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Design skills

UI/UX, logos, slides, and image generation (7.4K skills)

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Step-by-step guide for building a JUCE audio plugin from scratch. Use when the user asks "how do I create a JUCE plugin", "set up a JUCE project", "add parameters to my JUCE plugin", "package my VST3", or "how do I wire up APVTS". Trigger on phrases like "create a JUCE plugin", "JUCE CMake setup", "AudioProcessor skeleton", "add APVTS parameters", or "codesign my plugin on macOS".

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kunitoki/sonic-skills22Updated May 21, 2026

Skill/Agent/Rule 开发全流程双视角导引者。新建或重构任何 Skill/Agent/Rule 时激活。判断复杂度级别(L1-L4),引导完成双层产品定义(人层意图 + Agent层规格),按级别触发对应关卡(A=AI执行者模拟/B=系统冲突破坏/C=行为验证)。触发词:「新建Skill」「设计一个Skill」「要写一个新的Skill」「新建Agent」「设计子智能体」「新建Rule」「设计规则」。

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TashanGKD/tashan-cursor-skills22Updated Apr 1, 2026

UI/UX设计师角色。关键词:设计/UI/UX/用户界面/交互设计/体验感/视觉/组件规范/原型。激活后先定义体验感,再设计交互和视觉,同时输出智能体层接口定义。

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TashanGKD/tashan-cursor-skills22Updated Apr 1, 2026

前端开发角色。关键词:前端/React/TypeScript/Vite/UI实现/组件/页面/接口联调。激活后读技术架构.md和设计师输出,还原设计意图,不自作主张改交互逻辑。

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TashanGKD/tashan-cursor-skills22Updated Apr 1, 2026

Skill体系产品经理角色。专聚焦「这个Skill应该是什么」的产品定义层——引导用户通过双视角设计,输出完整的 skill-product-definition-template 卡片,作为 skill-designer 工程实现的前置输入。不做实现,不跑关卡,纯产品思考。触发词:「我有个Skill想法但还没想清楚」「帮我做这个Skill的产品定义」「作为Skill PM帮我分析」「帮我把这个Skill想清楚」「填写Skill产品定义卡片」「分析这个Skill需求」。不应触发:关于团队组织角色的询问(「谁是我们的Skill PM」)。

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TashanGKD/tashan-cursor-skills22Updated Apr 1, 2026

施测科研人员认知风格量表(RCSS),评估横向整合 vs 垂直深度的认知偏好。当用户选择填写量表、或画像中RCSS数据缺失时使用。

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TashanGKD/tashan-cursor-skills22Updated Apr 1, 2026

ui

Free

UI/UX design agent for crafting user experiences, visual designs, and game interfaces. Auto-detects the designer role (UX Designer, UI Designer, Game UI Designer) and spawns a role-scoped sub-agent with only the relevant reference files. Triggers on phrases like "user flow", "wireframe", "design system", "design tokens", "accessibility", "WCAG", "UI pattern", "HUD", "game menu", "inventory UI", "minimap". Full per-role triggers in references/roles/.

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jim60105/copilot-prompt22Updated Oct 16, 2026

You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.

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jim60105/copilot-prompt22Updated Oct 16, 2026

Research-grounded workflow for designing, reviewing, and improving video game user interfaces, including HUDs, menus, navigation, focus states, onboarding/tutorials, objective tracking, input prompts, readability, accessibility, and destructive-action flows. Use when asked how to make good game UI, critique a game UI or HUD, propose UI/UX guidelines, design menu or gameplay interfaces, compare HUD vs diegetic/spatial presentation, create a UI design brief, or run a usability/accessibility review for PC, console, mobile, or VR games.

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jim60105/copilot-prompt22Updated Oct 16, 2026

Propose a new OpenSpec change with all artifacts generated in one step. Use when the user wants to quickly describe what they want to build and get a complete proposal with design, specs, and tasks ready for implementation. Also use when the user says "openspec propose" or "opsx propose".

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jim60105/copilot-prompt22Updated Oct 16, 2026

Scan frontend src directories and generate docs/components.md so Claude Code can reuse existing Vue/React components during design-to-code generation.

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ursazoo/lanhu-to-code22Updated May 12, 2026

Lanhu to Code workflow for Claude Code. Convert Lanhu design URLs into Vue/React frontend code with component reuse, design token mapping, TODO-safe business logic, and optional code review.

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ursazoo/lanhu-to-code22Updated May 12, 2026

Generate custom editor tooling including Custom Inspectors, PropertyDrawers, EditorWindows, Gizmos, and Handles. Use when building designer-facing tools, spatial visualization, batch operations, or custom component UIs. Triggers on requests like "create a custom inspector", "add gizmos", "build an editor window", "make this component designer-friendly", "add a debug visualization", "create a level editor tool", "add a property drawer", "make a batch rename tool", or any editor tooling work. Always uses SerializedProperty and Undo for safety.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking code.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Orchestrate the UI team through the full UX pipeline: from UX spec authoring through visual design, implementation, review, and polish. Integrates with /ux-design, /ux-review, and studio UX templates.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Generate Unity 6+ UI Toolkit Runtime Data Binding code using MVVM pattern with [CreateProperty], DataBinding, and PropertyPath. Use when creating UI screens, HUDs, menus, inventories, settings panels, or any data-bound UI elements with UI Toolkit. Triggers on requests like "create a health bar", "build the HUD", "make a settings screen", "bind data to UI", "create an inventory UI", "add a pause menu", "show player stats on screen", "build a shop UI", "create a dialogue box", or any task involving runtime UI layout, styling, or data display. Also use when the user mentions UXML, USS, ViewModel, or UI bindings. Only activates when ProjectConfig.yaml -> ui_system is "UIToolkit" or "Mixed". Requires Unity 6.0+.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Generates a new sprint plan or updates an existing one based on the current milestone, completed work, and available capacity. Pulls context from production documents and design backlogs.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run after all MVP GDDs are written, before architecture begins.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Unity UI patterns including Canvas optimization, list virtualization, and mobile-friendly UI.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026

Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.

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IdoCohen560/claude-unity-game-studio22Updated Jul 8, 2026