Bevy ECS skill for project templates. Keywords: Bevy, template, cargo, features, 2d, 3d, ui.
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UI/UX, logos, slides, and image generation (7.3K skills)
Bevy ECS skill for project templates. Keywords: Bevy, template, cargo, features, 2d, 3d, ui.
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Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
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Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
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Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, OccluderInstance3D, bake CSG.
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Bevy ECS skill for UI theming. Keywords: Bevy, UI theme, BackgroundColor, BorderColor, feathers.
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Bevy ECS skill for UI text. Keywords: Bevy, text, UI, Text, bevy_text, Text2d.
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Bevy ECS skill for UI layout. Keywords: Bevy, UI, Node, Flexbox, BackgroundColor, Button.
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Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.
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Bevy ECS skill for dialogue. Keywords: Bevy, dialogue, lines, ECS, UI text.
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Bevy ECS skill for adapting a Bevy desktop game to mobile. Keywords: Bevy, mobile, touch, UI, adapt.
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Meta-skill that generates new design language skills. Works on Claude Code and Codex. Use when the user says 'create a design skill', 'generate design language', 'new design system skill', 'design skill inspired by X', 'design skill from this screenshot', '/hue', or 'use hue'. Also triggers for 'remix my design skill' or 'make my skill more X'.
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Designer subsystem patterns for LlamaFarm. Covers React 18, TanStack Query, TailwindCSS, and Radix UI.
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Domain-Driven Design architecture for claude-flow v3. Implements modular, bounded context architecture with clean separation of concerns and microkernel pattern.
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Make a clean 45–90 second product demo video for any software product, rendered from code to MP4 with music. Airy light canvas, short centred lines the camera pushes into, the product's own UI rebuilt and shown up close as it is used (typing, results, tables, clicks), integrations, and a logo close. Use when someone wants a product demo, launch video, feature walkthrough or "how it works" video for an app, SaaS or tool.
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Add a measured sound pass to a motion-graphics video made with Claude Code (HyperFrames, Remotion, GSAP, Claude Motion or the motion-broll skill). Builds a cue list, checks the music's beat grid against the kick drums, lands cuts on the beat, places one real sound effect per cue from a bundled CC0 library, mixes to -16 LUFS with true peaks below -4 dBFS measured on the exported MP4, and proves it with frames, waveforms and 5 timestamps for a human to check. Use when someone wants sound effects, sound design or music added to a motion-graphics video, or says their AI video sounds like cheap beeps.
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Make a 12–20 second high-energy motion-graphics promo for any product, rendered from code to MP4 with synthesised music. Fast beat-locked scene changes, kinetic typography, a shape that carries across every transition, a HUD frame. Use when someone wants a hype reel, teaser, launch sting or showreel-style promo for a product, app or brand.
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Generates UI/UX specifications with wireframes and design system. Creates UX_SPEC.md and DESIGN_SYSTEM.md from PRD and Architecture specs. Use when designing app interface and creating design system.
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Designing for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the video-format decision guide. Use when designing or reviewing any visionOS app, window, volume, or immersive experience.
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Comprehensive UI/UX review for macOS Tahoe apps. Covers Liquid Glass design, HIG compliance, SwiftUI patterns, and accessibility. Use when reviewing macOS UI or checking HIG compliance.
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Generates a "What's New" / changelog screen shown after app updates with version tracking, feature highlights, and one-time display per version. Use when user wants release notes UI, update notifications, or feature announcements.
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Review SwiftUI code for iOS/watchOS Human Interface Guidelines compliance, font usage, Dynamic Type support, and accessibility. Use when user mentions UI review, HIG, accessibility audit, font checks, or wants to verify interface design against Apple standards.
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Deep dive into software architecture for macOS. Covers SOLID principles, design patterns, and modular code organization. Use when designing app architecture or refactoring.
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Assistive Access implementation for cognitive accessibility including simplified scenes, navigation icons, runtime detection, and design principles. Use when optimizing apps for Assistive Access mode.
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Build, install, launch, and screenshot an iOS app in the Simulator to verify a change visually. Use when the user wants to run the app, see a change live, screenshot the running app, or confirm a UI fix actually works (not just that it compiles).
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