Use when the user wants to design, rewrite, refine, or vary emotional acting prompts for live-action AI video characters. Translate abstract emotions, dialogue, subtext, and scene context into concise, observable, temporally ordered micro-performance directions. Preserve the user's existing character, scene, camera, and dialogue requirements unless they explicitly ask to change them. Do not use for general story writing, shot design, action choreography, or visual asset design when emotional performance is not the main task.
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kangarooking/director-skills☆ 213Updated Oct 20, 2026
Use MiniMax's first-party Hailuo video API safely and reproducibly across global and mainland-China platforms. Covers current text-to-video, image-to-video, first/last-frame, and subject-reference models; prompt and camera craft; region/account routing; exact cost approval; asynchronous jobs and callbacks; artifact provenance; and rights, likeness, disclosure, and data-governance review. Use when designing, implementing, debugging, or evaluating direct MiniMax/Hailuo video-generation API workflows. Do not use for the consumer Hailuo site, Video Agent templates, gateways, or unrelated MiniMax modalities.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Direct production with Google DeepMind's Veo video-generation family across the Gemini Developer API and Google Cloud Gemini Enterprise Agent Platform (formerly Vertex AI). Use for Veo route and model selection, text/image/reference/first-last-frame/extension workflows, native-audio prompting, camera direction, async API operation, troubleshooting, QA, and responsible commercial content production.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Produce video with Moonvalley's Marey model family (Marey Realism v1.5) — a filmmaker-oriented, 1080p/24fps generative video model marketed as trained exclusively on licensed data. Use this skill when a task asks for Marey or Moonvalley specifically, when a brief demands brand-safe / legally reviewed AI video for commercial or studio work, or when the request needs Marey's director-style controls (camera trajectory, motion transfer, pose transfer, keyframing, reference conditioning). It covers what "commercially safe" really means versus the actual terms of service, access routes (Moonvalley web / Voyager, the fal API, ComfyUI), pricing, capability limits, prompt and reference strategy, where Marey fits production versus where other models win, iteration, and quality review. Do not use it for audio generation, for photoreal talking-head dialogue, or as a generic "best video model" default.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Plan, troubleshoot, and hand off provider-independent in-camera VFX and LED volume virtual-production work, with Unreal Engine/nDisplay/Live Link awareness. Use for ICVFX suitability, LED stage geometry, frustums, tracking, lens calibration, sync, render nodes, color, lighting/reflections, artifact mitigation, rehearsal, live-composite fallback, monitoring, records, QA, and handoff. Do not use for ordinary offline post compositing, generic storyboards, or full game production.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Production guidance for planning, building, animating, capturing, and reviewing complete Three.js scenes for rendered media. Use for browser-native 3D product shots, title sequences, procedural worlds, glTF scene assembly, camera and lighting animation, shaders, post-processing, deterministic frame export, and Three.js render QA; not for modeling standalone assets, WebXR interaction, or generic website decoration.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Provider-independent storyboard and previsualization direction for AI agents turning briefs, scripts, treatments, ads, films, social videos, and generated-media concepts into shot-by-shot boards, animatics, previs plans, camera/blocking/movement direction, reference packs, AI image/video prompt plans, review workflows, continuity checks, and production handoffs.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Translate a creative brief, brand system, or reference set into an original, portable visual-direction system for image and video production. Use for art direction, reference analysis without imitation, design tokens, palette and contrast, typography, composition, texture and material, lighting, lens and camera language, motion language, cross-shot continuity, accessibility, production handoff, visual review, and repair; do not use for provider-specific API syntax or model-specific prompt recipes.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Direct cinematic shots and coverage for AI-assisted content production. Use when an agent must translate story intent into framing, shot size, lens and perspective, camera position, movement, blocking, screen direction, lighting-aware coverage, continuity, shot specifications, or diagnose why generated or filmed shots do not cut together.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Provider-independent production guidance for converting observed video into precise, objective, temporally ordered language. Use for shot descriptions, searchable metadata, dataset captions, reference logs, generation-prompt handoffs, and analysis across subject, scene, motion, spatial, and camera aspects; not for deciding what to shoot, accessibility captions, creative interpretation, or provider-specific video analysis APIs.
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calesthio/generative-media-skills☆ 208Updated Jul 14, 2026
Build, deploy, and update React Native apps with Expo. Covers file-based routing with Expo Router (stacks, tabs, drawers, deep linking), EAS Build and Submit, over-the-air updates, and 50+ SDK modules for camera, location, notifications. Use when setting up Expo, adding navigation, configuring builds, or integrating native device APIs. Trigger words: expo, expo router, eas build, react native expo, file-based routing mobile, deep linking.
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TerminalSkills/skills☆ 174Updated Oct 21, 2026
Excalibur.js is a TypeScript-first 2D game engine for the browser with actors, scenes, collision physics, animation, sound, input and a Tiled map plugin. Use when the user wants to build or debug a browser game with Excalibur, load Tiled maps, animate sprite sheets, handle keyboard or pointer input, or manage scenes and cameras.
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TerminalSkills/skills☆ 174Updated Oct 21, 2026
Capacitor is a runtime that packages a web app as a native iOS and Android app and exposes native device APIs to JavaScript. Use when someone asks to "convert my website to a mobile app", "Capacitor", "web to native app", "access camera from JavaScript", "deploy web app to App Store", "hybrid mobile app", or "Ionic Capacitor". Covers native API access, plugin system, web-to-native bridge, and app store deployment.
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TerminalSkills/skills☆ 174Updated Oct 21, 2026
Automate Blender rendering from the command line. Use when the user wants to set up renders, batch render scenes, configure Cycles or EEVEE, set up cameras and lights, render animations, create materials and shaders, or build a render pipeline with Blender Python scripting.
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TerminalSkills/skills☆ 174Updated Oct 21, 2026
Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup, batch operations, and file I/O. Use when tasks involve automating repetitive 3ds Max workflows, batch processing scenes, running scripts headless with 3dsmaxbatch, creating custom tools, or scripting scene setup for archviz, product visualization, or VFX.
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TerminalSkills/skills☆ 174Updated Oct 21, 2026
Scripts and configures production rendering in Autodesk 3ds Max with the V-Ray and Corona renderers: output size and files, render elements, denoising, light mix, batch and command-line rendering, and network rendering. Use when a user asks to set up a production render, render several cameras in one batch, render from the command line or on a render farm, add render passes for compositing, or cut render time for archviz and product shots.
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TerminalSkills/skills☆ 174Updated Oct 21, 2026
Mastery of the new frontier: AI-generated video that rivals—and reimagines—traditional production. This skill covers Veo3, Runway Gen-3, Sora, Kling, Pika, Luma Dream Machine, and the rapidly evolving landscape of neural video synthesis. We're not just using AI to replace traditional video—we're unlocking visuals that were previously impossible, unaffordable, or unimaginable. Flying through abstract data visualizations, impossible camera moves, photorealistic product renders from text, and consistent character performances without actors or sets. The practitioners of this skill understand that AI video is not about cost savings— it's about creative expansion. The ceiling has been removed. What would you create if production cost was zero and physics was optional? Use when "AI video, generate video, Veo3, Veo 3, Runway, Sora, Kling, Pika, Luma, text to video, image to video, video generation, AI footage, neural video, synthetic video, impossible shot, ai-video, veo3, runway, sora, kling, pika, generation, text-to-video, neural, synthesis" mentioned.
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omer-metin/skills-for-antigravity☆ 169Updated 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☆ 163Updated Sep 6, 2026
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
2D Game Development workflow skill. Use this skill when the user needs 2D game development principles. Sprites, tilemaps, physics, camera and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
2D Game Development workflow skill. Use this skill when the user needs 2D game development principles. Sprites, tilemaps, physics, camera and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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diegosouzapw/awesome-omni-skills☆ 162Updated Jul 8, 2026
3D Morph PPT — extends morph-ppt with GLB model insertion, cinematographic camera, model-content layout, and enriched visual design system.
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iOfficeAI/AionCore☆ 121Updated Oct 15, 2026
Use when a feature needs camera, location, photos, notifications, contacts, microphone, Bluetooth, or local network - the per-platform request flow, every denial state, and how to actually test the denied path when the shared test device auto-grants permissions.
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makifbaysal/tasktrooper☆ 117Updated Oct 21, 2026