profiling.
threejs-debug-profiler - : browser QA, screenshots, canvas pixels, responsive checks, visual test harness decision, bot playtest, production build, preview, release notes.
threejs-qa-release - /
threejs-3d-generator/threejs-image-generator: external AI-generated 3D models and rigs, 2D concepts/textures/logos/GUI art, and SFX/ambience/voice.threejs-audio-generator
When a sibling skill file is loaded, follow its workflow for that phase. Phase entry/exit evidence, ledger templates, and the fallback procedure for unloadable siblings all live in .
references/phase-playbook.md- :设计 brief、核心循环约定、关卡/遭遇战规划、首个可玩切片、架构、机制、实体、输入、相机、物理选择、游戏手感。
threejs-gameplay-systems - 外部资产来源:凭证探测、生成器技能加载、每个资产的来源决策、任务ID/输出文件或障碍证据。对于高级工作,必须在图形阶段标记为前完成。
done - :基础外观截图、资产架构、模型、材质、技术美术、着色器、视觉特效、灯光/渲染、视觉评分卡。
threejs-aaa-graphics-builder - :HUD、菜单、覆盖层、响应式UI、图标、安全区域、UI状态。
threejs-game-ui-designer - :空白画布、渲染/运行时bug、加载、缩放、移动端输入/渲染bug、性能分析。
threejs-debug-profiler - :浏览器QA、截图、画布像素、响应式检查、视觉测试工具决策、机器人测试、生产构建、预览、发布说明。
threejs-qa-release - /
threejs-3d-generator/threejs-image-generator:外部AI生成的3D模型和绑定、2D概念/纹理/标志/GUI美术,以及音效/环境音/语音。threejs-audio-generator
加载同级技能文件后,需遵循其对应阶段的工作流。阶段进入/退出证据、记录模板和无法加载同级技能时的fallback流程均位于中。
references/phase-playbook.mdPackaged Runtime Resources
打包运行时资源
New projects use the gameplay skill's scaffold creator; canvas verification uses the generated game's or the QA skill's packaged inspector:
npm run inspect:canvasbash
python3 <threejs-gameplay-systems-skill-dir>/scripts/create_threejs_game.py ./my-game
node <threejs-qa-release-skill-dir>/scripts/inspect-threejs-canvas.mjs --url http://127.0.0.1:5188新项目使用游戏玩法技能的脚手架创建器;画布验证使用生成游戏的或QA技能的打包检查器:
npm run inspect:canvasbash
python3 <threejs-gameplay-systems-skill-dir>/scripts/create_threejs_game.py ./my-game
node <threejs-qa-release-skill-dir>/scripts/inspect-threejs-canvas.mjs --url http://127.0.0.1:5188Premium Completion Rule
高级完成规则
Premium, AAA, polished, complete, release-ready, and showcase requests require visible quality across gameplay, hero/player, obstacles/enemies, rewards/interactables, world kit, HUD/menu states, render/lighting/materials, feel, performance/mobile, and QA. If screenshots are dominated by primitives, flat roads/arenas, generic stat cards, sparse worlds, or glow-only detail, the task is not done. The full completion gate is in .
references/phase-playbook.md高级、AAA级、打磨、完整、可发布版本和展示类请求需在游戏玩法、核心/玩家资产、障碍/敌人、奖励/交互物、世界组件、HUD/菜单状态、渲染/灯光/材质、手感、性能/移动端和QA等方面达到可见的高品质。若截图以基本几何体、平坦道路/竞技场、通用统计卡片、稀疏世界或仅发光细节为主,则任务未完成。完整完成标准位于中。
references/phase-playbook.mdRequired Verification
必体验证
- Build/typecheck; local browser run; console/page error check.
- Game design brief, core loop contract, and level/encounter plan for broad game creation or major gameplay changes.
- Active desktop and mobile screenshots plus nonblank canvas pixel evidence.
- Main input/objective/fail-or-restart path exercised.
- Visual scorecard with measured evidence for premium/AAA claims, plus a fresh-eyes review pass per .
threejs-aaa-graphics-builder/references/visual-scorecard.md - External asset sourcing ledger, credential probe output, and real external outputs or blocker evidence for premium asset-category claims.
- Audio evidence or a reported blocker for premium active-gameplay claims.
- Renderer diagnostics when graphics changed; technical art budget and VFX/readability evidence when premium graphics changed.
- Visual test harness decision, and bot playtest evidence when release-ready gameplay is claimed.
- Final ledgers with evidence and remaining blockers.
- 构建/类型检查;本地浏览器运行;控制台/页面错误检查。
- 对于宽泛的游戏创建或重大游戏玩法变更,需提供游戏设计brief、核心循环约定和关卡/遭遇战规划。
- 活跃的桌面端和移动端截图,以及非空白画布像素证据。
- 主输入/目标/失败或重启路径已测试。
- 对于高级/AAA级需求,需提供带实测证据的视觉评分卡,以及根据进行的全新审视检查。
threejs-aaa-graphics-builder/references/visual-scorecard.md - 对于高级资产类需求,需提供外部资产来源记录、凭证探测输出和真实外部输出或障碍证据。
- 对于高级活跃游戏玩法需求,需提供音频证据或报告的障碍。
- 当图形变更时,需提供渲染器诊断;当高级图形变更时,需提供技术美术预算和视觉特效/可读性证据。
- 当声称可发布版本游戏玩法时,需提供视觉测试工具决策和机器人测试证据。
- 包含证据和剩余障碍的最终记录。
Report Audit
报告审计
When shell tools are available, draft the final evidence report to a markdown file and audit it before finalizing broad or premium work:
bash
python3 <director-skill-dir>/scripts/audit_reference_report.py --premium /path/to/final-report.mdUse for premium/AAA/showcase/high-fidelity/polished/complete/release-ready/"less basic" claims; add for physics-heavy games; add when generated or integrated audio is in scope; add only for debug/perf/QA-only reports with no gameplay claims. If the audit fails, fix the missing sections or state the exact blocker instead of claiming completion. If the script is unavailable, manually enforce the same sections listed in Required Verification.
--premium--physics--audio--no-design当shell工具可用时,需将最终证据报告草稿保存为markdown文件,并在完成宽泛或高级工作前进行审计:
bash
python3 <director-skill-dir>/scripts/audit_reference_report.py --premium /path/to/final-report.md对于高级/AAA级/展示/高保真/打磨/完整/可发布版本/“不够基础”的需求,使用参数;对于物理密集型游戏,添加参数;当生成或集成音频在范围内时,添加参数;仅针对无游戏玩法需求的调试/性能/QA报告,添加参数。若审计失败,需修复缺失部分或说明确切障碍,而非声称已完成。若脚本不可用,需手动执行必体验证中列出的相同检查。
--premium--physics--audio--no-designFinal Response
最终响应
Report the ledgers (compacted per the rule above), game design brief, core loop contract, level/encounter plan, files changed, run URL, controls, verification commands, screenshots/artifacts, renderer/performance notes, technical art budget, visual test harness decision, quality gates passed, skipped phases, and remaining risks. For premium/AAA/showcase claims, include the filled visual scorecard with measured evidence and automatic failures remaining. Be precise: "invoked" means a slash/tool skill invocation; "loaded" means the file was read into context; "executed phase" means the work was performed under loaded skill guidance or the phase playbook.
报告记录(按上述规则压缩)、游戏设计brief、核心循环约定、关卡/遭遇战规划、变更的文件、运行URL、控制方式、验证命令、截图/工件、渲染器/性能说明、技术美术预算、视觉测试工具决策、通过的质量标准、跳过的阶段和剩余风险。对于高级/AAA级/展示类需求,需包含带实测证据和剩余自动失败项的完整视觉评分卡。表述需精准:“调用”指使用slash/工具技能调用;“加载”指文件已读入上下文;“执行阶段”指在加载的技能指导或阶段手册下完成工作。