domains / families / software-engineering / threejs-gameplay-systems
threejs-gameplay-systems
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Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.
When to use
- first playable slices
- new Vite/TypeScript/Three.js setups
- level/arena/track/wave/hole/puzzle design
- combat encounters
- difficulty tuning
- juice
- core loops
- game feel
When not to use
- static demo instead of a playable loop
- mechanics bolted onto a scene that was built first
- a core loop described but never proven through real input, pressure, reward, and fail/retry
- a track or arena that decorates rather than shapes decisions
- a mechanic that compiles but no input can trigger
- camera and controls that lag or hide the next decision
- state changes that never reach UI, audio, or VFX
- abstractions built before any mechanic needed them
Skill page
Source