Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my site against best practices".
日本語の概要は準備中です。原文の説明を表示しています。
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概要と使いどころ
Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my site against best practices".
日本語の概要は準備中です。原文の説明を表示しています。
Character creation, protagonist/antagonist design and dramatic conflict for scripts (人物/对手/冲突) — merged from Lajos Egri (three-dimensional character, orchestration, unity of opposites, pivotal character, rising vs static vs jumping conflict, transition), William Indick's Psychology for Screenwriters (Freud, Erikson, Jung archetypes, Campbell/Murdock hero journeys, Adler, Rollo May), Robert McKee (characterization vs true character, dimensions, gap, antagonism principle), Neill Hicks (character invocation, self-concept, cognitive dissonance, five conflict focuses, Maslow), Lisa Cron (desire vs misbelief), and Lu Jun (人物要活八要, 对手要强, 给对手一把刀, 最强的对手是自己, 不许请祥云). Use when building a protagonist, an antagonist or a cast, when a character feels flat or acts out of character, when conflict stalls or jumps, when a villain is too weak, when designing an arc or motive, or when diagnosing melodrama.
日本語の概要は準備中です。原文の説明を表示しています。
Half-hour television comedy craft (半小时情景喜剧/笑点力学/困境机器/多机位单机位格式) — merged from Evan S. Smith's Writing Television Sitcoms (premise-driven comedy in three levels, nine predicaments, six character mixes, setup/punchline mechanics, toppers, running gags, ten comedic nuances, format rules), Neil Landau's sitcom seven-step formula and comedy-room models, Richard Blum's act-length and set-count parameters, Phoebe Waller-Bridge's Fleabag scripts (direct address as a season-long device, six-episode skeleton), Pamela Douglas on dramedy, Kam Miller on complementary comic traits, and Jesse Armstrong on jokes carrying tragedy. Use when writing or fixing a sitcom episode or spec, raising joke density per page, designing a comic predicament that generates stories, choosing between multi-camera and single-camera format and page counts, structuring cold open/acts/tag, writing a half-hour pilot, running a comedy punch-up, or making a drama funny without shifting genre.
日本語の概要は準備中です。原文の説明を表示しています。
Automates interactions for Apple-platform apps (iOS, tvOS, macOS) and Android devices. Use when navigating apps, taking snapshots/screenshots, tapping, typing, scrolling, or extracting UI info across mobile, TV, and desktop targets.
日本語の概要は準備中です。原文の説明を表示しています。
Explore user intent, requirements, and design options through collaborative dialogue before implementation. Use before building new features, components, or systems — whenever the user describes something to build and design decisions are involved. Triggers: "brainstorm", "help me design", "think through the requirements", "头脑风暴", "设计方案", "梳理需求". Not for bug fixes, config changes, or tasks with an obvious implementation path.
日本語の概要は準備中です。原文の説明を表示しています。
针对方案或设计的高强度追问式面试(adversarial design review / grill session),暴露假设漏洞与缺失约束,过程中同步维护领域模型(术语表和 ADR)。手动调用 /grill-me。
日本語の概要は準備中です。原文の説明を表示しています。
AI DevKit · Implementation phase guidance for executing feature plans and checking implementation against design. Use when the user wants to implement planned tasks, update implementation docs, verify code matches design, or run dev-lifecycle phases 5 and 7.
日本語の概要は準備中です。原文の説明を表示しています。
AI DevKit · Final code review phase guidance for holistic pre-push review. Use when the user wants code review, final lifecycle review, design alignment checks, integration risk review, or dev-lifecycle phase 9.
日本語の概要は準備中です。原文の説明を表示しています。
AI DevKit · Design phase guidance for reviewing feature design against requirements. Use when the user wants to validate architecture, review design docs, resolve design trade-offs, or run dev-lifecycle phase 3.
日本語の概要は準備中です。原文の説明を表示しています。
Create deterministic editorial-style cover images with a warm paper-gray background, oversized black slab-serif/Chinese display typography, generous whitespace, and a dotted vector analysis icon. Use when the user asks for a “点阵编辑风封面”, “暖灰杂志风封面”, “Codex + Hyperframes 同款封面”, or wants to reproduce/adapt the specific minimal left-text/right-icon banner style. Produce editable SVG and a rendered PNG; do not use this skill for generic covers without this visual direction.
日本語の概要は準備中です。原文の説明を表示しています。
When two design requirements seem mutually exclusive, name the contradiction, separate conflicting states, then invent a concrete no-compromise resolution.
日本語の概要は準備中です。原文の説明を表示しています。
Use when the user types /agentlas-build, /agentlas build, or /hep-build to design, build, and package a single agent or multi-agent team.
日本語の概要は準備中です。原文の説明を表示しています。
Use when designing a new multi-agent team, visible agents folder, role boundaries, handoff flow, PM Soul, Memory Curator, Policy Gate, or evaluation role. Use for agent-team repo creation even when the user only says they want a meta-agent or agent operating system.
日本語の概要は準備中です。原文の説明を表示しています。
Design and build a 10-30 second motion-design showreel or brand reel in the style of Nate's Opus 5.5 "CLAUDE / MOTION REEL": one brand motif transformed through labeled craft chapters, a persistent HUD, cuts locked to a 120-130 BPM grid, a sub-second flurry, and a held logo lockup that answers the opening. Use when asked for a showreel, sizzle reel, brand reel, motion reel, "a reel like the Opus one", "show off motion design for <brand>", a 15-second brand film cut to music, or to study why a reference reel works and rebuild that energy for another brand.
日本語の概要は準備中です。原文の説明を表示しています。
Turn a user-owned coverage CSV and reviewed press-clip captures into an honest, source-linked earned-media dashboard and a motion-designed highlight reel (MP4) that scrolls each real article to the client's sentence and highlights it. Use for coverage reports, earned-media dashboards, campaign recaps, or coverage videos; requires local files and composes press-clip instead of scraping articles itself.
日本語の概要は準備中です。原文の説明を表示しています。
Turn a live article URL into a press clip that looks like the real coverage — the publication's own logo, fonts, photos and layout kept intact, the ads and clutter removed, and (for a roundup) just the client's section. Renders to PDF. You inspect each site and tailor the removal; the bundled script carries no site-specific logic.
日本語の概要は準備中です。原文の説明を表示しています。
Turn an eval study's numbers into on-brand, publish-ready figures using the Newsjack chart room (the eval design system), then validate them with Playwright. For producing the charts in a published eval/data study.
日本語の概要は準備中です。原文の説明を表示しています。
Select QA-approved canonical intent cells into a versioned AI-visibility tracking panel with partitions, variants, lanes, surfaces, locales, repetitions, separate exposure and priority weights, randomization, uncertainty, refresh rules, and campaign controls. Use after prompt QA or when revising an existing panel.
日本語の概要は準備中です。原文の説明を表示しています。
Guides the creation of technical design documents before writing code, producing architecture diagrams, data models, API interface definitions, implementation plans, and multi-option trade-off analyses. Use when the user asks to plan a feature, architect a system, design an API, explore implementation approaches, or requests a technical design or spec before coding — especially for complex features involving multiple components, ambiguous requirements, or significant architectural changes.
日本語の概要は準備中です。原文の説明を表示しています。
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
日本語の概要は準備中です。原文の説明を表示しています。
Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.
日本語の概要は準備中です。原文の説明を表示しています。
Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.
日本語の概要は準備中です。原文の説明を表示しています。
Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.
日本語の概要は準備中です。原文の説明を表示しています。
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
日本語の概要は準備中です。原文の説明を表示しています。