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cccskills

'workshop' 검색 결과

137건 · 관련도순

This skill should be used when the user asks to "brainstorm a story idea", "I have an idea for a story", "what if", "develop a premise", "is this idea strong enough", "workshop my logline", "premise", "story concept", "what should I write", "short story or novel", "novella or novel", "name my book", "title ideas", or has a spark (an image, a character, a setting, a question) and wants to turn it into a tested premise before starting a story project. NOT for the controlling idea or theme of an existing story (use theme-craft).

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

danjdewhurst/story-skills3282026년 10월 15일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

omer-metin/skills-for-antigravity1682026년 1월 22일 업데이트

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

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

swaylq/master-skill1622026년 9월 6일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Jamie-BitFlight/claude_skills672026년 10월 18일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NederlandseDigitaleDienst/regelrecht252026년 10월 19일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

curiositech/windags-skills162026년 10월 14일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

event4u-app/agent-config122026년 10월 19일 업데이트

Workshop the shape of this project — audience, components, ambiguities — before drafting the PRD

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

beyondessential/tamanu92026년 10월 19일 업데이트

workshop

무료

Workshop this idea with me

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

beyondessential/tamanu92026년 10월 19일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

curiositech/port-daddy32026년 10월 18일 업데이트

skill-creator

무료요약 있음AI 평가 90점

에이전트 스킬을 새로 만들거나 수정하면서 호출 조건, 작업 절차, 부속 파일 배치를 정리합니다. 설정과 참조 경로, 변경한 보조 스크립트도 검증합니다.

  • 반복 작업을 스킬로 만들 때
  • 기존 SKILL.md를 수정할 때
  • 부속 자료와 스크립트를 정리할 때
openclaw/openclaw39.3만2026년 10월 19일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Prepare a field-study capstone defense
  • Present qualitative research findings
  • Organize a workshop debrief as slides
nexu-io/open-design10.3만2026년 10월 19일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Preparing employee training on phishing awareness
  • Explaining what to do in the first 60 seconds
  • Creating security slides for employee onboarding
nexu-io/open-design10.3만2026년 10월 19일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Preparing a 30-day hospitality onboarding course
  • Combining practice activities and learning checks
  • Preparing slides and notes for training instructors
nexu-io/open-design10.3만2026년 10월 19일 업데이트

events

무료

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Plan a webinar around prospective customers' needs
  • Evaluate whether a conference sponsorship is worthwhile
  • Arrange meetings before attending a conference
coreyhaines31/marketingskills5.6만2026년 10월 16일 업데이트

desk-open

무료

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Starting a new workstream
  • Giving a topic its own workspace and history
  • Preparing context for the next session
github/awesome-copilot4만2026년 10월 17일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Plan a webinar and its promotion calendar
  • Improve low registration or attendance rates
  • Write follow-up emails for attendees and no-shows
alirezarezvani/claude-skills2.8만2026년 8월 30일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Reviewing links between company and team goals
  • Finding conflicts between departmental goals
  • Assigning ownership to neglected company objectives
alirezarezvani/claude-skills2.8만2026년 8월 30일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Turning company values into concrete behaviors
  • Writing a culture code for new hires
  • Designing anonymous culture surveys
alirezarezvani/claude-skills2.8만2026년 8월 30일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Defining requirements for a new feature
  • Clarifying vague feature requests
  • Writing testable acceptance criteria
Jeffallan/claude-skills1.2만2026년 10월 17일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Find earlier modding work for a game
  • Recover information from dead forum links
  • Check reports about a tool's supported versions
rehan-remade/universal-modder8.4천2026년 10월 19일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Clarifying why users abandon onboarding
  • Reframing a stakeholder's feature request
  • Aligning teams on the problem to solve
deanpeters/Product-Manager-Skills7.5천2026년 10월 16일 업데이트

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.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Planning a quarterly or six-month product roadmap
  • Prioritizing competing initiatives across teams
  • Explaining roadmap choices to executives
deanpeters/Product-Manager-Skills7.5천2026년 10월 16일 업데이트

Work through the move from product manager to Director with questions tailored to your stage. Get practical recommendations for promotion preparation, interviews, early leadership challenges, or persistent difficulties in the role.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Identifying development priorities before a Director promotion
  • Preparing experience stories and answers for Director interviews
  • Addressing delegation and direction-setting challenges after promotion
deanpeters/Product-Manager-Skills7.5천2026년 10월 16일 업데이트