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cccskills

「code graph」の検索結果

956 件 ・ 関連度順

概要と使いどころ

cinetic

無料

Direct, build and render premium cinematic motion design from code — launch films, product and feature videos, looping feature animations for landing pages and social, logo stings and reveals, UI walkthroughs, app demos, kinetic type, teasers, trailers, intros and promo clips. Use this whenever the user wants any video, animation, motion graphic or animated demo made with Remotion, HyperFrames, HTML/GSAP or React, or asks to storyboard, time, score, render, polish or critique one — even if they only say "make a video about X", "animate this feature" or "we need a launch clip". It supplies concept and copy discipline, type and colour taste that defers to a supplied brand, a beat-locked timeline that drives both picture and a synthesized soundtrack, choreography and transition craft, real product UI in motion, film-grade finishing (true motion blur, no banding, BT.709, sync-checked mux) and a measured self-critique loop on contact sheets and renders.

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。

Leonxlnx/cinetic1672026年10月5日 更新

The craft of designing icons that communicate instantly across cultures, contexts, and scales. Icon design bridges semiotics, cognitive psychology, and visual craft to create symbols that users understand without thinking. Great icons are invisible in the best way - they convey meaning so naturally that users never pause to decode them. This skill covers icon grid systems, optical alignment, stroke consistency, metaphor selection, scalability across sizes, SVG optimization, and icon set coherence. The best icon designers understand that icons are a visual language - each icon must speak the same dialect while carrying its own distinct meaning. Use when "icon, iconography, symbol, glyph, icon set, icon library, pictogram, svg icon, icon grid, icon pack, feather icons, lucide, phosphor, heroicons, icon system, icon style, icons, iconography, svg, symbols, glyphs, pictograms, ui-icons, icon-set, visual-design, design-system" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Create distinctive, production-grade frontend interfaces with high design quality. Covers design thinking, typography pairing, color theory, motion design, spatial composition, and code quality. Generates real working code — HTML/CSS/JS or React — with intentional aesthetic direction, not generic AI output.

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。

thatrebeccarae/claude-marketing1642026年5月15日 更新

Optimize GraphQL queries and resolvers for performance. Use when a mid-level developer needs to reduce N+1 or payload size.

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-library1572026年7月29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-skill1552026年9月6日 更新

Use when the user has one or more video clips and wants to add post-production on top — AI-generated cover as first frame, HTML/CSS captions synced to SRT, kinetic illustration overlays at hook moments, chapter chips, end-card CTA, or any other timed motion graphics. Most often used as the downstream of `/wjs-segmenting-video` — pick up where that skill stopped (raw cropped clip + per-clip SRT) and produce the upload-ready MP4. Backed by HyperFrames so everything compiles to ONE final encode — no cascade of re-encodes. Triggers — "加封面", "加字幕", "加动画", "加 CTA", "做后期", "post-production", "title card", "kinetic captions", "end card".

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。

jianshuo/claude-skills1322026年10月13日 更新

Applies the nutritional epidemiology and public health frameworks of Frank B. Hu (nutrition epidemiologist, Harvard University). Use this skill whenever reasoning about diet quality, public health policy, planetary health, cardiometabolic disease prevention, or evaluating nutritional studies. Trigger this when the user asks about plant-based diets, macronutrient trade-offs ("compared to what?"), the impact of the food environment, or lifestyle factors for longevity. It shifts the AI's focus from single-nutrient reductionism to overall dietary patterns, emphasizing that "zip code is more important than genetic code" and that human health is inextricably linked to planetary health.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

Suede Labs copy-only orchestration DAG. Use for one high-stakes piece strangers will read that has to be true: a landing page, launch post, blog post, email, X thread, docs page, README, ad, or store listing, researched, fact-audited, adversarially reviewed, and gated for publish readiness in one pass. The audit targets what the agents invent, never what the requester supplied: their own statements are given, and no phase may verify, hedge, or gate on them. Reads the live surface; never publishes. NOT FOR: multi-surface campaign writing (use johnny-suede-write); changing code (use suede-graph-flo-xr); one surface in one pass with no research (use suede-copy); stripping AI patterns from existing text (use suede-deslop); bulk generation of many independent pieces (private Suede Labs companion, not in this pack: suede-codex-fleet).

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。

JasonColapietro/suede-creator-skills1272026年10月12日 更新

Suede Labs agent-team orchestrator: split complex work into coordinated lanes with explicit file ownership, WIP collision detection, quality gates, escalation thresholds, rollback plans, and handoffs that prove what shipped. Use when one shared change needs safe parallel ownership across builders and reviewers, when a lane map must be resolved before anyone opens a file, or when running a repeatable public-repository contribution program with issue scoring, atomic task leases, isolated worktrees, and explicit publication authority. NOT FOR: one repo change a bundled DAG can run end to end (use suede-graph-flo-xr); findings-only review of a diff (use suede-code-review) or an A-F ship grade (use suede-code-grader); CI, branch protection, or merge-gate wiring (use suede-ci-gate); branch and worktree setup on a stale mirror (a private Suede Labs companion, not in this pack).

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。

JasonColapietro/suede-creator-skills1272026年10月12日 更新

Suede Thought Graph shipping search for a multi-file repo change. Use when competing implementation plans need one evidence-gated selection before any build. Halts on hazards, collisions, budget exhaustion, or no safe winner. Reads production; never deploys. NOT FOR: bulk independent work (use a separate private worker-fleet pass); findings-only diff review (use suede-code-review); CI or branch-protection wiring (use suede-ci-gate); copy-only shipping (use suede-ship-copy).

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。

JasonColapietro/suede-creator-skills1272026年10月12日 更新

This skill should be used when the user asks anything about Adobe After Effects — to "write an After Effects expression", "make a wiggle / loopOut / inertial bounce", "rig a control with a slider / null", "build a MOGRT / Essential Graphics template", "export AE to Lottie or Media Encoder"; OR to "export from After Effects", "export with transparency / an alpha channel", "fix a black background on export", "choose ProRes vs H.264", "which codec / what bitrate for 1080p / 4K", "stop H.264 disappearing from the Render Queue"; OR when "After Effects is slow / laggy / crashing / froze", "RAM preview won't play in real time", "AE is using all my memory / render takes forever", "how do I speed up After Effects"; OR to "organize my After Effects project", "relink missing footage", "fix broken links after moving files", "set a folder structure / naming conventions", "batch rename layers", or "write an ExtendScript / .jsx script". Covers expressions & rigging, export recipes, performance triage, and project hygiene.

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。

iart-ai/motion-design-skills1172026年6月22日 更新

Provisions and manages Neo4j Aura instances via CLI (aura-cli v1.7+) or REST API. Use when creating, pausing, resuming, resizing, or deleting AuraDB Free/Professional/Business Critical/VDC instances; downloading credentials; scripting CI/CD pipelines; polling async status; or using the Terraform neo4j-labs/neo4jaura provider. Covers auth setup (client credentials OAuth2), credential lifecycle (download once — never recoverable), instance type selection, region codes, and Python provisioning scripts. Does NOT handle Cypher queries — use neo4j-cypher-skill. Does NOT cover Graph Data Science algorithms — use neo4j-gds-skill or neo4j-aura-graph-analytics-skill. Does NOT cover neo4j-admin/cypher-shell — use neo4j-cli-tools-skill.

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。

neo4j-contrib/neo4j-skills1152026年10月12日 更新

AI knowledge engine - a memory system in 6 lines of code. remember/recall/forget/improve loop, vector + graph search, OpenClaw plugin supported.

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。

topoteretes/cognee-integrations992026年10月13日 更新

Audit designs against 19 rules across Figma files and code (HTML/CSS/React/Vue/Tailwind). Auto-detects framework and design system (MUI, Chakra, shadcn/ui, Ant Design, Radix, Bootstrap). Runs code superpowers across all 19 categories: aria, focus, contrast, tokens, responsive, motion, forms, navigation, spacing, states, microcopy, elevation, iconography/SVG. Flags color blindness risk. Audits dark patterns, ethical design, Nielsen's heuristics. Outputs before/after diffs, developer handoff reports, wireframe-to-spec. English and Korean. Triggers on: check my design, review my UI, audit my layout, is this accessible, design review, color contrast, WCAG, a11y, pixel perfect, Figma audit, CSS check, dark patterns, is this GDPR compliant, is this manipulative, is my form accessible, is my dark mode correct, wireframe to spec, heuristic review, Nielsen audit, usability heuristics, 디자인 검토, 접근성 확인, 색상 대비, 다크 패턴, 와이어프레임 스펙.

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。

Ashutos1997/claude-design-auditor-skill852026年5月17日 更新

Build and navigate DSP (Data Structure Protocol) — graph-based long-term structural memory of codebases for LLM agents. Stores entities (modules, functions), their dependencies (imports), public API (shared/exports), and reasons for every connection. Use when: (1) project has a .dsp/ directory, (2) user asks to set up DSP or bootstrap project structure, (3) creating/modifying/deleting code files in a DSP-tracked project, (4) navigating project structure, understanding dependencies, or finding modules, (5) user mentions DSP, dsp-cli, .dsp, or structure mapping.

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。

k-kolomeitsev/data-structure-protocol682026年8月10日 更新

Detects timing side-channel vulnerabilities in cryptographic code. Use when implementing or reviewing crypto code, encountering division on secrets, secret-dependent branches, or constant-time programming questions in C, C++, Go, Rust, Swift, Java, Kotlin, C#, PHP, JavaScript, TypeScript, Python, or Ruby.

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。

plurigrid/asi672026年7月10日 更新

Use when writing, moving or auditing any .md in imp - deciding which file a paragraph belongs in, adding a doc, fixing a stale claim, or when docs_lint.py fails in CI. Covers the four reader layers (L0 README / L1 operators / L2 kernel devs / L3 agents), the HTML-comment metadata header, [PROV:] provenance, the single-source-of-truth map, generated perf blocks, which numbers may appear in prose, plan-doc closure. Triggers on "which doc does this go in", "docs lint failed", "add a doc", "this claim is stale", "update the README", "PROV block", "layer", "STALE.md". Do NOT use for the CHANGELOG or a release body (shipping-prs), or for code-comment accuracy (codebase-audit).

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。

kekzl/imp442026年10月14日 更新

AI-powered code vulnerability analysis and dependency scanning using Gemini CLI security extension patterns. Detects hardcoded secrets, injection attacks, weak cryptography, authentication flaws, and LLM prompt injection. Also scans dependencies against the OSV.dev vulnerability database.

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。

oimiragieo/agent-studio432026年7月14日 更新

Generate and edit high-quality images using Google's Nano Banana Pro (Gemini 3 Pro Image) AI model. Use this skill when working with AI image generation or editing tasks including (1) Creating images from text prompts with professional quality, (2) Editing existing images with natural language instructions, (3) Multi-turn iterative image refinement, (4) Product photography and marketing visuals, (5) Creating infographics and diagrams with text, (6) Photorealistic and artistic image generation, (7) Batch image generation workflows, (8) Testing and troubleshooting Gemini image generation API. Supports up to 4K resolution, multiple aspect ratios, reference images, and advanced prompting techniques for cinema-quality results.

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。

tdimino/claude-code-minoan412026年9月28日 更新

Drive a GitHub Copilot (or any bot reviewer) pull-request review to a clean pass without babysitting it: fix each finding in its own commit, reply to the review thread with the fix sha, resolve the thread, re-request the bot, and poll for the async re-review. Covers the thread node-id (PRRT_...) vs comment databaseId distinction, the resolveReviewThread GraphQL mutation, the copilot-pull-request-reviewer[bot] slug, and how to read the bot's verdict (COMMENTED plus a "human review recommended" banner is not a blocking finding). Use when Copilot has left review comments on your PR, when bot review threads must be closed out with an auditable fix-reply-resolve trail before merge, or when you need to verify that a re-review actually landed on the new HEAD rather than the old one.

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。

pjt222/agent-almanac372026年10月13日 更新

Use when asked to audit typography across a codebase. Produces a file:line report with concrete fixes ordered by impact and flags unverifiable rules. Not for building a type system or token scale.

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。

OutlineDriven/odin-claude-plugin372026年9月29日 更新

Recover from stale RFDB nodes that survive `commit_batch` cleanup despite having their `file` field listed in `changed_files`. Use when: (1) re-running an enricher/orchestrator step but old data with the same file field stays in the graph, (2) `commit_batch(changed_files=[X], ...)` reports success but a query later still returns nodes with `file = X`, (3) you re-pointed structural nodes (e.g., DIRECTORY/FILE) from a synthetic file path to real file paths and the old synthetic-path nodes won't go away, (4) graph-stream / find_by_type returns a mix of "stale" and "new" nodes for the same logical entity. Root cause: `handle_commit_batch` calls `engine.find_by_attr({file: X})` to enumerate nodes-to-delete, but that query path returns only a PARTIAL set after compaction (L1 segments and the file→nodes index can desync). Workaround: enumerate stale nodes via the TS rfdb client `queryNodes({file: X})` (different code path that finds all of them) and call `deleteNode(id)` per node, then re-commit the intended state. Related: rfdb-manifest-l1-carryforward (same L1 family).

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。

Disentinel/grafema362026年8月24日 更新

qa

無料

Run automated QA checks on Grafema VS Code extension via Playwright + MCP cross-validation. Use when: (1) user says "/qa" to start or resume QA session, (2) user wants to validate extension panels against graph data, (3) user wants to re-check previously found bugs after a fix, (4) user wants to run a custom QA task. Requires Docker code-server running.

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。

Disentinel/grafema362026年8月24日 更新

Integrates Amazon Location Service APIs for AWS applications. Use this skill when users want to add maps (interactive MapLibre or static images); geocode addresses to coordinates or reverse geocode coordinates to addresses; calculate routes, travel times, or service areas; find places and businesses through text search, nearby search, or autocomplete suggestions; retrieve detailed place information including hours, contacts, and addresses; monitor geographical boundaries with geofences; or track device locations. Covers authentication, SDK integration, and all Amazon Location Service capabilities.

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。

cline/skills352026年7月21日 更新