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概要と使いどころ

Jeff Bezos 视角. Amazon 创始人 / 前 CEO, 1997-2020 致股东信 24 封 + Working Backwards 内部机制的结构化镜片. 核心装备: Day 1 心态, Type 1/Type 2 决策分类, 6-pager 叙事备忘录, working backwards (从新闻稿倒推产品), invariants (押不变的东西), regret minimization. 用途: 当用户问 "这个决策 可逆吗该多快拍板 / 产品该从哪倒推 / 长期主义怎么落地 / 飞轮怎么设计 / 高标准怎么传导" 类问题时, 套上 "Bezos 会怎么写 6-pager / 判定 Type 1 还是 Type 2 / 接到哪个 invariant" 三问, 借结构不模仿语气. 当用户提到 "Bezos" "贝索斯" "Day 1" "6-pager" "working backwards" "飞轮" "致股东信" "Type 1 decision" 时使用. 即使用户只是说 "用 Amazon 思路看一下" 也应触发.

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。

swaylq/master-skill1612026年9月6日 更新

Esther Perel 视角. 长期关系悖论派代表. Mating in Captivity + Eroticism + Modern Burden + 出轨现代解读. 调用此 skill 时, 用 Perel 框架做长期关系决策.

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。

swaylq/master-skill1612026年9月6日 更新

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。

swaylq/master-skill1612026年9月6日 更新

CEO (Chief Executive Officer) — 一家公司「最高操作员」的工艺, 与泛泛「领导力 / 管理学」不同: (a) 设定战略与凝结愿景 (Drucker 的「企业的经营理论」+ Porter 论定位 + Hamilton Helmer 的「七力」+ Andy Grove 的「战略转折点」+ Roger Martin 《Playing to Win》); (b) 资本配置是 CEO 单一最高杠杆的工作 (Buffett/Munger Berkshire 致股东信 + William Thorndike 《The Outsiders 商界局外人》论 8 位非常规 CEO + Michael Mauboussin 论 hurdle rate + Bezos 年度致股东信「invariants vs bets」+ Mark Leonard Constellation Software); (c) 组建与领导高管班子 (Patrick Lencioni 《团队的五大障碍》+ Ben Horowitz 《艰难的事》+ Reed Hastings 《No Rules Rules》人才密度 + Andy Grove HOP《高产出管理》+ Lou Gerstner IBM 转型 + Marshall Goldsmith); (d) 董事会与投资人关系 (Larcker & Tayan 《公司治理重要》+ Bill George 《True North》+ 正式 CEO-董事长 / CEO-独立董事 protocol + 维权投资人 playbook + 资本市场沟通); (e) 企业文化与价值观作为操作系统 (Netflix 文化手册 + Amazon Leadership Principles + Bridgewater 《Principles》Ray Dalio + Schein 论组织文化 + 任正非 灰度 + 张瑞敏 人单合一 + 稻盛和夫 阿米巴); (f) 高不确定下的高风险决策 (Bezos Type 1/Type 2 决策 + premortem Klein + Kahneman 论 executive bias + RAPID/DACI + base rates + 情景规划 + 反思 premortem); (g) 对内对外沟通 (创始人 / CEO 致股东信作为机构构建工具: Bezos / Buffett / Reed Hastings 备忘录 / 任正非 内部讲话 + Town Hall + 危机沟通 Tylenol/Boeing/Wells Fargo + 应对维权投资人); (h) 跨阶段规模化 (创业 0→1 / 扩张 1→100 / 成熟期掌舵 / 危机转型): Steve Blank + Brian Chesky founder-mode + Marc Andreessen + Pierre Lassonde + Lou Gerstner 转型; (i) 创始人 CEO vs 职业经理人 CEO 的差异 (Paul Graham 「Founder Mode」2024 + Brian Chesky + Reed Hastings (创始人→职业过渡) + BCG/McKinsey 的「manager mode」+ 两者各自代价 + 什么时候切换)。诚实处理: 幸存者偏差 (单个 CEO 的打法 ≠ 普适规律, 学术研究显示 CEO 个人方差约 ⅓, 约 70% 来自行业 / 时代 / 运气 / 资本结构), 创始人崇拜, 区分可复制工艺与不可移植个人魅力, 治理与利益相关者责任 (员工 / 股东 / 社会), 反对 CEO 神话与 Welch 退休金扭曲 / Theranos / WeWork / FTX / Uber-Kalanick 时代 / Musk 80h+ / 996 工时崇拜。覆盖 founder-CEO (Bezos/Hastings/黄仁勋/Chesky/Brin/任正非) 与职业 CEO (Nadella/Gerstner/Pichai/Mulally/Lafley)。不含: 泛泛管理理论 (商业书已覆盖, 本 skill 专谈 C-suite 这个具体岗位), 不含: 「领导力」作为个人成长自助 (Robbins/Tracy/Maxwell 励志体裁), 不含: 「如何创业」早期战术 — 一旦有员工 / 董事会 / 资本, CEO 的工艺才开始。 (CEO (Chief Executive Officer) — the craft of being the top operator of a company, distinct from generic 'leadership/management': (a) setting the strategy and crystallizing the vision (Drucker's 'theory of the business' + Porter on positioning + Hamilton Helmer's 7 powers + Andy Grove's strategic inflection points + Roger Martin Playing to Win); (b) capital allocation as the CEO's single highest-leverage job (Buffett/Munger Berkshire letters + William Thorndike 'The Outsiders' on 8 unconventional CEOs + Michael Mauboussin on hurdle rates + Bezos's annual shareholder letter approach to invariants vs bets + Mark Leonard Constellation Software); (c) building and leading the executive team (Patrick Lencioni 'Five Dysfunctions' + Ben Horowitz 'Hard Things About Hard Things' + Reed Hastings 'No Rules Rules' on talent density + Andy Grove HOP + Lou Gerstner IBM turnaround + Marshall Goldsmith); (d) board and investor relations (Larcker & Tayan 'Corporate Governance Matters' + Bill George 'True North' + the formal CEO-Chair / CEO-Lead Director protocols + activist investor playbooks + capital markets communication); (e) culture and values as operating system (Netflix culture deck + Amazon Leadership Principles + Bridgewater 'Principles' Ray Dalio + Schein on org culture + 任正非 Ren Zhengfei 灰度 + 张瑞敏 Zhang Ruimin 人单合一 + 稻盛和夫 阿米巴); (f) high-stakes decision-making under uncertainty (Bezos Type 1 vs Type 2 + premortem Klein + Kahneman 'Thinking Fast and Slow' for executive bias + RAPID/DACI + base rates + scenario planning + premortem); (g) internal and external communication (founder/CEO letters as institution-builders: Bezos shareholder letters / Buffett letters / Reed Hastings memos / 任正非 内部讲话 + Town Halls + crisis communication Tylenol/Boeing/Wells Fargo + activist responses); (h) cross-stage scaling (founder-CEO of 0→1 / scaling 1→100 / mature-stage stewardship / turnaround): Steve Blank + Brian Chesky founder-mode + Marc Andreessen + Pierre Lassonde mining vs steady-state + Lou Gerstner turnaround; (i) the founder-CEO vs professional-manager-CEO distinction (Paul Graham 'Founder Mod

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。

swaylq/master-skill1612026年9月6日 更新

Triage the deferred-work ledger for the bmad-loop orchestrator: verify every selected open entry against the actual codebase and return a machine-readable partition (bundles, already-resolved, blocked, skip, human decisions). Also migrates legacy pre-DW-format ledgers when invoked with --migrate. Automation-only — invoked by bmad-loop sweep runs, not by humans.

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。

bmad-code-org/bmad-loop1592026年10月16日 更新

Write concise docstrings for functions. Use when a junior developer needs help describing inputs, outputs, and errors.

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。

proflead/codex-skills-library1592026年7月29日 更新

Design Apple-style iOS/macOS interfaces following Human Interface Guidelines. Creates HIG-compliant components with SF Symbols, San Francisco typography, and proper accessibility. Supports optional modern effects. Use when designing Apple-style UI, iOS/macOS interfaces, HIG-compliant components, or implementing design system specifications.

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。

axiaoge2/Apple-Hig-Designer1552026年2月17日 更新

Cut a stable (or dev) release of the heygen CLI end to end: run RELEASE.md's pre-release checklist, land pending PRs, check the command surface, run E2E, pick the version, write the changelog, trigger the release workflow, publish the notes, and verify the installer. Stops for the user at every decision. Use when asked to "cut a release", "ship a new version", or "release the CLI". Takes "stable" (the default) or "dev" as an optional argument.

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。

heygen-com/heygen-cli1532026年10月16日 更新

End-to-end test of the heygen CLI against the live API. Builds the binary, then exercises auth, list, get, --human, schema, error handling, and the full create-poll-download-delete write path. Spends a small number of API credits per run. Use before cutting a stable release.

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。

heygen-com/heygen-cli1532026年10月16日 更新

Use when a local agent needs to submit a concise public work-memory report for its own completed local task through `cg report work-memory`.

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。

Intelligent-Internet/CommonGround1532026年5月20日 更新

Interactive codebase orientation for a HUMAN who wants to learn the code. Runs the same tree-sitting + featuring pipeline as exploring-codebases but synthesizes it into guided exercises and an HTML teaching artifact rather than an analysis document. Use for "orient me to this repo", "teach me this codebase", "walk me through this code", "learning orientation", or when someone wants genuine comprehension rather than a task completed. The audience is the test: if nobody is being taught and the goal is to get work done, use exploring-codebases instead.

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。

oaustegard/claude-skills1532026年10月16日 更新

In-process semantic search over text files or in-memory strings, using Gemini embeddings via the CF AI Gateway. Use when user wants fuzzy/conceptual search where exact-keyword grep would miss — "sessions discussing regulatory constraints", "code about retry logic", "notes mentioning burnout even if the word isn't there". Complements searching-codebases (regex/AST) and extracting-keywords (YAKE). Do NOT use when an exact string/regex match is what's wanted — grep/rg wins on speed and precision there.

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。

oaustegard/claude-skills1532026年10月16日 更新

Maintains a structured running-notes document during long work sessions. Use when the user says "session notes", "update notes", "start session notes", "show session notes", or when you recognize the current session has accumulated enough state (decisions, corrections, files touched, errors) that it risks being lost under context pressure. Stores notes as a procedure memory tagged [session-memory, active] so they survive container death within the same session thread.

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。

oaustegard/claude-skills1532026年10月16日 更新

Guidance for asking clarifying questions when user requests are ambiguous, have multiple valid approaches, or require critical decisions. Use when implementation choices exist that could significantly affect outcomes.

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。

oaustegard/claude-skills1532026年10月16日 更新

bm25

無料

Ranked content search over a text corpus you point it at, using BM25 (via xhluca/bm25s). Corpus-agnostic: cloned repos, project knowledge stores, uploaded files and archives, any local directory. In-memory BM25 index per invocation, with a session-local disk cache for repeat runs against the same corpus. Use for "rank these documents", "search this corpus", "which files are most about X", "find content about Y", or any multi-word concept query against a known body of text where grep would return everything or nothing. Needs a corpus on disk. Not for searching stored memories or prior-session decisions (remembering), not for a named symbol or a file's structure (tree-sitting), and not for a literal string you could grep.

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。

oaustegard/claude-skills1532026年10月16日 更新

Convenes expert panels for problem-solving. Use when user mentions panel, experts, multiple perspectives, MECE, DMAIC, RAPID, Six Sigma, root cause analysis, strategic decisions, process improvement, or asks for philosophers/ancients (Socratic, Aristotelian, Stoic method experts).

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。

oaustegard/claude-skills1532026年10月16日 更新

Renders a Bluesky post as an anonymised screenshot so its words can be criticised without a link back to whoever wrote them. Blacks out avatar, display name, handle and any at-mentions in declassified-document styling, then emits a PNG and its alt text. Use for anonymous dunk-quoting, "dunk on this without linking it", "screenshot this post with the author hidden", "quote this without naming them", "redact this before I share it", or when a bad take from a small account deserves an answer and its author does not deserve your followers.

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。

oaustegard/claude-skills1532026年10月16日 更新

First-encounter orientation on a repository nobody here has worked in yet. Runs a fixed five-step workflow — venv setup, tarball fetch, tree-sitting structural scan, featuring synthesis, then reasoning over the two — and yields an account of what the repo contains and how it is arranged, optionally written out as _FEATURES.md. Use for "I just cloned this", "what is this repo", "what does this do", "explore this repo", "give me an orientation", "what are the main features", "review what's new in this repo", or before starting work in a codebase you have not seen. This is the divergent what's-here skill. Route elsewhere for: a named symbol, a file's structure or a line range (tree-sitting); all callers of a Python symbol (searching-codebases); teaching a human the codebase through exercises (orienting-codebases); fetching or cloning a repo without analysing it (accessing-github-repos, cloning-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。

oaustegard/claude-skills1532026年10月16日 更新

Decide which model, effort level, and cascade shape each subagent gets, and how to keep improvement loops safe (evaluator-as-selector, stop on regression). Routes on measured cost-per-completed-task rather than per-token price, because a tier's token count varies more by task shape than price varies across tiers. Covers per-model effort semantics, the concision lever, cascade preconditions, context handoff, and watching a subagent fan-out live. Use when choosing a subagent's model or effort, when choosing how to escalate a failed attempt, or when asked which model or effort a task should get. Grounded in a 2026-07 calibration, a 2026-08 coding-cost study, a 2026-09 seeded-bug repair battery, a 2026-10 Haiku 5.5 ladder priced per spawn, and a 2026-10 retry-versus-escalation ladder on 295 SWE-bench Verified tasks; Managed Agents API specifics are operational, not calibrated.

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。

oaustegard/claude-skills1532026年10月16日 更新

Judges whether a user's input suits the Vibe Creating style of video-prompt writing, and when it does, distills single-scene prompts, multi-shot descriptions, emotional imagery, or mixed input into prompts that are easier for a video model to generate from — while preserving any user-specified dialogue, voiceover, music, sound effects, and other hard constraints. Use when a user wants to turn an idea, story, feeling, or rough/over-specified prompt into a strong text-to-video prompt (Seedance, Sora, Kling, Veo, Runway, etc.), or asks to "rewrite", "improve", "clean up", or "vibe-ify" a video prompt. Do NOT use for long narrative films that need precise word-for-word dialogue sync, industrial shot lists meant to be executed verbatim, or functional/UI demos and step-by-step tutorials.

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。

Alisa0808/vibe-creating-skill1502026年6月17日 更新

ca-sprint

無料

Autonomous sprint — one interactive spec gate, then plan-to-PR execution with every auto-decision SMARTS-scored and logged. Hard gates remain true stops.

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。

arbiterForge/codeArbiter1492026年10月16日 更新

Develop greenfield project context through a layered interview, preserve decisions, and initialize only after the required gates.

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。

arbiterForge/codeArbiter1492026年10月16日 更新

Record user-decided ADRs or inspect their health read-only. Preserve attribution and acceptance evidence.

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。

arbiterForge/codeArbiter1492026年10月16日 更新

ca-audit

無料

Assemble the governance record for a range — commits, overrides, ADRs, sprint auto-decisions, open questions, checkpoint findings — into one dated audit packet. Read-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。

arbiterForge/codeArbiter1492026年10月16日 更新