Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Draws original design and coding scenes as hand-authored SVG cards (480x360) in a two-colour brush-marker style. Identifying traits: thick wobbly black marker lines with blobby ends, built as filled ribbons; one second ink, mint green, in flat blocks that slip 2-10 px off the line like a misregistered print; solid black hair, trousers and shoes with mint highlight dashes; and a crinkly squiggle camo on cream areas, all on warm cream paper. Characters are chunky, with profile heads, big noses, dot eyes, big hands and feet. It covers people coding, thinking, carrying and resting with laptops, mugs, chairs and rubber ducks. Use when someone asks for brush, marker, felt-tip, two-colour, duotone, riso-print, zine, mint-and-black or doodle illustrations, or for empty states, onboarding, 404 pages, blog headers, feature spots or marketing cards with a bold hand-made look.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Use when you need high-quality stock-style images from Aura Assets (aura.build/assets) similar to Unsplash for design mockups and marketing: backgrounds, abstract wallpapers, architecture, portraits, and headshots. Includes a workflow for searching by tag on aura.build/assets and returns 5 real image URLs per category plus practical guidance for using different resolutions and aspect ratios.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Create a clean modern design system with a luminous blue sky atmosphere, soft drifting cloud light, minimal white framing, and serene premium typography.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Add a restrained particle atmosphere inside one section with configurable shapes, density, gravity, wind, sway, rotation, recycling or settling, pointer disturbance, visibility pausing, responsive limits, and reduced-motion fallbacks. Use for petals, leaves, snow, sparks, confetti, dots, paper, icons, or brand fragments that support a section's mood without obscuring content.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Create an archival book-reader design system with serif-led pages, mono index navigation, aged paper surfaces, margin notes, and a premium catalog frame.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Use when designing or implementing product-grade web motion like Stripe, Linear, Apple, and Vercel. Covers motion principles, easing/duration defaults, choreography patterns, scroll/hover interactions, performance, accessibility (reduced motion), and implementation guidance.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Reveal Three.js geometry with an expanding world-space scan whose wire cage leads the solid surface, then burns away. Use for wireframe scanning, radial mesh reveals, survey pulses, holographic assembly, topology intros, and 3D model entrances where a plain opacity wipe does not explain the form.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Apply exact Tailwind arbitrary shadow utilities for polished, layered neutral elevation. Use when compact cards, controls, panels, popovers, hero media, feature callouts, or modal-like containers need refined shadows without default Tailwind shadow scales or colored tinting.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Draws original spot illustrations of one hero object as SVG cards (480x360) in a teal-on-white style. Identifying traits are a single object in a fixed oblique 3/4 view showing top, front and right faces; white main faces with teal only on side faces and accents; thin dark-teal outlines on every edge; a hard, unblurred deep-teal drop shadow pushed down-right; and two to four small floating extras (coins, tilted UI cards, badges) with their own hard shadows, plus 4-point sparkles. No people. Covers design and coding concepts as objects: keyboards, databases, git graphs, inboxes, devices. Use when someone asks for a teal spot, teal icon illustration, isometric spot object, 3D line spot, empty-state art, onboarding step art, a 404 or error spot, a feature spot, a blog header object, a marketing card or a product icon scene in teal, mint or green-teal.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Draws original hand-written SVG spot scenes in the Line interior style, wide airy rooms or terraces where slim, realistic people do design and coding work. A thin uniform indigo outline (1.4 px at 480 wide) runs around mostly white fills. Sparse flat accents (teal, sage, coral, mustard, lavender, peach wood) cover under 7% of the card. Pale lavender 1 px background decor (brick clusters, pendant lamps, framed posters) sits behind, and a long floor line with end dashes runs under it all. Covers the palette, line weights, heads and hands from a parts toolkit, composition and a render-critique loop. Use when asked for line-art, thin-line or outline illustrations, indigo line art, office, desk, home-workspace, remote-work or team scenes, or interior spot illustrations for empty states, onboarding screens, 404 pages, blog headers, feature spots, landing sections or marketing cards.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Draws original hand-authored SVG badge illustrations in a vintage emblem style for design and coding subjects. Identifying traits: a seven-colour screen-print palette (green-black ink, cream, terracotta, sand, tan, pale, a touch of teal) with no gradients; one chunky hero object in thick 3.6 px ink outlines, shaded with woodcut gouges and lit with pale streaks; a terracotta sun disc behind it, cut free by a 7.5 px cream keyline; a hard horizontal edge slicing the scene into a dark splash band with cream droplets punched out; a heavy condensed wordmark over a letterspaced serif tagline. Covers lockups, hero objects, gulls, splash bands and lettering. Use when someone asks for a vintage emblem, retro badge, crest, logo-style, screen-print, poster, sticker, patch or merch-style illustration, or a badge card for a team, event, release, empty state, 404 page, blog header or marketing 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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes. Identifying traits are a confident black line with a slight hand wobble and contours left open, grey tones made only of fine halftone dots clipped to shapes, a few solid black masses (hair, leaves, a bag, a black tee), warm off-white paper and no colour at all. Covers the two-ink palette, line weights, the open-contour and stipple techniques, a seeded compiler that turns tone tags into dot fills, rubbery long-limbed characters and expressive hands, doodles, floor pools and a render-and-critique loop. Use when someone asks for halftone, stipple, dotted, risograph-like, newsprint, black-and-white, monochrome line, editorial line or zine-style illustrations, or for empty states, onboarding, 404 pages, blog headers, feature spots and marketing cards in that look.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Create a minimal agency design system with a disciplined editorial grid, oversized typography, quiet uppercase utility labels, restrained image blocks, and subtle structural detail.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Draws flat vector illustrations as SVG cards (480x360): slim, long-limbed people acting out one design or coding moment with one hero prop. Identified by no outlines on big shapes, thin white fold strokes as the only shading, navy only for hair, sneakers and a few hairlines, small heads (about 1:7) with big hands and white sneakers, and sparse floating confetti with no ground line, in lavender, indigo, sunshine yellow, coral and mint. Covers the measured palette, stroke numbers, character construction (tapered limbs, separated fingers, thumb side), poses, props, composition and a tested parts kit. Use when asked for flat illustrations, flat vector people, outline-free or no-outline characters, modern or corporate flat art, empty states, onboarding screens, 404 or error pages, coming-soon pages, blog headers, feature spots or marketing cards.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Build rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters. Use for 3D scrollytelling, scroll-driven WebGL worlds, camera journeys, interactive portfolios, product stories, exhibitions, explainers, game or film microsites, spatial narratives, and multi-scene websites where native scroll should travel through one continuous place. Not limited to landing pages.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film grain, and protected by static, touch, accessibility, SSR, and performance fallbacks. Use when a user asks for this shader mouse effect, a halftone cursor trail, an interactive WebGPU hero/contact background, or a reusable cursor-following shader layer in React, Next.js, Vue, Svelte, Solid, or plain web projects.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Create React loading, processing, selected, current, focus, and pressed states with the border-beam package's animated edge glow. Use when a card, button, input, tab, option, task panel, or agent surface needs a restrained traveling or breathing beam; includes installation, imports, prop selection, state wiring, reduced motion, accessibility, and performance and layout guardrails.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.
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。
MengTo/Skills☆ 6,7542026年10月6日 更新