Turn an article, case study, brand narrative, product journey, or long-form story into a cinematic scroll-driven landing page using one of three renderers: scrubbed video, a real-time Three.js world, or semantic HTML/SVG data and typography. Use when the user asks for a scroll world, fly-through landing page, article-to-website transformation, animated planet, data scrollytelling, video-scrubbed page, connected visual journey, or story-led alternative to ordinary stacked sections.
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☆ 6,7442026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☆ 6,7442026年10月6日 更新
Build iOS augmented reality and 3D experiences with RealityKit and ARKit. Use when adding RealityView content, loading entities or USDZ models, anchoring objects to planes or world positions, distinguishing entity hit tests from ARKit real-world raycasts, handling AR camera availability, world tracking, scene updates, or RealityKit entity gestures and interactions.
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。
dpearson2699/swift-ios-skills☆ 1,1922026年8月1日 更新
Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败和可完整游玩的原型。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。
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。
zenstory-ai/novel-to-game☆ 8522026年10月3日 更新
Map curriculum connections across multiple subjects for a real-world problem or authentic context. Use when planning cross-curricular projects or connecting content to real issues.
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。
GarethManning/education-agent-skills☆ 8512026年8月29日 更新
Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_loading.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8452026年10月13日 更新
Thin Bevy genre router for Open world. Keywords: Bevy, Open world, genre, ECS, router.
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。
thedivergentai/Game-Design-Agentic-Skills☆ 8452026年10月13日 更新
Pre-production story-and-character development for Higgsfield projects — the upstream layer that decides WHAT to prompt before any model runs. Use when the user wants to build a character, design a world, develop a story or premise, create a character sheet / character bible / story bible, lock a visual style or 'visual DNA', plan a multi-shot narrative with consistent characters, or says things like 'help me design a character', 'build the world', 'I need a backstory', 'make this character consistent across shots', 'develop my film/series concept', or 'I keep getting generic AI characters'. Routes the locked outputs into higgsfield-prompt + the right model. Adapted from Higgsfield's official character-design framework by @vavavinca.
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。
OSideMedia/higgsfield-ai-prompt-skill☆ 7332026年9月27日 更新
Round-the-world, Circle Pacific, and distance-based award products across alliances. Covers Star Alliance RTW, oneworld Explorer, Lufthansa M&M, Qantas, Cathay, JAL, Aeroplan, and Iberia charts.
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。
borski/travel-hacking-toolkit☆ 6932026年10月12日 更新
Use when user mentions fantasy, magic system, or world-building for fantastical settings - provides fantasy genre conventions, magic system design patterns, and world-building frameworks
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。
Microck/ordinary-claude-skills☆ 4052026年9月7日 更新
Select, run, and govern NVIDIA Cosmos world-video generation across Cosmos 3 Generator, Predict2.5, Transfer2.5, downloadable checkpoints, self-hosted NIMs, and hosted preview surfaces. Use for text/image/video-to-world, controlled world transfer, multiview or action-conditioned physical-AI video, local checkpoint pinning, hardware planning, inference approval, and output validation; do not use for Cosmos Reason/Embed-only tasks.
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。
calesthio/generative-media-skills☆ 2022026年7月14日 更新
World-class level design expertise - spatial storytelling, player flow, blockout methodology, and the invisible hand that guides players without them knowingUse when "level design, blockout, graybox, whitebox, player flow, level layout, combat arena, exploration space, map design, multiplayer map, pacing, weenie, landmark, gating, metroidvania, open world design, linear level, environmental storytelling, teaching through design, playtesting, heatmap, metrics, sightlines, level-design, game-development, spatial-design, blockout, graybox, player-flow, pacing, environmental-storytelling, combat-design, multiplayer-maps, open-world, linear-design, metroidvania" 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☆ 1652026年1月22日 更新
World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" 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☆ 1652026年1月22日 更新
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Map curriculum connections across multiple subjects for a real-world problem or authentic context. Use when planning cross-curricular projects or connecting content to real issues.
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。
nota-america/forgecat-agent-profiles☆ 902026年9月24日 更新
Says hello world. Use when the user asks to create a simple hello world example or test.
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。
encero-systems/incan☆ 612026年10月13日 更新
Excellence-first strategic decision support. This skill should be used when users need to choose between options, pressure-test a plan, evaluate risk, or make a specific decision — across security, product, growth, operations, org design, and finance. Use when there is a decision with tradeoffs to score and a recommendation to make. For pure research ("what does the best in the world do about X?"), use best-in-world-research instead.
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。
stevembarclay/pencilplaybook☆ 502026年3月26日 更新
"Apply cultivation theory (Gerbner) to analyze how long-term media exposure shapes worldviews. Use this skill when the user needs to study cumulative media effects on audience beliefs, evaluate mainstreaming and resonance phenomena, or assess how media consumption patterns correlate with perceptions of social reality — even if they say 'does watching news make people more fearful', 'how does media shape worldview', or 'mean world syndrome'.".
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。
charlieviettq/awesome-agent-skill☆ 262026年7月20日 更新
Generate fantasy character names in zh-TW with original spelling and etymology, across human, elf, dwarf, orc/beastfolk, and halfling naming traditions. Use when the user needs a name for a character, NPC, party member, villain, shopkeeper, or monster, asks to think of, suggest, or rename such a character, names entities for a MUD/TRPG/game world or worldbuilding document, or writes lore, quests, presets, or seed data that require in-world personal names.
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。
jim60105/copilot-prompt☆ 212026年10月9日 更新
Create or refresh FriendlyBet Story of the World Cup image assets and app overlays. Use when generating new 9:16 World Cup story artwork, replacing story-assets PNGs, writing image-generation prompts, checking real player shirt numbers, placing Hebrew/English story captions, or validating that story text does not cover player faces or get cropped in WhatsApp previews.
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。
Aviatorpo/friendlybet☆ 62026年8月24日 更新
Draws debug overlays in a running CARLA world via world.debug — points, lines, arrows, bounding boxes, and text strings, each with a colour and lifetime. Use when the user asks to "draw/mark/highlight a point or box in the world", "visualise a path/waypoints", "label a location", or "show something on the map for debugging". Shapes are an overlay, not actors.
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。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
Queries the live CARLA world and resolves an entity description into a concrete actor id — find actors by type, role, or colour, or the single one nearest a point/actor; read the world snapshot; get static level bounding boxes by label; cast rays for semantic points; project a point to the ground; or (ros-topics) list the native ROS 2 topics each actor should be publishing and why any is silent. Identifies by stable attributes, not by any rank/order. Use when the user asks "what actors are here", "find the red prius", "the vehicle nearest the ego", "list the pedestrians", or needs a specific actor id for another 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。
carla-simulator/carla-agentic-tools☆ 42026年9月12日 更新
Look up the applied tariff on one HS6 product imported by one country from another (MFN, partner-specific preferential, and the best available applied rate), from UNCTAD TRAINS via World Bank WITS. Use when the user asks what duty a specific product pays between two specific countries.
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。
koala73/worldmonitor☆ 8.8万2026年10月13日 更新