Guide · Agent skill
How to use the Optimize Three.js Games agent skill
Updated · written with AI from the project's own documentation and checked against our catalogue data
The optimize-threejs-games skill is a set of written instructions that teaches an AI agent how to make browser-based 3D games built with Three.js or WebGL run faster. It is for game developers whose projects stutter, drop frames, or run poorly on phones. After following this guide, you will know how to install the skill, ask for it with a natural request, and what the agent should do with your project.
Quick start
- 1Download the ZIP. Download the skill ZIP file from this page.
- 2Unzip the skill. Unzip it so the skill folder contains SKILL.md. Place it in ~/.claude/skills/ for personal use or in .claude/skills/ inside your project.
- 3Or upload it in the apps. In the Claude apps, go to Settings → Capabilities → Skills and upload the skill.
- 4Prepare your game. Make sure your Three.js or WebGL project runs locally in a browser so it can be profiled.
- 5Ask with a symptom. Describe the slowdown, such as frame-time drops or stutter on phones, and name the encounter to test.
- 6Review the baseline and changes. Check the recorded measurements, then review each code change, especially quality settings.
- 7Verify the same path. Ask the agent to re-run the original encounter and confirm frame time, visuals, controls, and console health.
What is an agent skill and what does this one make the agent do?
An agent skill is a folder with a SKILL.md file that tells an AI agent how to handle a particular kind of task. This skill covers performance work on Three.js and WebGL games. Its instructions say to measure before changing anything, then check the same gameplay path after every optimization.
The agent first records a repeatable test scene. It notes the device, viewport, quality level, player position, enemies, active effects, frame-time sample, draw calls, triangles, texture count, and warnings, so before and after results can be compared like with like. Next it works out whether the CPU or the graphics processor is the bottleneck. It then applies low-risk fixes first and re-runs the original encounter to confirm nothing regressed.
- Records a deterministic representative encounter as a baseline
- Diagnoses whether the CPU or GPU is limiting frame time
- Applies low-risk fixes such as reusing geometry, pooling effects, and culling off-screen work
- Checks frame time, visual correctness, collision behavior, memory, mobile controls, reduced motion, and console health after changes
How do you install the optimize-threejs-games skill?
Download the ZIP file from this page and unzip it. You can install the skill in one of two places. For a personal setup that applies to all your projects, unzip it into ~/.claude/skills/. To limit it to one project, unzip it into the .claude/skills/ folder inside that project.
If you use the Claude apps instead, you can upload the skill under Settings → Capabilities → Skills.
- Personal install: place the skill folder in ~/.claude/skills/
- Project install: place the skill folder in .claude/skills/ inside your project
- Claude apps: Settings → Capabilities → Skills, then upload the skill
What do you need before you start?
The skill needs a Three.js or WebGL game project that the agent can read and edit. It also needs a browser environment where the game can run and be profiled. The skill refers to browser performance verification and a local server, so you should be able to run the game locally.
The files do not name specific benchmark or profiling tools. Use whatever browser profiling tools you need to take frame-time and draw-call measurements.
- A Three.js or WebGL game project the agent can read and edit
- A browser environment for running and profiling the game
- A local server to run the project
- Benchmark or browser profiling tools as needed
How do you ask the agent to use the skill?
Describe the symptom in plain language and name your stack. The skill's description covers frame-time drops, CPU and GPU pressure, draw calls, texture and geometry budgets, animation loops, adaptive quality, mobile performance, and browser performance verification, so requests using those terms are a good fit.
Be specific about the scene that is slow. The skill works best when there is a repeatable gameplay path to measure, so describe the encounter you want tested.
- "My Three.js game drops frames when many enemies and particles are on screen. Profile it and find whether the CPU or GPU is the bottleneck."
- "Reduce draw calls in my WebGL shooter without changing how combat feels."
- "Check whether my game's texture and geometry budgets are too high for phones."
- "Add adaptive quality to my Three.js game and verify the same encounter before and after."
What should you expect the agent to change?
The skill asks the agent to prefer low-risk changes first. These include reusing geometry and materials, pooling transient effects, culling inactive or offscreen work, throttling noncritical UI updates, capping particle counts, avoiding per-frame allocation, and updating only changed transforms.
Quality settings are kept explicit and reversible. Decorative effects are reduced before combat readability or controls. The skill tells the agent to inspect before optimizing and not to lower quality blindly.
- Expect the agent to measure first and report a baseline
- Expect decorative effects to be reduced before anything that affects combat or controls
- Expect a verification pass on the same gameplay path after the changes
What are the safety notes?
This skill does not run scripts and does not use the network, according to its listing. However, it may change quality settings in your project's code, so review the diff before you accept it. The skill also asks the agent to close temporary servers, benchmarks, and browser tabs once they are no longer needed.
Keep your project under version control so you can compare or revert changes.
- Runs scripts: no
- Uses network: no
- May change quality settings in project code, so review changes
- Closes temporary servers, benchmarks, and browser tabs when done
What tips help the results?
Use a deterministic scene. A test that does the same thing every run gives comparable numbers. Record the device and viewport each time, since mobile and desktop results differ.
Plan for time. Measurement and verification take longer than a quick guess, and that is the point of the skill.
- Pick one representative encounter and reuse it for every measurement
- Test on a real phone when the problem is mobile performance
- Change one thing at a time so you know which fix helped
- Check that controls and collisions still behave correctly after each change
What people use it for
- Finding whether a crowded combat scene is limited by CPU work such as per-frame scans or by GPU work such as overdraw and transparent particles
- Reducing draw calls and reusing geometry and materials in a Three.js shooter
- Pooling explosion and projectile effects so they stop causing hitches
- Setting up adaptive quality for phones while keeping combat readability intact
- Checking texture and geometry budgets before shipping a browser game to mobile
Frequently asked questions
How do I install the optimize-threejs-games skill?
Download the ZIP from this page and unzip it into ~/.claude/skills/ for personal use, or into .claude/skills/ inside a project. You can also upload it in the Claude apps under Settings → Capabilities → Skills.
What do I need to use this skill?
You need a Three.js or WebGL game project the agent can read and edit, a browser environment to run and profile it, and a local server. Benchmark or profiling tools are needed as well, though the skill does not name specific ones.
Is the optimize-threejs-games skill free?
The skill is listed under the MIT licence. The source does not mention pricing, so check the licence file in the repository for the terms.
Does this skill work for Unity or Unreal games?
No. The skill is written for Three.js and WebGL projects only. It is not meant for native engines, Unity, or Unreal.
Does the skill run scripts or use the internet?
According to its listing, it does not run scripts and does not use the network. It may still change quality settings in your project's code, so review those changes.
Will this skill speed up my game with one click?
No. The skill asks for measurement, repeated test runs, and verification, which takes time. It is best for teams that want changes checked against the same gameplay scenario rather than guessed at.
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Our verdict
Use this skill if your Three.js or WebGL game stutters or runs poorly on phones and you want changes measured and re-checked against the same gameplay path. Pick something else if your project uses Unity, Unreal, a native engine, or has no real-time 3D, or if you cannot run the game in a browser to profile it.
Download the skill