24/7 autonomous business operations orchestrator with business health scoring, canary monitoring, and safety guardrails. Schedules and runs all business functions automatically — content publishing, social media posting, outreach sequences, ad monitoring, financial reporting, health checks, and post-deploy verification. Use when the user wants to automate operations, schedule tasks, set up autonomous workflows, or says 'automate this', '24/7', 'run automatically', 'schedule', 'cron', 'autonomous', or 'set and forget'.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
iamzifei/show-me-the-money☆ 1.1천2026년 9월 1일 업데이트
Use when making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera cuts, spawnables, character animation in shots, per-shot lighting, Movie Render Graph or Movie Render Queue EXR renders, "render darker than the viewport", "first frames pop", "last frame missing", ACES or OCIO to DaVinci Resolve, the 180-degree rule, Sequencer Python, or reviewing a cut.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 21일 업데이트
Use when editing footage that already exists on Scenario through MCP with a tool model instead of a new generation: 3D LUT grading, color correction, film grain, vignette, blur, sharpen, glow, tint, desaturate, posterize, solarize, cubism, crystallize, oilify, chromatic aberration or dodge and burn on a clip; trimming to a time range, splitting at cut points, reversing, resizing, re-encoding, frame extraction, image sequences, background removal, segmentation masks, subjects as layers.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 21일 업데이트
Use when generating or editing video with Kling models on Scenario via MCP: text-to-video, image-to-video with first and last frames, multi-shot sequences with per-shot prompts, consistent characters via elements and reference images, prompt-based video editing, motion transfer from a driving video (motion control, mocap), lipsync to audio or text, talking avatars, native audio and dialogue, or picking 720p, 1080p, or 4K tiers. Keywords: Kling V3, O1, 2.6, Omni, Kuaishou, T2V, I2V, V2V.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
scenario-labs/skills☆ 1.1천2026년 10월 21일 업데이트
Generate a comprehensive marketing website for a web app — multi-page with real screenshots, animated GIF walkthroughs, feature deep-dives, and workflow demonstrations. Browses the running app, captures screens and sequences, and produces a deployable site that actually teaches people what the product does. Especially useful for complex or agentic apps that are hard to explain. Triggers: 'showcase site', 'product page', 'show off the app', 'marketing site', 'demo site', 'product showcase', 'explain the app', 'how do I market this'.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
jezweb/claude-skills☆ 1.1천2026년 10월 9일 업데이트
Build one compact choice card at a genuine mathematical-modeling judgment point. Use before method screening, after a meaningful experiment, or before final claim/freeze approval so the human chooses the trade-off while AI handles mechanical consequences.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
zhnnky329/MathModeling-skills☆ 1.1천2026년 9월 24일 업데이트
Use when writing test fixtures for @copilotkit/aimock — mock LLM responses, tool call sequences, error injection, multi-turn agent loops, embeddings, structured output, sequential responses, or debugging fixture mismatches
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
CopilotKit/aimock☆ 9852026년 10월 21일 업데이트
Cross-format content adaptation. Turning one substantial piece into many derivative formats (blog series, email sequences, social posts, webinars, podcasts, video shorts) without losing the original's value or producing AI-slop variants. The discipline of adaptation per medium rather than mass-blast distribution. Triggers on content repurposing, content adaptation, cross-format content, content atomization, content multiplication, content distribution across formats, source-piece-to-derivative, video shorts from blog, email from whitepaper, podcast from article, blog series from research. Also triggers when a flagship piece is shipping but the team has not planned how to extend it across formats, when repurposing is happening but the derivatives feel mass-produced, or when AI-assisted repurposing is producing slop variants of strong source pieces.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
rampstackco/claude-skills☆ 9832026년 10월 19일 업데이트
Design and write email automation sequences (welcome/onboarding, nurture, re-engagement, trial expiration, sales) for SaaS and B2B, with subject lines, copy, CTAs, and timing. Use when building drip campaigns or designing lifecycle email.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
borghei/Claude-Skills☆ 9622026년 10월 7일 업데이트
SaaS churn reduction covering cancel flow design, dynamic save offers, exit survey architecture, dunning sequences, payment recovery, win-back campaigns, and churn impact modeling.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
borghei/Claude-Skills☆ 9622026년 10월 7일 업데이트
Analyze event logs, clickstreams, user paths, product funnels, retention, behavioral segments, transition graphs, step matrices, sequence patterns, and customer journeys using Retentioneering. Use when the user provides CSV, Parquet, pandas, or database event data containing user, event, and timestamp columns, or asks why users convert, churn, loop, abandon a flow, or follow particular product paths. Do not use for qualitative journey-mapping workshops or aggregate website traffic without user-level event sequences.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
retentioneering/retentioneering-tools☆ 9352026년 10월 19일 업데이트
Query Ensembl genome browser for gene annotations and sequences
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
paperclipai/companies☆ 9282026년 3월 24일 업데이트
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。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
zenstory-ai/novel-to-game☆ 9072026년 10월 21일 업데이트
Approval cascade definition and tracking for multi-stakeholder document workflows. Internal review sequences, client approval workflows, regulatory review, overdue chasing with escalation logic, version control coordination, and cross-jurisdiction document dependencies. Use when defining who reviews a document and in what order, tracking where a document is stuck in the approval chain, chasing an overdue reviewer, preventing reviewers working on superseded drafts, or mapping dependencies between documents across jurisdictions. Trigger on: 'who needs to approve this', 'document approval', 'review sequence', 'stuck in review', 'overdue approval', 'who has the document', 'version control', 'wrong version', 'document dependency', 'NL SPA waiting on German opinion', 'approval cascade', 'review chain', 'document circulation', 'chasing the partner', 'client approval process', 'where is the document'.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
lawve-ai/awesome-legal-skills☆ 8872026년 10월 20일 업데이트
Design a spaced retrieval schedule for any topic list and timeline. Use when planning units, term sequences, or revision programmes.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
GarethManning/education-agent-skills☆ 8862026년 8월 29일 업데이트
Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8772026년 10월 17일 업데이트
Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and persistent flags. Use when building story-driven, choice-based, or dating sim games. Keywords visual novel, dialogue system, branching narrative, typewriter effect, rollback, bbcode, RichTextLabel.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8772026년 10월 17일 업데이트
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, Callable.bind, typed_collections, await_sequence.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Dev-Agentic-Skills☆ 8772026년 10월 17일 업데이트
When the user wants to optimize post-signup onboarding, user activation, first-run experience, or time-to-value. Also use when the user mentions "onboarding flow," "activation rate," "user activation," "first-run experience," "empty states," "onboarding checklist," "aha moment," "new user experience," "users aren't activating," "nobody completes setup," "low activation rate," "users sign up but don't use the product," "time to value," or "first session experience." Use this whenever users are signing up but not sticking around. For signup/registration optimization, see signup. For ongoing email sequences, see emails.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Nexus-JPF/note-companion☆ 8722026년 10월 18일 업데이트
When the user wants to reduce churn, build cancellation flows, set up save offers, recover failed payments, or implement retention strategies. Also use when the user mentions 'churn,' 'cancel flow,' 'offboarding,' 'save offer,' 'dunning,' 'failed payment recovery,' 'win-back,' 'retention,' 'exit survey,' 'pause subscription,' 'involuntary churn,' 'people keep canceling,' 'churn rate is too high,' 'how do I keep users,' or 'customers are leaving.' Use this whenever someone is losing subscribers or wants to build systems to prevent it. For post-cancel win-back email sequences, see emails. For in-app upgrade paywalls, see paywalls.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Nexus-JPF/note-companion☆ 8722026년 10월 18일 업데이트
Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
jame581/GodotPrompter☆ 8552026년 10월 21일 업데이트
Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and persistent flags. Use when building story-driven, choice-based, or dating sim games. Keywords visual novel, dialogue system, branching narrative, typewriter effect, rollback, bbcode, RichTextLabel.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, Callable.bind, typed_collections, await_sequence.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트
Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
thedivergentai/Game-Design-Agentic-Skills☆ 8502026년 10월 13일 업데이트