본문으로 건너뛰기
cccskills

'brainstorm' 검색 결과

455건 · 관련도순

Full SRS workflow: Brainstorm → Spec → Plan (per-section files) → User Review → SRS Generation → Validation → Improvement Report → Context Save. Use when user provides a project topic and wants a complete requirements pipeline.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

DangQuangSE/team-development-skills192026년 10월 19일 업데이트

sr:spec

무료

Phase 2 of the SRS workflow. Reads projects/{slug}/brainstorm.md and writes a comprehensive spec.md. No word limit.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

DangQuangSE/team-development-skills192026년 10월 19일 업데이트

sr-spec

무료

Phase 2 of the SRS workflow. Reads projects/{slug}/brainstorm.md and writes a comprehensive spec.md. No word limit.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

DangQuangSE/team-development-skills192026년 10월 19일 업데이트

elicit

무료

Extract tacit knowledge through non-obvious microquestions — things only the user knows that can't be found in code, docs, or research. Use when you're about to guess at intent, context, or constraints during SAFEWORD's understanding flow. Also use when user says 'ask me', 'what do you need to know', or when another skill (bdd, brainstorm, debug) needs user context before proceeding. Do NOT use for questions answerable by reading the codebase or searching the web.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

TheMostlyGreat/mythos192026년 6월 14일 업데이트

Explore and debate options with fresh documentation and research before committing. Use when facing a real decision with multiple plausible approaches — library/framework choice, architecture call, API or schema design, algorithm selection, or any communication / strategy call where being wrong has cost. Enumerates relevant research domains, looks up current docs and evidence-based methods, weighs options on correctness and elegance, resists bloat. Do NOT use for divergent ideation (brainstorm), extracting user intent (elicit), or reviewing already-written code (quality-review).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

TheMostlyGreat/mythos192026년 6월 14일 업데이트

Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Author and own ONE system's design document (the A–K SYSTEM GDD) at .unikit/gamedesign/systems/SYS-<slug>.md — the depth layer of the GDD, single-system scope. Create the skeleton and walk the collaborative section-cycle to write its parameters, rules, formulas, and acceptance criteria ("detail the combat system", "write the GDD for the inventory system", "fill in the rest of this system doc", "spec out the parameters of X"), AND revise it after approval under the delta discipline ("raise the damage by 10%", "tune the economy", "rework the status system", "nerf X", "change this rule") — a number change is Tuning, a small rule a Tweak, restructuring a Rework; each bumps the version and logs the delta. To add a NEW system or restructure the system map use /unikit-gd-spec; to edit GAME.md content use /unikit-gd-spec; the moment an edit also touches a second system, a content type, a flow, or GAME.md (two or more zones) use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

castle-x/skills-x182026년 4월 16일 업데이트

User asks for design, planning, or approach exploration before implementation. Covers new features, components, refactors, or architecture decisions. Creates design docs and proposes approaches with trade-offs.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Benkapner/claude-code-basecamp182026년 10월 1일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

tensology/decisionsai172026년 10월 15일 업데이트

Use for creative thinking, or when the user wants many fresh options before choosing: "give me ideas", "brainstorm names", "other ways to do this", "think outside the box". Diverges first, then picks. Skip when one answer is wanted or the task is pure execution.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ysskrishna/ai-agent-skills172026년 10월 17일 업데이트

Generate creative domain name ideas for your project and check availability across multiple TLDs (.com, .io, .dev, .ai, .app). Find the perfect domain name without manual checking.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

manu14357/zskills162026년 7월 24일 업데이트

Safety, privacy, cost management, and frank advice for building always-on AI agents with episodic memory. Covers data hygiene, privacy risk surfaces, runaway cost prevention, scope creep, psychological effects of persistent AI companions, and responsible deployment patterns. This is the skill that tells you what can go wrong and how to prevent it. Activate on: "agent safety", "always-on agent privacy", "agent cost control", "persistent agent risks", "AI companion safety", "agent data hygiene", "runaway agent costs", "parasocial AI risk", "/always-on-agent-safety". NOT for: architecture design (use always-on-agent-architecture), input design (use always-on-agent-inputs), application brainstorming (use always-on-agent-applications), healthcare compliance specifically (use hipaa-compliance).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

curiositech/windags-skills162026년 10월 19일 업데이트

Architecture and systems design for building always-on AI agents with episodic memory. Covers the memory hierarchy (core/recall/archival), persistence layers, agent server infrastructure, vector stores, and framework selection. Provides concrete deployment patterns for agents that maintain identity and learn across sessions. Activate on: "always-on agent", "persistent agent architecture", "episodic memory system", "agent memory design", "long-running agent", "stateful agent", "agent that remembers", "MemGPT architecture", "Letta deployment", "/always-on-agent-architecture". NOT for: choosing what data to feed the agent (use always-on-agent-inputs), brainstorming applications (use always-on-agent-applications), safety and privacy concerns (use always-on-agent-safety), general agentic patterns (use agentic-patterns).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

curiositech/windags-skills162026년 10월 19일 업데이트

Interactive logo & brand design strategist. Runs a strategy workshop, narrows a creative direction, lands a single centralized concept, then outputs a condensed branding table plus 10+ logo ideas with rationale. Use when the user wants to design a logo, develop a brand identity, write a logo brief, brainstorm logo concepts, or run brand strategy before sketching. Triggers include "design a logo", "logo ideas", "brand identity", "help me with my logo", "logo brief", "what should my logo be".

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

posva/dotfiles162026년 10월 19일 업데이트

方案闭环:当用户显式调用 `$solution-loop`,或明确要求进入“方案闭环”时使用。 面向已经存在候选方案、但需要反方挑战和定点修订的场景,在 brainstorming Maker 与 grill-me Critic 之间最多循环三轮,直到方案确认或进入 Human Gate;不用于从零脑暴方案。

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

PANGKAIFENG/ai-product-manager-skills162026년 8월 31일 업데이트

Refine a draft prompt before sending to a coding agent: decomposes goal/context/constraints, flags ambiguity, emits a model-agnostic rewrite. NOT for prompts from scratch (mk:brainstorming).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ngocsangyem/MeowKit152026년 7월 28일 업데이트

Generate or compare multiple technical approaches for one validated decision. NOT for product discovery or refining an existing plan.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ngocsangyem/MeowKit152026년 7월 28일 업데이트

mk-ask-me

무료

Answer factual project questions (codebase, architecture) with cited evidence. NOT for brainstorming, trade-offs (mk:party), debugging (mk:investigate), review (mk:review), or plans (mk:plan-creator).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ngocsangyem/MeowKit152026년 7월 28일 업데이트

Use when a decision needs deep multi-source technical research with cited evidence — technology evaluation, ecosystem comparison, standards/spec fact-finding, "how do others solve X". Triggers on "research X", "deep dive on X", "evaluate X vs Y", "find best practices for X". NOT for library/API doc lookup (see mk:docs-finder); NOT for one-shot URL fetch (see mk:web-to-markdown); NOT for internal codebase discovery (see mk:scout); NOT for project-only Q&A (see mk:ask-me); NOT for comparing solution designs (see mk:brainstorming); NOT for root-cause debugging (see mk:investigate); NOT for wiki ingestion of sources (see mk:wiki-research).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ngocsangyem/MeowKit152026년 7월 28일 업데이트

YC Office Hours — product validation for a new product, feature, or side-project concept. Startup mode tests demand; Builder mode develops an unvalidated product idea. Use when the user asks whether something is worth building or has an idea whose problem/value is not yet validated. Proactively suggest when the user describes a new product idea or is exploring whether something is worth building — before any code is written. Use BEFORE a plan exists. For reviewing an existing plan, use /mk:plan-ceo-review.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ngocsangyem/MeowKit152026년 7월 28일 업데이트