Low-poly art direction for Blender inspired by PS1/PS2, Lethal Company, Mouthwashing, and Fear to Fathom. Use for readable silhouettes, minimal polygons, simple materials, and strong atmosphere.
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。
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概要と使いどころ
Low-poly art direction for Blender inspired by PS1/PS2, Lethal Company, Mouthwashing, and Fear to Fathom. Use for readable silhouettes, minimal polygons, simple materials, and strong atmosphere.
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。
Provider-independent VFX compositing direction for generated video, ads, trailers, product films, social clips, explainers, mixed-source edits, and image/video composites. Use when an agent must plan, brief, generate, integrate, repair, or quality-check visual effects composites involving plates, alpha/mattes, keying, roto, tracking, stabilization, matchmove, lighting/color integration, grain/noise/sharpness, shadows/reflections/contact, depth/atmosphere, AI-generated elements, clean plates, editor/colorist handoff, rights/safety, or compositing 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。
Expert knowledge for environment art in games - modular design, visual hierarchy, color scripting, environmental storytelling, optimization, and world-building. From blockout to final art pass, creating immersive, performant, and readable spaces. Use when "environment art, level art, world art, modular kit, kit-bashing, set dressing, prop placement, biome design, visual hierarchy, color script, hero prop, trim sheet, environment composition, skybox, atmosphere, environment, level-art, world-building, modular, kit-bashing, set-dressing, visual-design, game-art, composition, optimization" 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。
Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "moody atmosphere", "golden hour", "rim light". Pairs with blender-materials (lighting reveals materials) and blender-cameras (lighting + composition together = shot).
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。
Carbon, nitrogen, phosphorus, sulfur, and water cycles — pools, fluxes, residence times, and anthropogenic perturbations. Covers the fast and slow carbon cycles, the Haber-Bosch disruption of the nitrogen cycle, the phosphorus bottleneck, the hydrological cycle, ocean acidification, and the planetary boundaries framework. Use when tracking chemical elements through atmosphere, hydrosphere, biosphere, and lithosphere; computing pool sizes and fluxes; or evaluating anthropogenic perturbations to global cycles.
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。
Earth systems science covering plate tectonics, landforms, erosion, biomes, hydrosphere, atmospheric circulation, and the interactions among lithosphere, hydrosphere, atmosphere, and biosphere. Provides frameworks for analyzing how physical processes shape landscapes over geological and human timescales. Use when reasoning about landforms, natural hazards, climate patterns, ocean currents, biogeography, or any question about how Earth's physical systems operate and interact.
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MUST be invoked before creating any PR, pushing a branch for review, or running `gh pr create`. Covers changelog entries, branch naming, PHPCS/PHPUnit checks, and reviewer assignment.
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。
Version management and release processes using Jetpack Changelogger. Use when creating releases, managing changelogs, bumping versions, or preparing releases.
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。
INVOKE THIS SKILL before creating any PR to ensure compliance with branch naming, changelog requirements, and reviewer assignment.
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。
Unified entry point for Stitch design work. Handles prompt enhancement (UI/UX keywords, atmosphere), design system synthesis (.stitch/DESIGN.md), and high-fidelity screen generation/editing via Stitch MCP.
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。
Use whenever writing, reviewing, or debugging .NET/C# code that uses the BallisticCalculator NuGet package (namespace BallisticCalculator) or its Gehtsoft.Measurements unit types — even when the user doesn't name the package explicitly but is clearly doing external/interior ballistics in .NET (bullet drop, velocity, energy, windage, spin drift, time of flight, zeroing a scope) for rifles, air rifles, bows, or artillery. Covers the full public API (Ammunition, Rifle, Atmosphere, Wind, ShotParameters, TrajectoryCalculator, TrajectoryPoint); standard, custom, .drg, and multi-BC drag tables; saving/loading data and building your own file format around it (BXml and System.Text.Json serialization); and building or rendering scope reticles (e.g. to SVG). Also use it for this library's Gehtsoft.Measurements Measurement<T> unit types (DistanceUnit, VelocityUnit, AngularUnit, WeightUnit, PressureUnit, …). Skip for: generic physics or projectile-motion exercises, a different ballistics library (e.g. GNU/JBM), game-engine or Unity projectile motion, plain unit conversions, and non-code ballistics questions (load-data or forensics advice). Self-contained: no access to the library source or binaries is required — prefer this over scanning the package to rediscover the API. Describes 1.1.13+, including the named ZeroRangeCantBeReachedException / TrajectoryCannotBeCalculatedException 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。
Analyzes a Stitch project's screens and synthesizes a natural-language DESIGN.md — visual atmosphere, color palette with hex values, typography rules, and Stitch-ready prompt snippets. Use this before stitch-loop or any multi-page build to establish design consistency.
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。
Expert-level meteorology covering atmospheric dynamics, thermodynamics, synoptic meteorology, mesoscale systems, numerical weather prediction, and climate dynamics.
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。
Expert-level planetary science covering solar system formation, planetary interiors, atmospheres, surface processes, astrobiology, and planetary exploration missions.
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。