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cccskills

「builds」の検索結果

1,214 件 ・ 関連度順

概要と使いどころ

Diagnose CI failures and stabilize pipelines. Use when a mid-level developer needs to resolve flaky or failing builds.

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-library1582026年7月29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-skill1572026年9月6日 更新

End-to-end test of the heygen CLI against the live API. Builds the binary, then exercises auth, list, get, --human, schema, error handling, and the full create-poll-download-delete write path. Spends a small number of API credits per run. Use before cutting a stable release.

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-cli1522026年10月14日 更新

Builds and revises a complete skill DIRECTORY — SKILL.md, scripts, references, assets — and packages it. Use for "create a skill for X", "turn this into a skill", "update/improve this skill", "why doesn't my skill trigger", "review this SKILL.md", "package this skill", or when a repeated procedure should become a reusable artifact. Enforces the structure that makes skills work — a concrete procedure rather than a goal statement, an explicit applicability boundary, failure modes with their signals, a runtime verification step, and a description checked against the existing catalogue for confusability. For choosing whether the instruction should be a skill at all rather than project instructions or a prompt, use crafting-instructions. For writing quality inside the prose, use writing-instructions.

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-skills1522026年10月14日 更新

Builds a portable, embedding-free knowledgebase from a set of files and delivers it as a self-contained `.skill` bundle (BM25 index + bundled searcher + query protocol). Use when a user wants to turn uploaded files, a folder, or a corpus into a searchable knowledgebase they can hand to any agent — phrased as "make a knowledgebase", "build a KB skill", "package these docs for retrieval", "create a searchable bundle", or references to a `.skill` KB. The output runs anywhere with Node or Python — no model, no install, no network. Distinct from `bm25` (ephemeral in-session search) and `building-github-index` (markdown project-knowledge index).

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-skills1522026年10月14日 更新

Unified Agency Proposal Generator — builds a three-tier service proposal with ROI projections from all available audit 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。

zubair-trabzada/ai-agency-claude1512026年4月8日 更新

Audit a directory of multilingual blog content for completeness, consistency, hreflang correctness, meta-tag parity, and freshness. Builds a translation coverage matrix, flags stale translations, validates hreflang and schema, and emits a prioritized report with runnable fix commands. Use when user says "locale audit", "blog locale-audit", "check translations", "multilingual audit", "translation check", "hreflang check", "Uebersetzungen pruefen".

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。

Infrasity-Labs/dev-gtm-claude-skills1412026年6月29日 更新

Builds end-to-end predictive modeling pipelines on tabular datasets—data exploration, preprocessing, baseline modeling, and mandatory optimization—producing valid saved predictions in the required output format. Use for any supervised machine learning or data modeling task, including classification and regression on tabular data, Kaggle-style competitions or submission-file challenges, training a model to predict a target from features, or requests to fit/tune/evaluate models with scikit-learn, XGBoost, Random Forest, Logistic Regression, and similar non-deep-learning methods. Runs fully automated end-to-end without asking the user for intermediate decisions.

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。

agentscope-ai/QwenPaw-Data1332026年10月13日 更新

Use when the user asks to audit what's wrong with a project, "make it right", "看看项目出了什么问题", "为什么用户的需求还没上线", "为什么没提交App Store", "为什么没新build", or wants a holistic state-of-the-project check covering unmerged branches, stalled PRs, failed GitHub Actions, stale builds, plan drift (TODOS.md / ROADMAP), unreleased commits, and log errors. Runs read-only investigation, presents a grouped checklist, fixes only after explicit user confirmation. Aware of the Cathier iOS app workflow (Xcode + fastlane + auto-merge @claude PRs from in-app feedback).

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。

jianshuo/claude-skills1332026年10月13日 更新

Publish or update a static site (gh-pages) on GitHub Pages via GitHub Actions in any repo: text or pre-built HTML in, workflow set up, live URL verified. Don't use for CI test pipelines, framework/SSG builds, or Netlify/Vercel hosting.

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。

luongnv89/skills1322026年10月14日 更新

Review website/app UX for humans and AX for AI/search; produce an evidence-backed audit and improvement plan across usability, brand, access, speed, conversion and discoverability. Don't use for UI builds, SEO-only edits, or legal certification.

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。

luongnv89/skills1322026年10月14日 更新

suede-aso

無料

Suede-owned app-store optimization discipline for keyword fields, titles, subtitles, descriptions, screenshots, ratings context, and competitor listing audits. Use when improving App Store or Google Play visibility or listing conversion from a live app URL and current console evidence, or when authoring keyword, name, subtitle, and promo fields for an app that has not shipped yet. NOT FOR: building or releasing the app (use android-app-factory or site-to-ios-app; native iOS builds are a private Suede Labs companion, not in this pack: ios-app-factory), creating paid ad assets (use suede-ad-creative), or install-event instrumentation (use suede-analytics).

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。

JasonColapietro/suede-creator-skills1272026年10月12日 更新

Suede-owned operations-architecture discipline that fixes the shape of a system before anyone builds it: entity schema first, exactly one write path per entity, every unit of work routed to a deterministic automation, an AI agent, or a human decision, every existing tool marked absorb, keep, or kill, and the build sequenced into phases whose completion is proved by a command. Use when scoping an automation or agent build, deciding whether a workflow needs a model at all, consolidating a sprawling tool stack, designing the data model under a workflow, choosing a migration path off an old system, or ordering a build so nothing lands on a moving foundation. NOT FOR: executing a planned multi-file repo change (use suede-graph-flo-xr); coordinating parallel builders with file ownership (use suede-agent-teams); lead lifecycle, scoring, and CRM routing rules (use suede-revops); proving agent output quality against an eval set (use suede-ai-eval); reviewing the finished diff (use suede-code-review).

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。

JasonColapietro/suede-creator-skills1272026年10月12日 更新

Pixel Path turns any two places (optionally via waypoints) into a pixel-art fly-through of the real road. It routes the trip, bakes the real buildings, land cover, landmarks, hills and horizon from OpenStreetMap and elevation data, generates scenery art with RetroDiffusion at a chosen level of detail (sparse, moderate or detailed; estimated up front, quoted exactly for free, budget-capped; free placeholder art also works), builds a page where you zoom along the route and scroll to go faster or slower, and runs a self-check that screenshots the result. Use when someone asks for a "pixel path", a "pixel road trip", to "drive" or "fly" from X to Y in pixel art, or a retro first-person view along a real route.

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。

jonwheatley/pixel-path1252026年10月13日 更新

docker

無料

ALWAYS activate when the user's query involves Docker in any way — even if it also matches other skills. If the words docker, Dockerfile, docker-compose, compose.yml, container, or image appear in the query, this skill MUST be used. Covers: writing or editing Dockerfiles and compose files, adding services (postgres, redis, etc.) to compose, volume mounts and data persistence, docker build failures (layer caching, npm install issues), healthchecks and service startup ordering (depends_on), environment variables in containers, port mapping, container crashes and exit codes (OOM/137), non-root users, multi-stage builds, image optimization, .dockerignore, and deploying to container runtimes. Takes priority over general implementation or debugging skills when Docker infrastructure is the subject.

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。

avibebuilder/claude-prime1192026年5月17日 更新

Generates a Claude Code configuration tailored to a specific project. Use whenever the user wants to prime a project, set up claude for a repo, bootstrap claude config, or re-prime/refresh an already-primed project (for example after `/prime-sync` pulled new starter content). Triggers on 'prime', 'prime this project', 'optimus-prime', 're-prime', 'refresh claude config', 'regenerate CLAUDE.md', 'set up claude for this repo'. Deeply analyzes the real codebase and builds project-specific skills, rules, and CLAUDE.md — not generic boilerplate. For ongoing config health checks and proposal review, use `self-evolve` 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。

avibebuilder/claude-prime1192026年5月17日 更新

Builds distinctive, production-grade UIs that avoid generic AI aesthetics. Use whenever the user wants to build, restyle, or give visual direction to any interface — pages, dashboards, landing pages, components, onboarding flows, mobile screens, or design systems — even without an explicit 'design' request. Also triggers for: picking an aesthetic direction, improving the look of a dull/generic existing page, adding visual personality, or choosing colors/typography. Includes a bundled design intelligence database for concrete guidance across web (React, Next.js, Vue, Tailwind) and mobile (React Native, Flutter, SwiftUI).

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。

avibebuilder/claude-prime1192026年5月17日 更新

Use when the diff adds or moves a credential, logs or returns data, builds a URL or argv with a token, generates a random value, encrypts, signs, hashes, configures TLS or writes a credential file

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。

makifbaysal/tasktrooper1132026年10月12日 更新

Use when the diff builds a filesystem path from input, extracts an archive, accepts an upload, serves a file or writes a temp file - traversal, symlinks, zip-slip, upload type and served content-type

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。

makifbaysal/tasktrooper1132026年10月12日 更新

Use when the diff renders user-controlled content as HTML, builds links or redirects, changes CSP or CORS, adds a cookie-authenticated state change, a postMessage handler, a markdown renderer or an Electron/Tauri window

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。

makifbaysal/tasktrooper1132026年10月12日 更新

Use when the diff builds a query, a shell command or argv, a subprocess environment, a template, an XML parse, an eval or a deserialization from data that may be attacker-controlled - SQL/NoSQL, OS command, argument, env-var, template and code injection, XXE, unsafe deserialization

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。

makifbaysal/tasktrooper1132026年10月12日 更新

Use when your context carries "The approved design this task builds" - comparing the running UI with the approved hand-off and mockup at each width and state, evidence screenshots attached to the task, Blocker/High/Medium/Nitpick findings and which of them fail the round

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。

makifbaysal/tasktrooper1132026年10月12日 更新

Use when reviewing game code in C#, GDScript or C++ (Unity, Godot, Unreal, custom engines) - client vs server authority, RPC and packet validation, in-app purchases and economy, save and replay files, mod and script loading, secrets in client builds

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。

makifbaysal/tasktrooper1132026年10月12日 更新

Use when the mobile repository has no theme tokens or component library yet (a new app, an "Apply design system" task, or a task that asks for one), before building any screen - writes the approved design system's generated files from get_design_system (files true) and builds the theme from them when there is one.

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。

makifbaysal/tasktrooper1132026年10月12日 更新