The intersection of AI generation and performance marketing. This skill covers creating ad creatives at scale using AI tools—from static images to video ads to dynamic creative optimization—while maintaining the conversion focus that performance marketing demands. Traditional creative testing is slow: create 5 variants, wait weeks for data, iterate. AI-powered ad creative is fast: generate 50 variants in an hour, test simultaneously, learn in days, iterate continuously. The constraint is no longer production capacity—it's testing velocity and creative strategy. This skill bridges AI generation capability with advertising effectiveness, ensuring that AI-created ads don't just look good—they convert. Use when "AI ads, ad creative, performance creative, ad generation, creative testing, ad variants, DCO, dynamic creative, Meta ads, Google ads, ad fatigue, conversion creative, advertising, performance-marketing, creative-testing, ai-ads, conversion, paid-media, scale" 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-antigravity☆ 1672026年1月22日 更新
Mastery of AI image generation across the full spectrum: Midjourney for aesthetic perfection, Flux for prompt adherence, DALL-E 3 for concept clarity, Stable Diffusion for control, and Imagen 3 for photorealism. This skill transforms text into visual reality at the speed of thought. We've moved beyond "AI can make pictures" to "AI is the fastest concept artist, product photographer, and visual designer ever created." The skill isn't just prompting—it's understanding how each model thinks, what makes images work, and how to systematically produce exactly what you envision. The best AI image generators have internalized composition, lighting, color theory, and style—not by studying art, but by generating thousands of images and learning what works. They're visual directors who happen to work in text. Use when "AI image, generate image, Midjourney, DALL-E, Flux, Stable Diffusion, Imagen, text to image, AI art, AI photo, AI illustration, AI visual, AI graphics, generate picture, ai-image, midjourney, dall-e, flux, stable-diffusion, imagen, generation, text-to-image, visual, art" 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-antigravity☆ 1672026年1月22日 更新
Testing and benchmarking LLM agents including behavioral testing, capability assessment, reliability metrics, and production monitoring—where even top agents achieve less than 50% on real-world benchmarksUse when "agent testing, agent evaluation, benchmark agents, agent reliability, test agent, testing, evaluation, benchmark, agents, reliability, quality" 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-antigravity☆ 1672026年1月22日 更新
Implement comprehensive safety guardrails for LLM applications including content moderation (OpenAI Moderation API), jailbreak prevention, prompt injection defense, PII detection, topic guardrails, and output validation. Essential for production AI applications handling user-generated content. Use when ", guardrails, content-moderation, prompt-injection, jailbreak-prevention, pii-detection, nemo-guardrails, openai-moderation, llama-guard, safety" 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-antigravity☆ 1672026年1月22日 更新
Refuses "flaky" as a diagnosis. Turns an intermittent failure into a reproduction by isolating it from the environment, naming the variable that controls it, forcing that variable, and measuring before and after with enough runs to count. Separates real defects from environment contention with evidence, and never retries to green or widens a threshold. Use when a test, performance check, or deploy step fails intermittently or passes on rerun.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
Performs deployment with pre-flight checks, atomic replacement, post-deploy verification, provenance (proving the environment serves the exact commit you pushed), and automatic rollback. Use before any deployment to staging, preview, or production.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
Market Research workflow skill. Use this skill when the user needs Analyze market conditions, geographic opportunities, pricing, consumer behavior, and product validation across Google Maps, Facebook, Instagram, Booking.com, and TripAdvisor and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1622026年7月8日 更新
Market Research workflow skill. Use this skill when the user needs Analyze market conditions, geographic opportunities, pricing, consumer behavior, and product validation across Google Maps, Facebook, Instagram, Booking.com, and TripAdvisor and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1622026年7月8日 更新
AI SEO Skill workflow skill. Use this skill when the user needs When the user wants to build programmatic SEO with AI, create competitor alternative pages, optimize for AI Overviews, or scale content production. Also use when the user mentions 'SEO,' 'programmatic SEO,' 'AI content,' 'competitor alternative pages,' 'AI Overviews,' 'search optimization,' 'DataForSEO,' 'content at scale,' 'keyword strategy,' or 'organic traffic.' This skill covers AI-powered SEO strategy from keyword research through programmatic page generation. Do NOT use for technical implementation, code review, or software architecture and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1622026年7月8日 更新
Bret Taylor 视角. Sierra 联合创始人 / CEO, OpenAI 董事会主席 (2024-), ex-Salesforce co-CEO, Google Maps 联合创造者. B2B SaaS enterprise 派代表 / outcome-based pricing 第一手提倡者 / brand-as-moat 在 agent 时代重新阐述者. 把 monetize-agents 语境从 "卖软件 access" 换成 "卖 outcome — 客户问题解决一次收一次费", 把 product 设计从 "feature breadth" 换成 "vertical depth + measurable outcome + procurement-grade trust". 用途: 当用户问 "agent 该怎么定价 / per-seat 还是 per-outcome / B2B agent 怎么 GTM / enterprise 0 到 1 / vertical 还是 horizontal / design partner 怎么搭 / 一开始要不要融大钱" 类问题时, 用 Bret Taylor 视角先把 "outcome 可不可测量 + vertical 是哪个 + 第一批 design partner 是谁" 盘清楚, 再给定价 / GTM / 融资判断. 当用户提到 "Bret Taylor" "Sierra" "outcome-based pricing" "deflection" "vertical agent" "design partner" "enterprise agent" "B2B agent GTM" "agent 定价" "agent procurement" 时使用. 即使用户只是说 "用 Sierra 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-skill☆ 1612026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-skill☆ 1612026年9月6日 更新
数据工程 — 数据平台从业者的认知操作系统, 覆盖把数据从源系统搬运成可靠 / 可查询 / 可信赖形态供分析 / ML / 数据产品消费的全生命周期 (生成 → 摄取 → 存储 → 转换 → 服务 + 安全/数据管理/DataOps/数据架构/编排/软件工程 六条暗流, Reis & Housley 框架): 摄取与集成 (批 + CDC 变更数据捕获 Debezium + EL 工具 Fivetran/Airbyte/Meltano/dlt + Kafka Connect + schema drift) / 存储与文件表格式 (对象存储数据湖 + 列存 Parquet/ORC/Arrow/Avro + 开放表格式 Apache Iceberg/Delta Lake/Apache Hudi + lakehouse + 分区/compaction) / 转换与建模 (ELT dbt/SQLMesh + Spark + 维度建模 Kimball + Inmon + Data Vault + 大宽表 OBT + 渐变维 SCD + 增量模型 + 语义/指标层) / 编排与工作流 (Apache Airflow/Dagster/Prefect/Mage/Kestra/Apache DolphinScheduler + DAG + 幂等 + 回填 backfill + 数据资产调度) / 批流与实时 (Apache Kafka/Apache Flink/Spark Structured Streaming/Kinesis/Pulsar/Redpanda + Lambda vs Kappa + watermark/窗口/exactly-once + 流式 SQL Materialize/RisingWave + 实时 OLAP ClickHouse/Apache Druid/Apache Pinot/StarRocks/Apache Doris) / 数仓与查询引擎 (Snowflake/BigQuery/Redshift/Databricks SQL/Trino/Presto/DuckDB/Polars + 存算分离 + MPP) / 数据质量测试与可观测性 (dbt tests/Great Expectations/Soda + 数据契约 + Monte Carlo data downtime + 新鲜度/量/schema 异常检测) / 数据治理编目与血缘 (DataHub/Amundsen/OpenMetadata/Unity Catalog + 列级血缘 + PII 分类 + 访问控制 + GDPR) / DataOps 与可靠性 (数据 CI/CD + 转换版本控制 + 环境隔离 + 幂等重处理 + 数据 SLA/SLO + 计算存储 FinOps) / 数据架构范式 (现代数据栈 + lakehouse + data mesh + data fabric + 去中心化 vs 中心化所有权) / 分析工程角色 (dbt 时代连接数据工程与分析的桥) — 不含 数据科学/ML 建模本身 (是下游消费者) / BI 仪表盘制作 (serving 下游) / 数据分析报表为终点 / 'data engineer = 跑 Hadoop 的' 过时窄化 / 通用后端应用开发 (平行学科) (Data Engineering — the cognitive operating system of practitioners who design, build, and operate the data platform: moving data from source systems into reliable, queryable, trustworthy form for analytics / ML / products, covering (a) the data engineering lifecycle (generation → ingestion → storage → transformation → serving, with the undercurrents security / data management / DataOps / data architecture / orchestration / software engineering — Reis & Housley framing), (b) ingestion & integration (batch + CDC change-data-capture with Debezium, EL tools Fivetran / Airbyte / Meltano / dlt, Kafka Connect, API + file + database sources, schema drift handling), (c) storage & file/table formats (object storage data lakes, columnar formats Parquet / ORC / Arrow / Avro, open table formats Apache Iceberg / Delta Lake / Apache Hudi, lakehouse architecture, partitioning / compaction / Z-ordering), (d) transformation & modeling (ELT with dbt / SQLMesh, Spark, dimensional modeling Kimball, Inmon CIF, Data Vault, One Big Table / wide tables, normalization vs denormalization, slowly changing dimensions, incremental models, the semantic / metrics layer), (e) orchestration & workflow (Apache Airflow, Dagster, Prefect, Mage, Kestra, Apache DolphinScheduler, DAGs, idempotency, backfills, data-aware / asset-based scheduling), (f) batch vs streaming & real-time (Apache Kafka, Apache Flink, Spark Structured Streaming, Kinesis / Pulsar / Redpanda, the Lambda vs Kappa debate, watermarks / windowing / exactly-once, streaming SQL Materialize / RisingWave, real-time OLAP ClickHouse / Apache Druid / Apache Pinot / StarRocks / Apache Doris), (g) warehouses & query engines (Snowflake, BigQuery, Redshift, Databricks SQL, Trino / Presto, DuckDB, Polars, decoupled storage & compute, MPP), (h) data quality, testing & observability (dbt tests, Great Expectations, Soda, data contracts, Monte Carlo / data downtime, freshness / volume / schema anomaly detection, unit / integration testing of pipelines), (i) data governance, catalog & lineage (DataHub, Amundsen, OpenMetadata, Unity Catalog, column-level lineage, PII / data classification, access control, GDPR / data privacy), (j) DataOps & reliability (CI/CD for data, version control of transformations, environments, idempotent reprocessing, SLAs / SLOs for data, cost / FinOps for compute & storage), (k) data architecture paradigms (modern data stack, data lakehouse, data mesh, data fabric, decentralized vs centralized ownership), (l) the analytics engineering role (the dbt-era bridge between data engineering and analysis); N
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-skill☆ 1612026年9月6日 更新
DevOps 与站点可靠性工程 (SRE) — 平台 / 基础设施 / 可靠性工程师的认知操作系统, 覆盖软件交付 + 运维全生命周期 (CI/CD 与发布工程 trunk-based + 渐进式发布 canary/blue-green/feature flag + GitOps Argo CD/Flux / 基础设施即代码 Terraform/OpenTofu/Pulumi/Ansible + policy-as-code OPA / 容器与编排 Docker/Kubernetes + Helm/Kustomize + service mesh Istio/Linkerd / 可观测性 Prometheus + Loki + OpenTelemetry + Honeycomb + eBPF + RED/USE / SLO-SLI-error budget 与可靠性工程 Google SRE 学科 + 容量规划 + 优雅降级 / 事件管理与 on-call 事件指挥 + PagerDuty + runbook + 无指责复盘 + MTTR / 云平台与 FinOps AWS/GCP/Azure + 成本优化 + 弹性伸缩 / 平台工程与开发者体验 IDP + Backstage + golden path + Team Topologies / DevSecOps 与供应链安全 shift-left + SBOM + SLSA + sigstore + Vault / 韧性与混沌工程 fault injection + game day + 安全科学 / DORA 指标与工程效能 部署频率 + 变更前置时间 + 变更失败率 + Accelerate 研究 / 数据库与有状态运维 schema 迁移 + 备份容灾) — 不含 通用应用开发 / 纯云销售认证速成 / 'DevOps = 跑 Jenkins 的岗位' 窄化误解 / ITIL 工单文化传统运维 (旧范式仅做边界) / 把手工运维 ClickOps 当稳态 (是 toil, 本 skill 核心反模式) (DevOps & Site Reliability Engineering — the cognitive operating system of platform / infrastructure / reliability practitioners who own the full software delivery + operational lifecycle, covering (a) CI/CD & release engineering (build pipelines, trunk-based development, progressive delivery — canary / blue-green / feature flags, GitOps with Argo CD / Flux), (b) Infrastructure as Code (Terraform / OpenTofu, Pulumi, CloudFormation, Ansible, Crossplane — module design, state management, drift, policy-as-code OPA / Sentinel / Checkov), (c) containers & orchestration (Docker / OCI, Kubernetes — scheduling, networking CNI, storage CSI, operators / CRDs, Helm / Kustomize, service mesh Istio / Linkerd), (d) observability (the three pillars + beyond — metrics Prometheus / VictoriaMetrics, logs Loki / ELK, traces OpenTelemetry / Jaeger / Tempo, high-cardinality observability Honeycomb, eBPF, RED / USE methods, SLO-based alerting), (e) SLO / SLI / error budgets & reliability engineering (Google SRE discipline — service level objectives, error budget policy, toil budgets, capacity planning, load shedding, graceful degradation), (f) incident management & on-call (incident command, PagerDuty / Opsgenie, runbooks, blameless postmortems, MTTR / MTTD, error budget burn), (g) cloud platforms & FinOps (AWS / GCP / Azure well-architected, multi-region, cost optimization, autoscaling), (h) platform engineering & developer experience (internal developer platforms, Backstage, golden paths, self-service, Team Topologies), (i) DevSecOps & supply-chain security (shift-left, SAST / DAST, SBOM, SLSA, sigstore / cosign, secrets management Vault), (j) resilience & chaos engineering (chaos experiments, fault injection, game days, resilience engineering / safety science), (k) DORA metrics & engineering effectiveness (deployment frequency, lead time, change failure rate, MTTR, the Accelerate research), (l) databases & stateful operations (schema migrations, backups / DR, replication); NOT generic software development / app feature coding (是 平行学科, DevOps/SRE 关注 delivery + operability 不是 product feature), NOT pure cloud sales / certification cram without operational depth, NOT 'DevOps = a job title that runs Jenkins' 的窄化误解 (DevOps 是 文化 + 实践, SRE 是 Google 对 reliability 的工程化具体实现), NOT ITIL-heavy 传统运维 工单文化 (是 被 DevOps 取代的旧范式, 仅做边界标注), NOT manual ops / ClickOps as a steady state (是 toil, 本 skill 的核心反模式).) Master OS — automated mastery of DevOps & Site Reliability Engineering — the cognitive operating system of platform / infrastructure / reliability practitioners who own the full software delivery + operational lifecycle, covering (a) CI/CD & release engineering (build pipelines, trunk-based development, progressive delivery — canary / blue-green / feature flags, GitOps with Argo CD / Flux), (b) Infrastructure as Code (Terraform / OpenTofu, Pulumi, CloudFormation, Ansible, Crossplane — module design, state management, drift, policy-as-code OPA / Sentinel / Checkov), (c) containers & orchestration (Docker / OCI, Kubernetes — scheduling, networking CNI, storage CSI, operators / CRDs, He
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-skill☆ 1612026年9月6日 更新
投行并购 (投行并购 / 交易撮合 (Investment Banking M&A / Dealmaking) — 面向并购顾问、企业融资、卖方/买方交易执行的职业认知操作系统,从业者(分析师 Analyst / 经理 Associate / 副总裁 VP / 董事 Director / 董事总经理 MD / 内部公司发展 Corp Dev / PE 投资人)、想入行者、以及服务这行(法律/会计/估值/咨询)的视角。覆盖: (a) 第一性张力 — 投行 M&A 的核心世界观分歧: **价格 vs 价值 (price 是市场愿意付的, value 是内在的, deal 在两者缝隙里成交) ⇄ 确定性 vs 最高价 (certainty of close 对卖方常胜过纸面最高报价) ⇄ 顾问/中介 vs 委托代理 (banker 是 agent, 客户利益 vs 成交费的激励冲突真实存在, 「banker 总想成交」是行业原罪批判)**; 更深层 — 「过程/竞价纪律 (controlled auction 制造竞争张力、信息不对称管理) ⇄ 关系/信任 (relationship banking、长期 coverage、reputational capital)」, 「叙事/包装 (the story, equity story, positioning) ⇄ 数字/尽调 (the numbers, diligence, quality of earnings)」, 「估值的科学外衣 (DCF/comps 的伪精确) ⇄ 谈判的真实定价 (价格由 leverage、竞争、时机决定)」; (b) 估值与分析正典 (最标准化、最易蒸出高质量+CLI 化) — DCF (折现现金流: FCF 预测/WACC 折现率/terminal value 终值/Gordon growth vs exit multiple), Comparable Companies (可比公司/trading comps: EV/EBITDA, EV/Revenue, P/E), Precedent Transactions (先例交易/deal comps: control premium 控制权溢价), LBO (杠杆收购模型: IRR/MOIC/debt schedule/sources & uses), Accretion/Dilution (增厚/摊薄分析: EPS 影响、pro forma), Sum-of-the-Parts (分部估值/SOTP), Football Field (估值区间图), Merger Model (合并模型: synergies 协同/purchase accounting/goodwill), Sensitivity/scenario; (c) 交易流程与产出物 — 卖方流程 (sell-side: teaser 简介 → NDA → CIM/IM 信息备忘录 → management presentation → IOI 意向函 → data room 数据室 → LOI/term sheet → confirmatory diligence → SPA 买卖协议 → signing → closing), 买方流程 (buy-side: thesis/sourcing → outreach → valuation → bid → exclusivity → diligence → financing → close), auction 类型 (broad/targeted/negotiated/preemptive bid); 产出物: pitchbook 推介材料、CIM、fairness opinion 公平意见、board presentation、fee letter、engagement letter; (d) 交易结构与条款 — consideration (cash/stock/mix/earnout 对赌)、deal protections (breakup fee 分手费/go-shop/no-shop/MAC 重大不利变化条款)、representations & warranties 陈述与保证、escrow 托管、working capital adjustment 营运资金调整、reverse termination fee、collar 价格区间、tender offer vs merger、hostile vs friendly、defensive tactics (poison pill 毒丸/white knight 白衣骑士/staggered board); (e) 行业结构与角色 — bulge bracket (高盛/摩根士丹利/JPM/BofA/花旗) vs elite boutique (Centerview/Evercore/Moelis/Lazard/PJT/Perella) vs middle market (Houlihan Lokey/William Blair/Harris Williams) vs regional/independent; analyst→associate→VP→director→MD 晋升金字塔; coverage (行业组) vs product (M&A/ECM/DCM/leveraged finance/restructuring); sponsors group (服务 PE); 买方包括 PE/strategic acquirer/corp dev; (f) 量化指标与节奏 — deal fee (success fee 业内通常约 1-2% 视规模递减/retainer/Lehman formula)、league table 排行榜、pitch→mandate 转化、deal velocity、hours culture (analyst 80-100h/week 文化批判)、bonus/comp 结构、deal sheet (简历上的成交清单); (g) 争议/批判 — fairness opinion 是否橡皮图章 (利益冲突: 出意见的 banker 也收成交费)、estimate 的伪精确 (DCF garbage in garbage out、假设驱动结论)、banker 永远建议成交 (deal 偏见、empire building 助推 CEO 自利并购)、协同效应系统性高估 (大量并购毁灭价值、winner's curse 赢家诅咒)、analyst 血汗工厂文化 (2021 高盛 13 人 deck 事件、过劳死争议)、advisory 价值 vs 中介寻租之争、bulge vs boutique 的利益独立性叙事 (boutique 标榜「无承销利益冲突」)、SPAC 泡沫与 de-SPAC 教训; (h) 流派/思想谱系 — 估值学派 (Aswath Damodaran 估值教父/纽大、Tim Koller McKinsey《Valuation》、McKinsey valuation 体系) vs 公司金融教科书派 (Rosenbaum & Pearl《Investment Banking》行业圣经、Brealey Myers Allen、CFI/WSP/BIWS 培训体系) vs 交易实战派 (Bruce Wasserstein《Big Deal》、Joseph Perella/Felix Rohatyn 老派 dealmaker、现代 boutique 创始人) vs 行为/批判派 (并购毁灭价值的学术证据、Damodaran 对协同/控制权溢价的批判、Matt Levine《Money Stuff》解构华尔街逻辑) vs PE/buy-side 视角 (LBO 数学、value creation 杠杆/运营/multiple expansion)。不含: 二级市场股票交易/卖方研究 (equity research)、零售财富管理/private banking、纯 ECM/IPO 承销执行 (虽相关但聚焦 M&A advisory)、纯 PE 投后运营、量化交易/对冲基金策略、纯公司财务报表会计。) Master OS — automated mastery of 投行并购 / 交易撮合 (Investment Banking M&A / Dealmaking) — 面向并购顾问、企业融资、卖方/买方交易执行的职业认知操作系统,从业者(分析师 Analyst / 经理 Associate / 副总裁 VP / 董事 Director / 董事总经理 MD / 内部公司发展 Corp Dev / PE 投资人)、想入行者、以及服务这行(法律/会计/估值/咨询)的视角。覆盖: (a) 第一性张力 — 投行 M&A 的核心世界观分歧: **价格 vs 价值 (price 是市场愿意付的, value 是内在的, deal 在两者缝隙里成交) ⇄ 确定性 vs 最高价 (certainty of close 对卖方常胜过纸面最高报价) ⇄ 顾问/中介 vs 委托代理 (banker 是 agent, 客户利益 vs 成交费的激励冲突真实存在, 「banker 总想成交」是行业原罪批判)**; 更深层 — 「过程/竞价纪律 (controlled auction 制造竞争张力、信息不对称管理) ⇄ 关系/信任 (rela
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-skill☆ 1612026年9月6日 更新
Create a minimal, repeatable reproduction plan for a bug. Use when a junior developer needs clear steps to reproduce and capture 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。
proflead/codex-skills-library☆ 1592026年7月29日 更新
Create AI videos, manage avatars, translate videos, and download results via the HeyGen API. Use when an agent needs to generate videos from text prompts, create avatar-based videos, translate existing videos, or automate video production workflows.
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-cli☆ 1542026年10月17日 更新
Assign items to a CLOSED label vocabulary that is too large to put in a prompt — product taxonomies, category hierarchies, tag vocabularies, routing tables, ICD/SIC-style code lists. A cheap model writes the label it thinks the vocabulary would use, and an embedder snaps that writing onto the nearest legal value, so the schema is never transmitted and the output is always in-vocabulary. Use for "classify these into our taxonomy", "tag these against the existing tag list", "map these queries to categories", "the enum is too big to send", or a Literal/enum that hits a provider cap. NOT for a vocabulary that fits in a prompt — structured output measured 0.701 acc@1 there against this pattern's 0.564. NOT for open-ended labelling with no fixed vocabulary, and not for ranked retrieval over documents (bm25).
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-skills☆ 1532026年10月16日 更新
Convert raster images (photos, paintings, illustrations, line art) into SVG vector reproductions. Use when the user uploads an image and asks to reproduce, vectorize, trace, or convert it to SVG. Also use when asked to decompose an image into shapes, create an SVG version of a picture, or faithfully reproduce artwork as vector graphics. Handles graphic/line-art inputs (Kandinsky, architectural drawings, ink work) via a compositional pipeline that extracts lines as SVG strokes. Do NOT use for creating original SVG illustrations from text descriptions — only for converting existing raster images.
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-skills☆ 1532026年10月16日 更新
Creates production-ready MCP servers using FastMCP v2. Use when building MCP servers, optimizing tool descriptions for context efficiency, implementing progressive disclosure for multiple capabilities, or packaging servers for distribution.
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-skills☆ 1532026年10月16日 更新
Create interactive data visualizations using Vega-Lite declarative JSON grammar. Supports 20+ chart types (bar, line, scatter, histogram, boxplot, grouped/stacked variations, etc.) via templates and programmatic builders. Use when users upload data for charting, request specific chart types, or mention visualizations. Produces portable JSON specs with inline data islands that work in Claude artifacts and can be adapted for production.
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-skills☆ 1532026年10月16日 更新
Use when a task involves continuing a project, restoring project context, maintaining file-based project memory, updating current-state summaries, or recording meaningful progress across sessions. Works best for long-horizon, file-based projects and supports research writing, product document collaboration, software project coordination, and broader cross-functional project continuity.
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。
Frappucc1no/recall-loom☆ 1532026年8月6日 更新
Use when playing or stopping background music, sound effects, or voice lines; creating/organizing audio channels; controlling volume, mute, or pan; or wiring Tone.js audio filters (reverb, delay, EQ, etc.) in a Pixi'VN game.
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。
DRincs-Productions/pixi-vn☆ 1522026年10月15日 更新
Use when implementing save/load in a Pixi'VN game — Game.exportGameState()/restoreGameState()/jsonToGameState(), what the exported GameState contains, and how to persist it (save slots, quick-save, auto-save-on-refresh, downloadable JSON). Load this before writing any save-file, save-slot, or "continue game" feature.
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。
DRincs-Productions/pixi-vn☆ 1522026年10月15日 更新
Index and entry point of the Pixi'VN skill set — start here for any task on a @drincs/pixi-vn project, then follow the skill map to the right skill (narration, canvas, characters, assets, sound, storage, saves, history, ui, minigames, testing, migration). Use when setting up a new or existing project, wiring the main.ts entry point, or calling the top-level Game API (Game.init, Game.start, Game.onEnd, Game.addOnError, Game.onNavigate, Game.clear) — every Pixi'VN project needs this before touching canvas, narration, sound, storage, or history.
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。
DRincs-Productions/pixi-vn☆ 1522026年10月15日 更新