Leaderboard/Design/Skills
Last commit on September 17, 2026·Created on February 3, 2026

MengTo/Skills

A library of structured technical patterns for generative 3D and web design
Combined rank
#75
across all skills
In Design
#11
category rank
Stars
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Forks
721
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Watchers
29
+3.6% in last 7d
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TL;DR

This collection provides a set of portable skills for building specific visual effects and atmospheric environments. It helps designers and developers implement complex behaviors, such as instanced geometry for foliage or screen-blended light folds, through structured prompts.

WHO IT'S FOR
Creative Technologists
implementing dynamic environmental effects in 3D scenes
3D Technical Artists
optimizing high-fidelity assets for web runtime
Architectural Visualization Developers
building interactive outdoor architectural walkthroughs
AI Automation Builders
prompting AI agents for high-end 3D content
Repository contents

141 skill files

Compatible AgentsThe repository documents support for these agents. The skills may also work with other agents that can load SKILL.md files, but they may need some setup or small changes.

Use this skill collection

Follow the documented setup, then try a first task.

See the repository for installation instructions.

Open repository instructions ↗

Give it something to do.

Suggested first task

Review one inventory transfer for item-loss risks

Uses build-game-inventory

  • Path to the inventory implementation, replacing <PATH_TO_INVENTORY_CODE>
  • The inventory operation to review
  • Any known stack, equipment-slot, or persistence rules

Check the repository for this skill’s setup.

Use the build-game-inventory skill to review one inventory operation in my game, such as equip, swap, or pickup. Inspect the relevant implementation at <PATH_TO_INVENTORY_CODE>, check that ownership and destination legality are validated before a single atomic commit, and return a short list of concrete item-loss or duplication risks plus focused regression cases. Do not modify files yet.
Suggested first task

Create a repeatable Three.js performance baseline

Uses optimize-threejs-games

  • Scene path or route, replacing <PATH_OR_ROUTE_TO_SCENE>
  • Target device and viewport
  • Current quality level and representative gameplay state

Check the repository for this skill’s setup.

Use the optimize-threejs-games skill to define a small, repeatable performance baseline for the representative scene at <PATH_OR_ROUTE_TO_SCENE>. Specify the device, viewport, quality level, player position, enemies, and active effects to hold constant, then list the frame-time, draw-call, triangle, texture, and warning measurements to record. Do not change quality settings or implementation yet.
Suggested first task

Add a Safari-compatible CSS edge fade

Uses css-alpha-masking

  • Component or stylesheet path, replacing <PATH_TO_COMPONENT_OR_STYLESHEET>
  • Fade direction
  • Fade-stop percentages
  • Whether the target is an image, text block, or container

Check the repository for this skill’s setup.

Use the css-alpha-masking skill to provide a small CSS alpha-mask snippet for the element at <PATH_TO_COMPONENT_OR_STYLESHEET>. Use my requested horizontal or vertical direction and fade-stop percentages, and include both mask-image and -webkit-mask-image. Briefly state where the class or inline styles should be applied; do not edit files yet.