Generate high-CTR YouTube thumbnails using Nano Banana 2 via the Arcads external API. Handles reference image upload, character likeness alignment, proven CTR-tested prompt formulas, and parallel batch generation. Use when the user asks to create a YouTube thumbnail, video thumbnail, A/B test thumbnail variations, or refers to thumbnail design with their face, brand assets, or product photos.
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。
krusemediallc/arcads-claude-code☆ 1,5922026年9月23日 更新
Set up a newsjack monitoring profile for a company so newsjack-detector can run on a schedule. Guides the user through company standing, topics, competitors, proof assets, spokespeople, RSS feed selection, optional X trend monitoring, and optional Slack delivery.
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。
elvisun/newsjack☆ 1,5512026年10月11日 更新
Produce evidence-labelled UX needs, journey, structure, inclusion, and engineering-handoff assets. Use when a practitioner needs a durable UX artifact rather than coaching.
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。
microsoft/hve-core☆ 1,5232026年10月13日 更新
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in 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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4932026年10月9日 更新
Batch-generate and compare visual design directions so a user can choose the style they actually want. Use when the user says they cannot describe an abstract visual style, asks for many style options, wants to choose from generated UI/design-system images, rejects outputs as too colorful/too dead/too generic, or needs an existing UI/design system evolved without discarding current assets.
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。
daymade/claude-code-skills☆ 1,4582026年10月13日 更新
Work with Canva designs: list designs and folders, create designs, upload assets, and export to PNG/JPG/PDF/MP4. Trigger phrases: canva, canva design, export canva 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。
Anil-matcha/awesome-muse-connectors☆ 1,3592026年10月6日 更新
Create short, explainer, or recorded-demo videos through the OMA video CLI. Use for scripts, narration, assets, composition, and video delivery.
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。
first-fluke/oh-my-agent☆ 1,3422026年10月13日 更新
Generate raster images or reference-guided variations through the OMA image CLI. Use for image assets or explicit vendor comparisons; pixel editing uses an editor.
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。
first-fluke/oh-my-agent☆ 1,3422026年10月13日 更新
Generate speech or transcribe audio locally with Voicebox. Use for narration, voice assets, dictation, and meeting transcription.
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。
first-fluke/oh-my-agent☆ 1,3422026年10月13日 更新
Create or revise agent skills. Use when adding a new skill file, renaming a skill, simplifying an existing skill, improving trigger descriptions, or deciding what belongs in a skill versus references, scripts, assets, or ordinary docs.
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。
dzhng/skills☆ 1,3302026年10月12日 更新
Use when the user asks for Superloopy clone or asks to clone, rebuild, reverse-engineer, replicate, or copy a website or page into a Superloopy-governed implementation. Triggers on "loopy clone", target URLs plus requests such as "clone this site", "rebuild this page", "make a copy of this website", "pixel-perfect clone", or "AI website clone". Requires browser automation and records component specs, assets, implementation, build output, and visual QA as Superloopy 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。
hashgraph-online/awesome-codex-plugins☆ 1,3062026年10月13日 更新
AI image generation for SEO assets: OG/social preview images, blog hero images, schema images, product photography, infographics. Powered by Gemini via nanobanana-mcp. Requires banana extension installed. Use when user says "generate image", "OG image", "social preview", "hero image", "blog image", "product photo", "infographic", "seo image", "create visual", "image-gen", "favicon", "schema image", "pinterest pin", "generate visual", "banner", or "thumbnail".
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。
hashgraph-online/awesome-codex-plugins☆ 1,3062026年10月13日 更新
Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".
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。
hashgraph-online/awesome-codex-plugins☆ 1,3062026年10月13日 更新
Capture a URL into a full-page screenshot, cropped UI item PNGs, and a JSON manifest. Use when the user says `separateweb capture <url>`, asks to capture a website, or wants UI extraction assets without running the SeparateWeb web app.
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。
hashgraph-online/awesome-codex-plugins☆ 1,3062026年10月13日 更新
Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first content changes, validation, cleanup proof, or durable workflow rules. Best when agents must prove the actual folder/module/scene/prefab/runtime owner before editing, especially runtime UI, generated assets, code graphs, tutorial/state flows, guided selection/action flows, overlay/dim source-bound mistakes, coordinate conversions, focus/highlight/marker/HUD alignment, predictive lead aiming, ballistic trajectories, spatial IoU verification, or repeated "fix still not visible" failures.
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。
hashgraph-online/awesome-codex-plugins☆ 1,3062026年10月13日 更新
Use when organizing the ACM MM (ACM Multimedia) supplementary material due after the paper deadline — deciding what belongs in the 6-8 page body versus the supplement, packaging video/audio/interactive demos that render on a reviewer's machine, keeping all assets anonymous for double-blind tracks, and pointing to code and data.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2542026年9月27日 更新
Builds personalized demo assets for top prospects using the founder's product API/MCP/SDK. Researches prospect, proposes demo concepts, builds working prototype, tests it, and generates comparison report with live demo link.
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。
gooseworks-ai/goose-skills☆ 1,2472026年10月14日 更新
Create, structure, and package agent skills. Use when designing new skills, updating existing skills, or helping users build skills with scripts, references, and assets. Triggers on requests to create skills, write SKILL.md files, or structure skill directories.
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。
gooseworks-ai/goose-skills☆ 1,2472026年10月14日 更新
Take a new feature or product update and generate the full launch kit: changelog entry, email announcement, LinkedIn post variants, in-app banner text, Twitter/X thread, and internal sales enablement one-pager. Pure reasoning skill that chains product context with audience-specific copy generation. Use when a product marketing team needs to turn a feature spec into launch-ready assets fast.
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。
gooseworks-ai/goose-skills☆ 1,2472026年10月14日 更新
Given the path to a finished content-goose ad-run folder, extract everything that defines that ad — recipe shot list, VO script, characters, voices, world, atom-skills, master mp4 — and emit a `source-sample.json` in the exact shape the `upload-ad-sample` skill writes to the Goose Ads library. Also links every character and voice to the central character library at `<repo-root>/assets/character-library/` (repo-root derived from the run-dir, not a hardcoded path), and if a character isn't in the library yet, adds it first then links. Use when the user wants to remix one of their existing ads — this skill produces the source JSON that the script-rewriting step and `remix-ad` consume.
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。
gooseworks-ai/goose-skills☆ 1,2472026年10月14日 更新