Expert in live learning experiences - cohort-based courses, workshops, webinars, coaching sessions, and real-time facilitation. Covers designing for synchronous learning, building peer accountability, and creating transformative live experiences that self-paced courses can't match. Use when "cohort course, live course, workshop, webinar, group coaching, live session, cohort-based, " mentioned.
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omer-metin/skills-for-antigravity☆ 168Updated Jan 22, 2026
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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swaylq/master-skill☆ 161Updated Sep 6, 2026
Use this skill when reviewing, designing, or improving a workshop, lesson, training session, facilitation plan, talk, or educational explanation. Use it when the user provides a topic, concept, or explanation and wants better framing questions, curiosity hooks, opening prompts, discussion questions, learner reflection prompts, or ways to make participants think before being taught.
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Jamie-BitFlight/claude_skills☆ 67Updated Oct 18, 2026
Bouwt de audit- en workshop-producten waarmee juridische experts een machine-leesbare (regelrecht-YAML) vertaling van wet- en regelgeving valideren in een live sessie. Gebruik dit bij het voorbereiden van een expert-workshop of validatie-sessie over een dossier, het maken van een scope-/stelselanalyse, per-artikel audit-checklists, facilitator-materiaal, testcase-scenario's, of sessie-verslagen (intern + extern). Dossier-agnostisch; de regelrecht-methode (YAML, formules, untranslatables, source/override, legal_basis, engine-trace) is de vaste taal. Voor analytische desk-review van een corpus zonder live sessie (wetgevings-/stelselfouten, coverage, multi-agent review): zie de zusterskill regelrecht-stelselanalyse.
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NederlandseDigitaleDienst/regelrecht☆ 25Updated Oct 19, 2026
Introduce people to AI, agentic AI, and AI skills with appropriate pedagogy for any audience. Covers LLM analogies, progressive complexity paths, aha-moment demos, audience-tailored explanations, workshop design, and overcoming emotional barriers to AI adoption. Activate on 'explain AI', 'introduce AI', 'AI workshop', 'AI demo', 'teach AI', 'AI literacy', 'onboard to AI', 'AI evangelism', 'explain agentic', 'explain skills to', 'AI training session', 'AI onboarding'. NOT for teaching ML engineering (use ai-engineer), not for building AI features (use ai-engineer), not for prompt engineering (use prompt-engineer), not for building training data pipelines.
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curiositech/windags-skills☆ 16Updated Oct 14, 2026
Use when a component library needs a workshop — one story per concept, JSDoc summaries the manifest can carry, stories run as tests, and an opt-in MCP channel that replaces guessing with querying.
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event4u-app/agent-config☆ 12Updated Oct 19, 2026
Workshop this idea with me
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beyondessential/tamanu☆ 9Updated Oct 19, 2026
Workshop the shape of this project — audience, components, ambiguities — before drafting the PRD
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beyondessential/tamanu☆ 9Updated Oct 19, 2026
Introduce people to AI, agentic AI, and AI skills with appropriate pedagogy for any audience. Covers LLM analogies, progressive complexity paths, aha-moment demos, audience-tailored explanations, workshop design, and overcoming emotional barriers to AI adoption. Activate on 'explain AI', 'introduce AI', 'AI workshop', 'AI demo', 'teach AI', 'AI literacy', 'onboard to AI', 'AI evangelism', 'explain agentic', 'explain skills to', 'AI training session', 'AI onboarding'. NOT for teaching ML engineering (use ai-engineer), not for building AI features (use ai-engineer), not for prompt engineering (use prompt-engineer), not for building training data pipelines.
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curiositech/port-daddy☆ 3Updated Oct 18, 2026
Create or revise agent skills by defining when they run, what they produce, and how their files are organized. Validate SKILL.md settings, resource links, and changed helper scripts before completing the work.
- Creating a skill for a recurring workflow
- Repairing an existing SKILL.md
- Organizing bundled references and scripts
openclaw/openclaw☆ 392.4KUpdated Oct 18, 2026
Create an HTML defense deck for a field-study capstone, organizing survey methods, findings, contributions, and limitations for faculty reviewers. The template uses yellow paper, safety-pin illustrations, and handwritten-style text for a warm presentation.
- Prepare a field-study capstone defense
- Present qualitative research findings
- Organize a workshop debrief as slides
nexu-io/open-design☆ 102.3KUpdated Oct 19, 2026
Create an employee training deck about recognizing phishing and responding in the first 60 seconds. The HTML slides use a Windows 95-inspired design, with editable content and an adjustable slide count that preserves the template’s visual style.
- Preparing employee training on phishing awareness
- Explaining what to do in the first 60 seconds
- Creating security slides for employee onboarding
nexu-io/open-design☆ 102.3KUpdated Oct 19, 2026
Create an HTML training deck for the first 30 days of hospitality onboarding. Organize expected behaviors, practice activities, learning checks, and manager follow-up into slides with speaker notes and a consistent course template.
- Preparing a 30-day hospitality onboarding course
- Combining practice activities and learning checks
- Preparing slides and notes for training instructors
nexu-io/open-design☆ 102.3KUpdated Oct 19, 2026
Plan webinars, conferences, dinners, and other events around measurable business goals. Tailor preparation, conversations, follow-up, and evaluation to your role as a host, sponsor, speaker, or attendee, with an emphasis on qualified meetings.
- Plan a webinar around prospective customers' needs
- Evaluate whether a conference sponsorship is worthwhile
- Arrange meetings before attending a conference
coreyhaines31/marketingskills☆ 55.4KUpdated Oct 16, 2026
Set up a dedicated workspace for a new workstream, with a journal and a folder for structured signals. Record its purpose, scope, and first steps so later sessions can pick up the context.
- Starting a new workstream
- Giving a topic its own workspace and history
- Preparing context for the next session
github/awesome-copilot☆ 40.2KUpdated Oct 17, 2026
Plan and improve webinars from promotion through follow-up. Build event plans, reminder emails, and segmented outreach, then use funnel metrics—the steps from registration to purchase—to identify weak stages and prioritize fixes.
- Plan a webinar and its promotion calendar
- Improve low registration or attendance rates
- Write follow-up emails for attendees and no-shows
alirezarezvani/claude-skills☆ 28.4KUpdated Aug 30, 2026
Checks how company strategy connects to department, team, and individual goals. Identifies disconnected or conflicting goals, missing ownership, departmental silos, and communication gaps, then guides workshops, shared measures, and quarterly reviews to restore alignment.
- Reviewing links between company and team goals
- Finding conflicts between departmental goals
- Assigning ownership to neglected company objectives
alirezarezvani/claude-skills☆ 28.4KUpdated Aug 30, 2026
Turn company values into observable workplace behaviors. Develop a culture code, a document explaining how the company operates, design anonymous culture surveys, and choose recurring practices suited to the organization's size and growth stage.
- Turning company values into concrete behaviors
- Writing a culture code for new hires
- Designing anonymous culture surveys
alirezarezvani/claude-skills☆ 28.4KUpdated Aug 30, 2026
Turn a feature idea into a specification through structured questions about users, business goals, and technical constraints. Produce requirements, user stories, testable acceptance criteria, and an implementation checklist, including performance, security, and error handling.
- Defining requirements for a new feature
- Clarifying vague feature requests
- Writing testable acceptance criteria
Jeffallan/claude-skills☆ 11.9KUpdated Oct 17, 2026
Research game modding methods and tools across public websites and archived pages. Recover information from dead forum links, compare reports, and produce findings with source URLs, version details, credibility notes, and clearly identified gaps.
- Find earlier modding work for a game
- Recover information from dead forum links
- Check reports about a tool's supported versions
rehan-remade/universal-modder☆ 8.4KUpdated Oct 19, 2026
Turn business goals and customer problems into a product roadmap. Define initiatives, rank priorities, check dependencies and team capacity, and organize releases with clear reasons stakeholders can review and discuss.
- Planning a quarterly or six-month product roadmap
- Prioritizing competing initiatives across teams
- Explaining roadmap choices to executives
deanpeters/Product-Manager-Skills☆ 7.5KUpdated Oct 16, 2026
Clarify a problem before choosing solutions through structured questions about team assumptions, affected people, and overlooked stakeholders. Produce a completed problem canvas, a refined problem statement, and a question to guide solution exploration.
- Clarifying why users abandon onboarding
- Reframing a stakeholder's feature request
- Aligning teams on the problem to solve
deanpeters/Product-Manager-Skills☆ 7.5KUpdated Oct 16, 2026
Assess how your product team uses AI across five capabilities, from shared context to team review practices. Identify whether work is simply faster or fundamentally redesigned, and choose which capability to strengthen next.
- Assessing a product team's AI maturity
- Choosing the next AI capability to develop
- Reviewing workflows beyond task automation
deanpeters/Product-Manager-Skills☆ 7.5KUpdated Oct 16, 2026
Turn product management notes, frameworks, or rough ideas into a complete SKILL.md draft. Guided questions help choose the skill type, narrow its purpose, and organize instructions, examples, and common mistakes into the required structure.
- Turning workshop notes into an agent skill
- Choosing the right structure for a new skill
- Formalizing a product management framework
deanpeters/Product-Manager-Skills☆ 7.5KUpdated Oct 16, 2026