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cccskills

デザインのスキル

UI/UX、ロゴ、スライド、画像生成(7,481 件)

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概要と使いどころ

Design a fact-checking protocol for AI-generated text, extending SIFT with AI-specific adaptations for hallucination detection. Use when students need to verify AI claims and citations.

日本語の概要は準備中です。原文の説明を表示しています。

GarethManning/education-agent-skills8692026年8月29日 更新

Run an attorney-facing knockout/availability trademark search across the United States and Canada. Use whenever a user (founder, client, or attorney) asks whether a brand, mark, name, logo, slogan, or product name is "available," "free to use," "clearable," or "already taken" — or asks Claude to "search the trademark register," "check USPTO," "check CIPO," "do a knockout search," "clearance search," "availability search," or "see if [mark] is trademarked." Trigger even when the user phrases it casually ("can I call my company X?", "is this name taken?"). Covers federal USPTO (TESS/TSDR), federal Canada (CIPO), common-law/web/state, and WIPO Madrid international. Output is a knockout availability memo with green/yellow/red verdict for attorney review. Includes professional-responsibility gating (AI-use disclosure, conflict check, scope confirmation) before substantive analysis. Not legal advice — produces work product for attorney sign-off.

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8682026年10月3日 更新

Stakeholder mapping, communication plan design, reporting hierarchy, and mid-matter comms updates. Use when setting up a new matter and needing to identify who needs what information, designing the communication rhythm, building reporting structures for multi-jurisdiction programmes, or updating the comms plan when the stakeholder landscape changes. Trigger on: 'stakeholder map', 'who needs to be kept informed', 'communication plan', 'reporting structure', 'who do we report to', 'how often do we meet', 'client wants more updates', 'new contact on the client side', 'build the comms plan', 'reporting hierarchy', 'HQ vs regions', 'who is the decision maker', 'comms rhythm', 'meeting cadence', 'status call schedule'.

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8682026年10月3日 更新

RFP creation, distribution, evaluation, and shortlisting for in-house legal teams selecting outside counsel. Draft a new legal services RFP from scratch, evaluate firm responses against weighted criteria, produce a shortlist recommendation with selection rationale for GC sign-off, or design the end-to-end RFP process from scratch. Trigger on: 'draft an RFP', 'run an RFP process', 'evaluate firm responses', 'score the RFP submissions', 'which firms should we shortlist', 'selection recommendation', 'how do we run a panel RFP', 'RFP for legal services', 'pitch process', 'firm selection process', 'compare the proposals', 'we're reviewing our panel', 'panel refresh RFP', 'we need to go to market', 'request for proposal', 'evaluate the pitches', 'which firm won the RFP', 'write a legal RFP', 'RFP evaluation criteria', 'design the RFP process', 'how do we weight the criteria'.

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8682026年10月3日 更新

Panel structure design, firm selection criteria, right-sourcing analysis, and coverage gap assessment for in-house legal teams. Build panel frameworks from scratch or formalise existing informal arrangements. Define weighted selection criteria for firm evaluation. Run right-sourcing analysis (ABC tiering) to identify work sent to expensive providers that doesn't require that level of resource. Assess existing panels for practice area, geographic, and capability gaps. Trigger on: 'design our panel', 'how many firms do we need', 'panel structure', 'firm selection criteria', 'which firms should we use', 'right-sourcing', 'are we sending work to the right firms', 'panel gaps', 'too many firms', 'consolidate our panel', 'we need a firm for', 'preferred provider', 'panel tiers', 'do we need BigLaw for this', 'convergence', 'D&I panel targets', 'how do we choose firms'.

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8682026年10月3日 更新

Audits a legal document against legal design principles. Scores the document on six pillars: language patterns (bureaucratese, archaisms, passive voice, nominalization), readability (Flesch Reading Ease and language-specific equivalents), structure and navigation, hidden conditions (material obligations buried away from their headings), statutory duplication (restating the law instead of citing it), and visual hierarchy where layout is available. Assessment-only; does not rewrite the document. Works on English, French, and German documents, inferring the applicable jurisdiction from the document's language and textual signals: governing-law clause, statute citations, party addresses. Use when a user shares a legal document (contract, NDA, T&C, privacy policy, internal policy) asking how good the drafting is from a legal design perspective, whether it is readable, whether it contains buried clauses or restates the law, or how it scores on Flesch / LIX / Amstad / Kandel-Moles readability metrics.

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8682026年10月3日 更新

ear

無料

Export Administration Regulations (EAR, 15 CFR Parts 730-774) compliance advisor — ECCN classification across all 10 CCL categories and 5 product groups (A-E), EAR99 determination, jurisdiction analysis (EAR vs ITAR order of review), license requirement analysis via Country Chart, all license exceptions (LVS, GBS, CIV, TMP, RPL, GOV, TSU, ENC, TSR, APP, BAG, AVS, ACE), end-user/end-use controls (Entity List, Denied Persons List, Unverified List, MEU List), deemed export rules, Foreign Direct Product Rule (FDPR), de minimis thresholds, 10 General Prohibitions, SNAP-R license applications, voluntary self-disclosure, civil/criminal penalties, Export Compliance Program (ECP) design, and EAR vs ITAR jurisdiction determination. Use for any dual-use export control, CCL classification, or BIS compliance question.

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8682026年10月3日 更新

Complete sanctions and export control analysis tool — individual designations, sectoral sanctions, dual-use goods, payment systems (SWIFT/USD), and extraterritorial regimes (EAR/ITAR/ FDPR US, ECL China). Triggers: "is X sanctioned?", "can I do business with X?", "can I sell Y to Z?", "pétrole Russie", "biens à double usage", "gel des avoirs", "sanctions internationales", "liste OFAC", "liste UE", "double usage", "embargo", "licence d'exportation", "SWIFT", "paiement en dollars", "US goods", "FDPR", "EAR", "ITAR", "BIS", "ECL chine", "no re-export clause", "sanctions sectorielles", "puis-je travailler avec X?", or any transaction involving a foreign person, product, sector, destination country, or payment in USD/EUR. Always adapt to user profile. Always run for any sanctions or export control query — even vague or exploratory ones.

日本語の概要は準備中です。原文の説明を表示しています。

lawve-ai/awesome-legal-skills8682026年10月3日 更新

loopify

無料

When you want to set up an agent loop, cron-scheduled task, or recurring workflow that runs autonomously. Judgment layer on top of Claude Code's ScheduleWakeup, CronCreate, and /loop — or, on other hosts, cron/GitHub Actions plus a headless agent CLI. Picks dynamic pacing, fixed cron, or a one-shot loop; designs idempotent loop bodies; sets bail-out conditions so loops don't run forever. Examples — weekly review pulse, daily brief, hourly metric monitor, periodic vault compile, upstream-check for an adapted skill. Triggers on "/loopify," "set up a loop," "schedule this task," "run this daily," "run this weekly," "cron this," "make this recurring," "automate this on a schedule," "keep this running until X." Part of the -ify trifecta (skillify / toolify / loopify). NOT for authoring a new skill — that's skillify. NOT for adding a tool/integration — that's toolify.

日本語の概要は準備中です。原文の説明を表示しています。

coreyhaines31/makerskills8622026年10月9日 更新

Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and the specification for a complete playable slice. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败及可供构建的完整切片设计。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。

日本語の概要は準備中です。原文の説明を表示しています。

zenstory-ai/novel-to-game8612026年10月15日 更新

Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtual_list pooling, stretch_shrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus. Keywords: Container, HBoxContainer, VBoxContainer, GridContainer, HFlowContainer, SubViewportContainer, virtual_list, stretch_shrink, size_flags, EXPAND_FILL, anchors, responsive.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for mobile platforms (Android/iOS) covering touch controls, virtual joysticks, responsive UI, safe areas (notches), battery optimization, and app store guidelines. Use when targeting mobile releases or implementing touch input. Keywords mobile, Android, iOS, touch, InputEventScreenTouch, virtual joystick, safe area, battery, app store, orientation.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, add_theme_override, font, theme inheritance, dark mode.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, RichTextEffect shaders, and dynamic content. Use when implementing dialogue systems OR formatted text. Keywords RichTextLabel, BBCode, [b], [color], [url], meta_clicked, RichTextEffect, dialogue.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for inventory systems (Diablo, Resident Evil, Minecraft) covering slot-based containers, stacking logic, weight limits, equipment systems, and drag-drop UI. Use when building RPG inventories, survival item management, or loot systems. Keywords inventory, slot, stack, equipment, crafting, item, Resource, drag-drop.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新

Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.

日本語の概要は準備中です。原文の説明を表示しています。

thedivergentai/Game-Dev-Agentic-Skills8572026年10月14日 更新