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cccskills

'layers' 검색 결과

504건 · 관련도순

World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.

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omer-metin/skills-for-antigravity1692026년 1월 22일 업데이트

Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" mentioned.

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omer-metin/skills-for-antigravity1692026년 1월 22일 업데이트

Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" mentioned.

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omer-metin/skills-for-antigravity1692026년 1월 22일 업데이트

iso-24495

무료

Use when text must be easy for its intended reader to find, understand, and act on — reports, emails, documentation, UI text, announcements, explanations, AI output that reads as dense or bureaucratic. Applies ISO 24495-1 plain language principles with dedicated technique layers for English and Traditional Chinese. Triggers: plain language rewrite, apply ISO 24495, make this clearer for readers, de-jargon this, 淺白改寫, 白話改寫, 去公文腔, 讓讀者一次看懂. Not for creative or literary writing.

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danyuchn/iso-24495-skill1552026년 8월 14일 업데이트

Execute programs on a compiled transformer stack machine where every instruction fetch and memory read is a parabolic attention head. Demonstrates that transformer attention + FF layers can implement a working computer. Use when user mentions "llm-as-computer", "lac", "stack machine", "compiled transformer", "percepta", "parabolic attention", "execute program", or asks to run/trace programs on the transformer executor.

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oaustegard/claude-skills1542026년 10월 21일 업데이트

Develop and run Mojo code in Claude.ai containers. Handles installation, compilation, and execution. Use when writing Mojo code, benchmarking Mojo vs Python, or when user mentions Mojo, Modular, or MAX. Routes to Modular's official skills (mojo-syntax, mojo-python-interop, mojo-gpu-fundamentals) for language-specific correction layers.

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oaustegard/claude-skills1542026년 10월 21일 업데이트

Use when adding, moving, or removing images, sprites, text, or video on the Pixi'VN game canvas, or when applying or creating transitions (dissolve, fade, move, zoom, push, wipe, iris, split, flash, blur, pixelate, or a custom one built on `canvas.animate`/`filters.animate`), shake/animation effects, or ticker-based animations built on PixiJS. Covers the `canvas` singleton exported from `@drincs/pixi-vn`. For UI layers (HTML or PixiJS) mounted on top of the canvas, see `pixi-vn-ui` instead.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

DRincs-Productions/pixi-vn1522026년 10월 21일 업데이트

This skill should be used when the user asks anything about Adobe After Effects — to "write an After Effects expression", "make a wiggle / loopOut / inertial bounce", "rig a control with a slider / null", "build a MOGRT / Essential Graphics template", "export AE to Lottie or Media Encoder"; OR to "export from After Effects", "export with transparency / an alpha channel", "fix a black background on export", "choose ProRes vs H.264", "which codec / what bitrate for 1080p / 4K", "stop H.264 disappearing from the Render Queue"; OR when "After Effects is slow / laggy / crashing / froze", "RAM preview won't play in real time", "AE is using all my memory / render takes forever", "how do I speed up After Effects"; OR to "organize my After Effects project", "relink missing footage", "fix broken links after moving files", "set a folder structure / naming conventions", "batch rename layers", or "write an ExtendScript / .jsx script". Covers expressions & rigging, export recipes, performance triage, and project hygiene.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

iart-ai/motion-design-skills1462026년 6월 22일 업데이트

Use this skill to create fillable Word forms (.docx) with real Content Controls (SDT) + legacy FormField checkboxes + MERGEFIELD mail-merge placeholders + document protection. Trigger on: 'fillable form', 'form fields', 'content controls', 'SDT', 'word form', 'fill in', 'only editable fields', 'protect document', 'onboarding form', 'HR intake', 'survey template', 'contract / SOW template', 'mail-merge template', 'compliance checklist', 'medical intake questionnaire'. Output is a single .docx where specific fields are editable and the rest is locked. This skill is INDEPENDENT, not a scene layer on docx — payload is `<w:sdt>` + `<w:ffData>` + `<w:fldChar>` + `documentProtection`, none of which docx base skill covers. Do NOT trigger for regular reports, letters, memos, academic papers, pitch decks, or any document with no user-fillable fields — route those to officecli-docx or its scene layers.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

iOfficeAI/AionCore1222026년 10월 15일 업데이트

Use when adding a use case, port, repository or adapter in a Go service — where each piece goes, how errors and transactions cross layers, and how to check the import direction

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

makifbaysal/tasktrooper1172026년 10월 21일 업데이트

Phase F of a WinForms-to-Avalonia migration: evolve the Avalonia trunk after cutover without reintroducing WinForms coupling or bypassing established layers. Use only when an explicit migration has an active Avalonia trunk and a concrete product backlog, or when the orchestrator routes here. Select work from repository evidence; do not assume particular entry points, integrations, settings, or extension mechanisms exist.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

tautcony/ChapterTool1132026년 10월 14일 업데이트

Comprehensive brand messaging, positioning, and value proposition development using proven frameworks including Peep Laja Message Layers, Osterwalder Value Proposition Canvas, Geoffrey Moore positioning, April Dunford's Five Components, StoryBrand SB7, Andy Raskin Strategic Narrative, and Messaging House. Use when developing brand identity, brand messaging architecture, positioning statements, value propositions, messaging hierarchies, brand pillars, taglines, one-liners, elevator pitches, brand guidelines, visual identity systems, or creating Positioning & Messaging Packs. Triggers include: messaging framework, brand positioning, value prop, messaging architecture, brand pillars, brand identity, StoryBrand, positioning statement, brand guidelines, design system, messaging house, corporate identity, brand voice, visual standards.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

manojbajaj95/claude-gtm-plugin1082026년 9월 18일 업데이트

Designs risk-based test strategy for software delivery. Use when defining coverage, setting CI gates, managing flaky tests, choosing test layers, or establishing release criteria.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

vasilyu1983/AI-Agents-public1012026년 10월 16일 업데이트

Builds analytics engineering layers for metrics, contracts, and BI-ready models. Use when shaping dbt or SQLMesh marts, metric governance, lineage, or data quality.

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vasilyu1983/AI-Agents-public1012026년 10월 16일 업데이트

Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

striderZA/OpenCodeGameStudios1002026년 10월 7일 업데이트

Canonical guide to Genesis browser automation - layers (Camoufox, Chromium, the user's Chrome over CDP, TinyFish, desktop), per-tool timeouts, safety gates, verify-after-act, what a click checks (scroll, hit test, covered targets), overlays, iframes, tabs, and failure diagnosis

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

WingedGuardian/GENesis-AGI992026년 10월 21일 업데이트

Use for every task that plans, writes, edits, debugs, tests, refactors, reviews, or maintains code. Apply to professional repositories, scripts, apps, services, prototypes, beginner work, vibe coding, and bounded code changes inside large systems. Choose the fewest clear lines, files, paths, states, and abstractions that correctly implement the requested behavior. Do not invent fallbacks, compatibility paths, defensive layers, or future scale without evidence. Do not use for ordinary conversation, emotional support, prose, translation, summarization, social-media content, or general research or technical discussion that is not part of planning, changing, or reviewing code. Never weaken real security, integrity, concurrency, compatibility, privacy, accessibility, legal, or regulatory requirements.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

See-Sol-Lab/private-house-code-v2.5952026년 9월 7일 업데이트

Builds a talk as a beatdeck - a fixed 1920x1080 React stage where one click is one beat, with authored motion, presenter view, overview, and an offline self-contained build. Covers turning source material (PPTX, Keynote/PDF export, Markdown, notes) into a content audit and a scene/beat map, choosing or applying a theme, writing scene layers, automatic beats, and verifying every beat with npm run verify. Use whenever the task is creating, porting, restyling, rehearsing or fixing a presentation, talk, keynote, slide deck or conference session that should feel like a live system rather than slides, or whenever the repo contains src/beatdeck/.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

borjaperfra/beatdeck922026년 10월 2일 업데이트

Verify mini-program implementations and fixes with risk-calibrated evidence across static checks, unit tests, integration tests, state matrices, simulators, real devices, cloud environments, and release artifacts. Use when users ask to test, validate, accept, regression-check, quality-check, confirm readiness, or determine whether a mini-program feature is actually complete. Binds results to a source and build fingerprint, records commands and observable evidence, separates passed, failed, blocked, and not-run layers, prioritizes the next highest-information check, and never converts local success into device, cloud, release, or formal acceptance claims.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NocodeMrLi/mini-program-engineering-skill-suite912026년 10월 16일 업데이트

Analyze WeChat Mini Program platform constraints and evidence layers for an idea or existing repository, including source configuration, build output, WeChat DevTools loading, device behavior, permissions, privacy declarations, cloud or backend linkage, upload, trial, review, and production status. Use when users ask about WeChat-specific configuration, project roots, compile paths, capability permissions, privacy compliance, official platform rules, upload or release readiness, or why source and platform behavior differ. Performs read-only evidence classification by default, verifies time-sensitive or high-risk claims against current official WeChat sources, redacts identifiers and secrets, and never upgrades one evidence layer into another.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NocodeMrLi/mini-program-engineering-skill-suite912026년 10월 16일 업데이트

Review code changes adversarially using parallel review layers (Blind Hunter, Edge Case Hunter, Acceptance Auditor) with structured triage into actionable categories. Use when the user says "run code review" or "review this code"

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

alibaba/opc-starter882026년 7월 22일 업데이트

Your team has high autonomy — and standups are vague, weekly meetings drift into status reports, and 1:1s produce nothing but "I'm fine." This playbook fixes all three layers at once. What's inside: • Daily Standup system — 3-field format, good sample, 4 COO principles to keep it honest • Weekly Meeting — strict 25-min agenda, Scrum Master rotation, 0–10 pulse check • 1:1 Framework — 9-dimension quantified pulse, 5-group deep question bank, bilateral feedback structure • Diagnostic layer — "stuck-at" detection: info / authority / collaboration / capability / direction • FAQ for 4 common failure modes (dead standups, status-report meetings, "I'm fine" 1:1s, scaling beyond 10 people) 🇨🇳 你的团队自由度很高——但 standup 越来越糊,例会变成汇报,1:1 问不出真话。这套三层 Motivation 操作手册解决的正是这件事:standup 是信息层,例会是对齐层,1:1 是个人层。三件事做好了,motivation 不是管出来的,是长出来的。 🇯🇵 チームの自律性は高いのに、スタンドアップは曖昧で、週次ミーティングは進捗報告になり、1on1では「大丈夫です」しか返ってこない——このプレイブックは、その3層すべてを同時に解決します。 🇰🇷 팀의 자율성은 높은데 스탠드업은 두루뭉술하고, 주간 회의는 진척 보고가 되어버리고, 1:1에서는 진심을 들을 수 없다면 — 이 플레이북이 세 레이어 모두를 동시에 해결합니다. Triggers: "团队 motivation" | "standup 没人写" | "例会变成汇报" | "1:1 问不出真话" | "高自由度团队管理" | "COO 如何管人" | "team motivation" | "standup best practices" | "1on1 framework" | "weekly meeting template" | "チームモチベーション" | "팀 동기부여" | "AI startup team ops" | "remote team alignment" | "engagement下降"

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Gingiris-1031/gingiris-skills862026년 10월 15일 업데이트

Detailed testing standards for persistence, service, and controller layers

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

FDU-INS/Insurance-Skills782026년 7월 12일 업데이트

Design guardrail layers — input classifiers, output validators, PII scrubbers, policy rule engines. Use when asked to "add safety filters", "scrub PII from LLM output", or "design content moderation".

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

tonone-ai/tonone762026년 10월 15일 업데이트