Guide · Agent skill
How to use the Create Game VFX agent skill (create-game-vfx)
Updated · written with AI from the project's own documentation and checked against our catalogue data
Create Game VFX is an agent skill: a SKILL.md instruction file that tells an AI agent how to design and build visual effects for browser games made with Three.js. This guide explains what the skill changes, how to install it, how to ask for effects in plain language, and what to check before you ship. You will be able to install the skill, trigger it with a clear request, and review the agent's output against the skill's rules.
Quick start
- 1Download the ZIP. Get the create-game-vfx skill ZIP from the page where you found it. It contains agents/openai.yaml and SKILL.md.
- 2Unzip the skill. Extract the archive so the folder contains SKILL.md and agents/openai.yaml.
- 3Place the folder. Move it to ~/.claude/skills/ for personal use, or to .claude/skills/ inside your project for project-only use.
- 4Or upload it in Claude. In the Claude apps, go to Settings → Capabilities → Skills and upload the skill there instead.
- 5Make a natural request. Describe the effect, the gameplay event, and your Three.js context in plain words, and mention reduced motion if you need it.
- 6Review the specification. Check that the agent defines trigger, duration, meaning, spawn cap, and cleanup before code.
- 7Run the checks. Test overlaps, rapid repetition, pause and resume, lowest quality, reduced motion, and touch viewports.
What the skill makes the agent do
The skill is built around one rule: make the gameplay meaning visible before adding spectacle. Before writing any code, the agent is expected to define each effect's trigger, owner, duration, gameplay meaning, camera-distance silhouette, color hierarchy, spawn cap, cleanup rule, and reduced-motion equivalent.
It also asks the agent to separate telegraph (a warning before an attack), contact (the hit), success, failure, and lingering status visuals so they don't blur together. In implementation, it pushes for pooled short-lived objects, reused materials and geometry, capped particle counts, and no per-frame allocation. Cleanup is meant to be idempotent so that reset, death, and pause cannot leave effects behind.
- Covers attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.
- Asks for low-quality tiers and reduced-motion versions of every effect.
- Recommends using additive or transparent materials sparingly around important UI and targets.
Install the create-game-vfx skill
Download the skill's ZIP from the page you found it on, then unzip it. The package contains agents/openai.yaml and SKILL.md. Put the unzipped skill folder in one of these places, depending on how you want to use it:
- Personal skills: ~/.claude/skills/ (available across your projects).
- Project skills: a .claude/skills/ folder inside your game project (available only to that project).
- Claude apps: upload the skill under Settings → Capabilities → Skills.
Trigger the skill with natural requests
You don't need a special command. Describe the effect you want in ordinary words that mention your game and Three.js. The skill's description lists the kinds of work it covers, so requests that name those topics are the most likely to pick it up.
Good requests name the effect, the gameplay event, and any constraints. Mentioning reduced motion or quality tiers up front tells the agent you want those alternatives included.
- "Add a red impact spark when the enemy takes damage in my Three.js game, with a reduced-motion version."
- "Create a telegraph warning on the ground before the boss slam, and make sure it clears on pause."
- "Add a poison status effect particle to the player in my Three.js scene, capped at 40 particles."
- "Build a spell trail for the fireball that works on low-quality settings and touch screens."
What to expect from the agent's output
Because the skill asks for a specification first, a good response should start by describing each effect's meaning, timing, and cleanup before showing code. If the agent jumps straight to particle code without these, ask it to follow the create-game-vfx specification steps.
The skill also asks the agent to verify its work. The listed checks are overlapping effects, multiple targets, rapid repetition, pause and resume, the lowest quality setting, reduced motion, and touch viewports. It also suggests sampling the live encounter for warnings, draw calls, frame time, and visual readability.
Requirements and safety notes
The skill assumes a Three.js project and an AI agent that can read SKILL.md and edit project code. According to the package details, it does not run scripts and does not use the network, so it only provides instructions for the agent to follow inside your project.
Because it runs no scripts and makes no network calls itself, the main review point is the code the agent writes into your project. Read changes before you accept them, especially anything that adds files or dependencies.
- Requires a Three.js project.
- Runs scripts: no.
- Uses network: no.
- Review generated code and edits in your repository as you would for any agent change.
Tips for better results
The skill gives design and process rules, not a finished effect library. Expect to get guidance and custom code for your scene rather than a copy-paste package. Give the agent details about your existing scene, such as the renderer setup and how objects are created and removed, so its pooling and teardown fit your code.
- Tell the agent which quality tiers your game already has so it can match them.
- Ask for the telegraph and the contact effect separately; the skill treats them as different visuals.
- After the first pass, ask the agent to run through the verification list, including reset, pause, and touch viewports.
What people use it for
- Adding a hit spark and damage flash to enemies in a Three.js action game.
- Designing a ground telegraph that warns players before a boss attack.
- Building a status effect particle layer that is removed on death or reset.
- Creating spell trails with capped particle counts for lower-end devices.
- Adding reduced-motion alternatives to existing combat effects.
Frequently asked questions
How do I install the create-game-vfx skill?
Download the skill ZIP from the page, unzip it, and place the folder in ~/.claude/skills/ for personal use or in a project's .claude/skills/ folder. In the Claude apps you can instead upload it under Settings → Capabilities → Skills.
Does create-game-vfx work with Unity, Unreal, or Godot?
No. The skill's instructions are specific to Three.js, so it would give mismatched API guidance for other engines. It is meant for browser games built with Three.js.
What does the agent need to use this skill?
You need a Three.js project and an AI agent that can read SKILL.md and edit project code. The skill does not run scripts and does not use the network.
Is create-game-vfx free and what is its licence?
The item is listed under the MIT licence. The source does not state pricing beyond that, so check the licence terms in the package before reuse.
Does the skill give me ready-made effect code?
No. It provides design and process rules such as specifying triggers, pooling, capped particles, and idempotent cleanup. You still get custom code written by the agent for your scene, not a copy-paste effect library.
Why does the agent keep asking for specifications before writing particles?
The skill requires defining each effect's gameplay meaning, timing, spawn cap, and cleanup rule first. This keeps effects readable and prevents them from persisting after reset, death, or pause.
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Our verdict
Use create-game-vfx if you build 3D or browser games with Three.js and want effects that are readable, capped for performance, and include reduced-motion options. Pick a different option if you use Unity, Unreal, Godot, 2D sprite work, or need a ready-made effects library, since this skill supplies rules and process rather than finished code.
Download the skill