Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.
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。
scenario-labs/skills☆ 9962026年10月13日 更新
Use when one look must hold across Scenario generations: one character across scenes, a turnaround, or a video animated from its references, one product across angles, one style across icon sets, a character from an uploaded drawing, a variant off an approved baseline, or deciding when references stop scaling and a trained model is due. Triggers: make this match, same character, on-model, reference to video, style reference. Keywords: consistency, identity, control map, seed, LoRA.
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。
scenario-labs/skills☆ 9962026年10月13日 更新
Use this skill for Amazon e-commerce research, market validation, competitor analysis, traffic diagnosis, keyword strategy, advertising review, launch evaluation, and growth optimization using the Sif MCP server and Sif's real marketplace, traffic, keyword, sales, and ad data. Trigger when users mention Sif, Sif MCP, ASIN research, Amazon product opportunity research, keyword opportunity, competitor teardown, traffic drop/root-cause diagnosis, advertising structure review, or whether a product/market is worth entering, launching, scaling, optimizing, or abandoning.
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。
liangdabiao/amazon-sorftime-research-MCP-skill☆ 9732026年10月9日 更新
Cluster API lifecycle management for provisioning, scaling, and upgrading Kubernetes clusters. Use when managing cluster infrastructure or multi-cluster operations.
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。
rohitg00/kubectl-mcp-server☆ 9642026年4月9日 更新
Deploy and manage Kubernetes workloads with progressive delivery. Use for deployments, rollouts, blue-green, canary releases, scaling, and release management.
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。
rohitg00/kubectl-mcp-server☆ 9642026年4月9日 更新
Builds real-time communication systems with WebSockets or Socket.IO including bidirectional messaging, horizontal scaling with Redis, presence tracking, and room management.
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。
paperclipai/companies☆ 9202026年3月24日 更新
Strategic product leadership toolkit for Head of Product including OKR cascade generation, market analysis, vision setting, and team scaling. Use for strategic planning, goal alignment, competitive analysis, and organizational design.
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。
borghei/Claude-Skills☆ 9052026年10月7日 更新
Generate operational runbooks from codebase analysis covering deployment, incident response, scaling, and monitoring, with copy-paste commands and rollback steps. Use when bootstrapping ops docs, preparing for on-call, or post-incident.
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。
borghei/Claude-Skills☆ 9052026年10月7日 更新
International market expansion strategy for scaling companies. Use when expanding to new countries, evaluating international markets, planning localization, building regional teams, or assessing regulatory requirements by region.
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。
borghei/Claude-Skills☆ 9052026年10月7日 更新
Technical leadership guidance for engineering teams, architecture decisions, and technology strategy. Use when assessing technical debt, scaling engineering teams, evaluating technologies, or making architecture decisions.
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。
borghei/Claude-Skills☆ 9052026年10月7日 更新
Revenue leadership for B2B SaaS: forecasting, sales model design, pricing, and net revenue retention. Use when designing the revenue engine, setting quotas, modeling NRR, evaluating pricing, or scaling sales teams.
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。
borghei/Claude-Skills☆ 9052026年10月7日 更新
People leadership for scaling companies: hiring, compensation, org structure, performance, and retention. Use when building hiring plans, designing comp frameworks, restructuring teams, or managing performance.
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。
borghei/Claude-Skills☆ 9052026年10月7日 更新
Meta-framework for how a company runs -- the connective tissue between C-suite roles (EOS, Scaling Up, OKR-native). Use when setting up company operations, selecting a management framework, designing meeting rhythms, or implementing OKRs.
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。
borghei/Claude-Skills☆ 9052026年10月7日 更新
Strategic product leadership for scaling companies: product vision, portfolio strategy, and PMF measurement. Use when setting product vision, managing a product portfolio, measuring PMF, or designing product teams.
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。
borghei/Claude-Skills☆ 9052026年10月7日 更新
Detects prompt injection hidden in documents from the other side (pleadings, skeletons, bundles, served evidence, opponents' emails and attachments) before an AI reads them, so the model is not turned against your client. Checks word by word that the text an extractor hands the model was visibly drawn on the page: white, near-white, covered, clipped, off-page, tiny, transparent and invisible-mode text in PDF (ink test plus OCR); Word formatting resolved as Word does (styles, shading, theme colours, scaling, off-page frames, fallbacks, unused headers); HTML/CSS, RTF, email with attachments and zips, xlsx/pptx and legacy formats. Flags Unicode smuggling, text addressed to an AI and authorities found only in hidden text. Fails closed. Optional Read-tool hook. Use BEFORE any AI summary or analysis of an opposing or third-party document. Triggers: 'scan for injection', 'is this document safe', 'check the other side's skeleton', 'injection guard'.
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。
lawve-ai/awesome-legal-skills☆ 8642026年10月3日 更新
Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8482026年10月13日 更新
Build Lightricks LTX-2 / LTX-2.3 video workflows covering text-to-video, image-to-video, GGUF and bundled checkpoints, distilled model, camera control LoRAs, synchronized audio, two-stage upscaling, and swapping alternate/GGUF base models
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Upscale and restore video in ComfyUI. Both the quick local path (per-frame ESRGAN like 4x_foolhardy_Remacri via ImageUpscaleWithModel + 4x→2x supersample, with its temporal-flicker tradeoff) and temporal-aware super-resolution (SeedVR2, the newer FlashVSR) with the downscale-first restore pipeline; RIFE/FILM frame interpolation via the BUILT-IN ComfyUI 0.26 FrameInterpolate (rife_v4.26 in models/frame_interpolation/) or the ComfyUI-Frame-Interpolation pack; 2x/4x scaling, VRAM tiers, VHS encode. Captures the classic downscale→SeedVR2→RIFE recipe and the current 2026 recommendation.
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。
artokun/comfyui-mcp☆ 8202026年10月5日 更新
Orchestrate multi-agent swarms with agentic-flow for parallel task execution, dynamic topology, and intelligent coordination. Use when scaling beyond single agents, implementing complex workflows, or building distributed AI systems.
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。
ruvnet/agentic-flow☆ 8192026年10月12日 更新