Guides project ideation via Socratic questioning to produce a validated brief. Use before specification when requirements are unclear.
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。
1,218 件 ・ 関連度順
概要と使いどころ
Guides project ideation via Socratic questioning to produce a validated brief. Use before specification when requirements are unclear.
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 you want to build a project but don't have a spec yet and need to brainstorm the idea into a design doc structured for pipeline DOT generation. Use when starting from a vague idea, project concept, or feature request that needs to become a headless autonomous build pipeline.
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。
Routes EEG, ECoG, MEG, and related electrophysiology deep-learning workflows through the braindecode Python package, including dataset construction, preprocessing, model training, augmentation, and interpretation.
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。
Collaborative brainstorming mode for thinking through problems, ideas, and features before planning. Use when the user wants to discuss, explore ideas, or think through a problem without writing code.
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。
Generates creative domain name ideas for your project and checks availability across multiple TLDs (.com, .io, .dev, .ai, etc.). Saves hours of brainstorming and manual checking.
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 iMandalArt 2.2 pure-text 3x3 Mandala index cards with a five-character center axis, eight orthogonal surrounding angles labeled Ⓐ-Ⓗ, compact title cells such as Ⓐ健康復節, hard-line CJK layout, optional の字型 ordering, and 井字號 compass ordering. Use when the user asks for iMandalArt, iMandalart, I MandalArt, の字型, ◊字型, 井字號, 中國城市方位, 64+8+1, 手機方形曼陀羅, 正方形九宮索引卡, 五字定格, ◎中心, Ⓐ-Ⓗ 九宮卡, TheBrain/Cerebro preview-safe hard-line cards, or a square 3x3 card that is not a Markdown table, visible-border PE2 card, or 81-cell Mandala.
Generates creative domain name ideas for your project and checks availability across multiple TLDs (.com, .io, .dev, .ai, etc.). Saves hours of brainstorming and manual checking.
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。
Manage persistent coding sessions across Claude Code, Codex, Antigravity (agy), Cursor, and OpenCode engines. Use when orchestrating multi-engine coding agents, starting/sending/stopping sessions, running multi-agent council collaborations, cross-session messaging, ultraplan deep planning, ultrareview parallel code review, autoloop autonomous workspace iteration, ultraapp building deployable web apps from a structured Q&A interview, switching models/tools at runtime, exposing the orchestrator's 69 tools as an MCP server to Hermes Agent / Claude Desktop / Cursor / Cline / Continue / Zed / Windsurf / Goose, or running as an Agent Client Protocol (ACP) agent that Zed / JetBrains / Neovim / Emacs / VS Code / dsh can drive directly. Triggers on "start a session", "send to session", "run council", "ultraplan", "ultrareview", "autoloop", "ultraapp", "Forge tab", "build a web app", "one-click app", "AppSpec", "autonomous iteration", "iterate until goal", "deep paper review", "auto research", "switch model", "multi-agent", "coding session", "session inbox", "cursor agent", "opencode", "mcp server", "clawo-mcp", "hermes mcp", "model context protocol", "ultracode", "dynamic workflow", "fanout", "fan-out", "best-of-N", "steer turn", "interrupt turn", "fork thread", "rollback turns", "acp", "agent client protocol", "clawo acp", "zed agent", "jetbrains agent", "external agent", "dsh subagent", "deepseek harness".
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。
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
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。
Captures and organizes chaotic brain dumps into a structured, actionable system with zero information loss. Use this skill whenever the user says 'capture this', 'brain dump', 'let me dump some ideas', 'I've got a bunch of thoughts', 'here's everything on my mind', 'idea dump', 'let me get this out of my head', 'I need to organize my thoughts', 'here's what I'm thinking', or any variation where someone is unloading a messy stream of ideas, tasks, thoughts, and plans wanting them turned into something coherent. Also trigger when the user pastes or dictates a long, unstructured block of mixed ideas — even without the exact phrase — the intent is the same. Fast-to-action by design: no upfront intake. Output is four sections (Projects/Ideas, Tasks, Connections, How I Can Help) ending with a directive question. Asks at most one mid-organization clarifying question when a single item is genuinely ambiguous between task and 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。
Brainstorms and debates approaches, then drives toward an actionable decision. Use whenever someone needs a thinking partner for a decision they're facing: 'discuss', 'debate', 'brainstorm', 'weigh options', 'tradeoffs', 'should I do X or Y', 'help me decide', 'I'm torn between', 'sanity check my thinking', or 'what do you think about'. The user must be asking for help reasoning through a choice — not asking to build, fix, evaluate, plan, or modify something (even if the topic involves this skill itself). Picks the right decision lens, surfaces tradeoffs and blind spots, pushes back when reasoning is genuinely weak, and never implements.
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。
Run a structured brainstorm session for startup ideas. Takes a theme or problem and generates ideas with quick gut-checks. Use when the user wants to explore a space or generate new ideas.
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。
Creates reusable vector-brain implementations: repo, docs, compliance. Use when building pgvector SQL, manifests, ingest scripts. Not for context design (dev-context-engineering).
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。
MANUAL TRIGGER ONLY: invoke only when user types /office-hours. YC Office Hours — two modes. Startup mode: six forcing questions that expose demand reality, status quo, desperate specificity, narrowest wedge, observation, and future-fit. Builder mode: design thinking brainstorming for side projects, hackathons, learning, and open source. Saves a design doc. Use when asked to "brainstorm this", "I have an idea", "help me think through this", "office hours", or "is this worth building". Proactively suggest when the user describes a new product idea or is exploring whether something is worth building — before any code is written.
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 vague or ambitious ideas into a right-sized requirements-only unified plan. Use when the user wants to brainstorm, think through scope, decide what to build, or needs collaborative product framing before planning.
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 as the follow-up to brainstorm-beagle when a spec has an Open Questions section (or quietly carries latent gaps) that need closing before planning or implementation can begin. Triggers on: "resolve the open questions", "close the gaps in this spec", "research the open items", "finalize my spec", "make this spec implementation-ready", "answer the TBDs". Also triggers whenever the user points at a brainstorm-beagle spec and asks for research, proposals, or answers to unresolved items. Orchestrates parallel research subagents when available (falls back to inline sequential research otherwise), proposes answers one at a time for user approval, then rewrites the spec in place so it arrives at planning with no known gaps. Does NOT write code, design implementation, or create plans — it only produces a complete spec.
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 reviewing, critiquing, or stress-testing an existing strategy document. Evaluates seven dimensions — diagnosis quality, guiding policy strength, action coherence, assumption exposure, falsifiability — with optional 7S, Five Forces, Balanced Scorecard, and Hoshin Kanri lenses. Triggers on: review my strategy, poke holes in this plan, what's weak here, strategy audit, red team this. Does NOT build strategy (use strategy-interview) or brainstorm project ideas (use brainstorm-beagle).
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 you have a finalized brainstorm-beagle spec at `.beagle/concepts/<slug>/spec.md` and need a bite-sized, TDD-driven implementation plan before any code is written. Triggers on: "write a plan", "plan this spec", "turn the spec into a plan", "now plan the implementation", "write-plan". Reads the spec, designs the file structure, decomposes work into 2-5 minute TDD steps with exact paths and commands, self-reviews against the spec, gets user approval, then writes to `.beagle/concepts/<slug>/plan.md` and offers to generate an execution handoff prompt via the subagent-prompt skill. Does NOT brainstorm specs, write code, or execute the plan — produces the plan document (and an optional handoff prompt) only.
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 wants to build or think through a strategy via guided conversation — for a company, product, team, career, or initiative. Triggers on "help me figure out our direction", "what should we focus on", strategic planning, competitive positioning, go-to-market strategy. Also catches indirect requests like prioritization struggles or "we have too many priorities". Does NOT review existing strategy documents (use strategy-review) or brainstorm project features (use brainstorm-beagle).
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 has a fuzzy idea and wants to shape it into a concrete project spec before planning or building. Triggers on: "brainstorm this", "I have an idea for...", "help me think through this project", "what should I build", "spec this out". Also catches vague feature descriptions needing structured questioning to clarify scope. Does NOT write code, plan implementation, review strategy docs, or run strategy interviews — produces a WHAT/WHY spec through dialogue, not a HOW plan.
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 you need a bite-sized, TDD-driven implementation plan but do NOT have a brainstorm-beagle spec to plan against. quick-plan reconstructs intent from the current conversation, fans out domain-expert exploration subagents across the codebase, and synthesizes the same plan format write-plan produces — without requiring `.beagle/concepts/<slug>/spec.md`. Triggers on: "quick plan", "plan this out", "plan what we just discussed", "turn this into an implementation plan", "plan this without a spec", "I don't have a spec, just plan it", "write-plan but no spec". Make sure to use this skill whenever the user wants an implementation or TDD plan and there is no spec to plan against — even if they just say "plan it" after discussing a feature. Writes to `.beagle/plans/<slug>/plan.md`. If a finalized spec already exists at `.beagle/concepts/<slug>/spec.md`, prefer write-plan. Does NOT brainstorm specs, write code, or execute the plan — produces the plan document (and an optional handoff prompt) only.
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 wants to pressure-test a product, internal-tool, or OSS concept against Amazon's Working Backwards PRFAQ gauntlet before committing to a spec. Triggers on: "work backwards", "write a PRFAQ", "press release first", "is this idea worth building", "pressure-test this concept", "filter this before brainstorm", "is this a real product". Also catches solution-first pitches ("I want to build X that does Y") and technology-first pitches ("use AI to...") that need customer-first filtering. Produces a binary pass/fail verdict, not a polished doc. Hardcore coaching — direct, skeptical, concrete. On pass, hands off to brainstorm-beagle with a concept brief. Does NOT write code, plan implementation, scaffold projects, or draft specs.
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。
Validates GF(3) conservation across triadic braindance replays. Ensures MINUS+ERGODIC+PLUS=0.
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。
Transcribes one explicitly authorized Brazilian Portuguese or Spanish audio or video file through the metered BRAINIALL API, then creates speaker-labelled JSON, SRT, and WebVTT with word timestamps and no automatic retry.
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。