
Claude Skills by jasonkneen
github.com/jasonkneenExpert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling,...
Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on tasks involving Zdog pseudo-3D, Vanta.js backgrounds, Vanilla-Tilt parallax, card tilt effects, hero section animations, or lightweight landing page visuals. Ideal for performance-focused designs.
Use this skill whenever an LLM agent needs to search, browse, or download 3D models from Poly Pizza (poly.pizza) using their REST API. Triggers on any task involving: finding free low-poly 3D models, searching the Poly Pizza catalogue, fetching model metadata or download URLs, retrieving popular models, or downloading .glb files from Poly Pizza. Use this skill proactively whenever the agent needs to obtain 3D assets programmatically, even if the user just says "find me a 3D model of X" withou...
create robust, browser-runnable three.js primitive reconstructions from static low-poly, voxel, isometric, or stylized game-art reference images. use when the user asks to turn an image or prompt into a three.js/html asset, generate a primitive-only scene, debug non-rendering three.js output, or produce a reusable prompt/template for low-poly three.js reconstruction.
Use when changing Tiny World Builder Auto palette behavior, model inference, suggestions, or provider/model/API-key logic.
Use this skill when changing TinyWorld's 2.5D crowd/person sprite system.
Use when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in tiny-world-builder.html.
Use when changing Tiny World Builder API, webhook, SSE, MCP, plugin, or automation examples.
Use when adding, importing, designing, reviewing, or animating low-poly / stylized 3D assets in Tiny World Builder, including Three.js procedural meshes, GLB/GLTF assets, Poly Pizza models, material palettes, scale/orientation, silhouettes, clouds/planes/crop dusters, and toolbar thumbnails.
Use when editing Tiny World Builder prompts, model-generated worlds, Auto suggestions, or any model behavior that should create coherent low-poly 3D board scenes.
Use when changing ghost boards, multiplayer preview boards, panning, ghost visibility, jigsaw reveal, or any visibility behavior around the active Tiny World board.
Use when changing Tiny World Builder renderer setup, shadows, smoke, voxel clouds, ghost board render cost, frame loop, or GPU performance.
Use when editing the Tiny World Builder repo, especially tiny-world-builder.html, to preserve the single-file Three.js r128 app structure and local edit/reload workflow.
Use when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.
Use when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.
Use when adding or modifying WebXR, AR placement, VR immersion, headset controller input, or XR rendering modes in Tiny World Builder.