Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add nuroctane/nur-cli --skill create-game-vfx --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: create-game-vfx
description: Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.
---
# Create Game VFX
Make the gameplay meaning visible before adding spectacle.
## Specify
For every effect define trigger, owner, duration, gameplay meaning, camera-distance silhouette, color hierarchy, spawn cap, cleanup rule, and reduced-motion equivalent. Separate telegraph, contact, success, failure, and lingering status visuals.
## Implement safely
Pool short-lived objects, reuse materials/geometry, cap particles, and avoid per-frame allocation. Use additive/transparency sparingly around important UI and targets. Make cleanup idempotent so reset, death, and pause cannot leak effects.
## Verify
Test overlaps, multiple targets, rapid repetition, pause/resume, lowest quality, reduced motion, and touch viewports. Sample the live encounter for warnings, draw calls, frame time, and visual readability.
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Ultra-compressed communication mode. Cuts token usage ~75% by speaking like caveman while keeping full technical accuracy. Supports intensity levels: lite, full (default), ultra, wenyan-lite, wenyan-full, wenyan-ultra. Use when user says "caveman mode", "talk like caveman", "use caveman", "less tokens", "be brief", or invokes /caveman. Also auto-triggers when token efficiency is requested.