Use for Vercel cost and performance optimization on deployed projects, especially Next.js, SvelteKit, Nuxt, and limited Astro apps. Collect Vercel metrics, usage, project config, and code scan results first; investigate only metric-backed candidates; produce ranked recommendations grounded in verified files and version-aware Vercel/framework docs. Trigger for Vercel bill reduction, slow or expensive routes, caching opportunities, Function Invocations, Build Minutes, Fast Data Transfer, Core Web Vitals, Bot Management, Fluid compute, or cost breakdown requests.
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。
Asymmetric-al/core☆ 3812026年10月12日 更新
Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.
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。
Asymmetric-al/core☆ 3812026年10月12日 更新
Responsive layout pass covering breakpoints, touch targets, safe areas, and fluid type. Use when the UI has layout or touch issues on mobile/tablet, when adding a new screen that hasn't been tested across viewports, or when the user says "make it responsive" / "fix mobile layout". Invoke when the user asks for adapt on their UI, or mentions 'adapt' alongside design / UI / frontend work.
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。
educlopez/ui-craft☆ 3812026年9月3日 更新
Build a complete typographic system -- modular or fluid type scale, line-height and tracking per size, weight roles, and vertical rhythm -- exported as tokens, Tailwind config, and CSS. Pairs with font-pairing-suggester (which picks the fonts; this builds the system they live in).
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。
OneWave-AI/claude-skills☆ 3402026年10月2日 更新
Same pixels, fewer tokens. For user-facing markup: keeps the full design, expresses it densely with CSS vars, shorthand, fluid units.
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。
Green-PT/honey-for-devs☆ 3242026年9月7日 更新
Same pixels, fewer tokens — for user-facing deliverables where visual polish is the spec. Use when building or editing a landing page, marketing site, hero, pricing/feature section, dashboard, or any HTML/CSS UI component. Keeps the full rendered design (layout depth, hierarchy, motion, responsive richness, a11y) and cuts tokens by expressing that design densely — CSS custom properties, shared classes, shorthand, fluid units — instead of by cutting the design. The honey core trims code and prose; this trims how the design is *written*, never how it looks. Reach for it whenever output is user-facing markup, even if the user never says "minimal".
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。
Green-PT/honey-for-devs☆ 3242026年9月7日 更新
Design, configure, test, bake, and validate Blender physical effects including Cloth, Soft Body, Rigid Body, collisions, constraints, Fluid, smoke, fire, Dynamic Paint, Ocean, Wave, particles, Boids, force fields, fracture, debris, and secondary effects. Use when gravity, inertia, collision, flexibility, pressure, flow, flocking, emission, or breaking causes the requested result.
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。
XliuXjianX/blender-production-skills☆ 2522026年8月15日 更新
Think and work like an expert Geobiologist. Use when a task calls for Geobiologist judgment. Reasons from metabolism, redox geochemistry, microbe-mineral interactions, and diagenetic filters through stromatolite microfabric petrography, CSIA and clumped-isotopologue analysis, nanoSIMS-FISH mapping, and NASA's Ladder of Life Detection while treating Fischer-Tropsch-type synthesis, serpentinization, Rayleigh distillation, drilling-fluid contamination, and epigenetic overprint as first-class failure modes.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Heat Transfer Engineer. Use when a task calls for Heat Transfer Engineer judgment. Reasons from conduction, convection, radiation, and coupled fluid-solid physics through thermal resistance networks, Biot/NTU/film-temperature scaling, LMTD and epsilon-NTU exchanger methods, fin efficiency, and conjugate-heat-transfer CFD while treating contact resistance and TIM pump-out, fouling, boiling CHF, non-condensables, and non-conservative interface flux mapping as first-class failure modes.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Think and work like an expert Geochemist. Use when a task calls for Geochemist judgment. Reasons from Gibbs equilibria, mass and isotope balance, and fluid–rock interaction through stable (δ) and radiogenic (ε, isochron) systems, ICP-MS/LA-ICP-MS/TIMS/MC-ICP-MS/IRMS, PHREEQC/Perple_X phase modeling, and EarthChem/GeoReM workflows while treating alteration, matrix effects, Pb loss, mixing arrays, and Fretwell’s Law violations as first-class failure modes.
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。
K-Dense-AI/scientific-agents☆ 2052026年10月3日 更新
Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" 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
Suede AI design skill for making an interface feel intentional instead of templated: design tokens, color strategy, OKLCH ramps, type scale, fluid type, visual hierarchy, dark mode, spacing, component laws, motion, and source-to-implementation visual QA. Use when asked to design, restyle, polish, or audit a screen; pick colors or fonts; define, fix, or document design tokens; build or repair a dark mode; review a component or a whole design system; or compare a mock, Figma frame, or reference screenshot against a rendered implementation. NOT FOR: a full design-plus-copy build, launch surface, or reference-to-target restyle (use johnny-suede-design); conversion and funnel architecture (use suede-site-alchemy); writing the words themselves (use suede-copy).
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-skills☆ 1272026年10月12日 更新
Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.
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。
archibate/dotfiles-opencode☆ 1082026年4月29日 更新
Generate cinematic scrolltelling websites where scroll drives the narrative: Lenis smooth scroll, GSAP ScrollTrigger cinematic section reveals with fluid OKLCH color transitions, Three.js painted-texture shader backgrounds reactive to cursor, scroll, velocity, and chapter progress. Four modes — chapter-reveal (scroll-paced storytelling), painted-backdrop (reactive shader canvas), full-cinema (complete cinematic site), catalog (all shader presets side by side). This skill should be used when building storytelling websites, scroll-driven experiences, cinematic landing pages, or any page where sections reveal as chapters with color transitions and ambient 3D backgrounds. Triggers on scrollytelling, cinematic scroll, scroll-driven storytelling, Lenis smooth scroll, GSAP ScrollTrigger, scroll chapter reveal, scroll color transition, painted shader background, narrative scroll website, premium scroll experience, shader catalog.
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。
tdimino/claude-code-minoan☆ 412026年9月28日 更新
Build distinctive, production-grade frontend interfaces — websites, landing pages, dashboards, React components, HTML/CSS layouts, editorial heroes with depth-parallax (Astryx pattern), pointer-reactive fluid effects, pixel-glitch canvas heroes and terminal-style tool-panel dioramas (Composio pattern). Avoids generic AI aesthetics. Triggers on web UI, styling, beautify, frontend design, dashboard, landing page, React component, editorial hero, glitch hero, dev-tool landing page.
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。
tdimino/claude-code-minoan☆ 412026年9月28日 更新
Design Shiny application UIs using bslib for theming, layout_columns for responsive grids, value boxes, cards, and custom CSS/SCSS. Covers page layouts, accessibility, and brand consistency. Use when building a new Shiny app UI from scratch, modernizing an existing app from fluidPage to bslib, applying brand theming, making a Shiny app responsive across screen sizes, or improving accessibility of a Shiny application.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
Plan and validate PFC 5.0 asphalt fluid, pore-pressure, buoyancy, seepage, and PFC-FLAC coupling contracts while keeping version-specific commands and licensed coupling assets external.
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。
Echo-aloha/asphalt-codex-skills-5☆ 262026年8月26日 更新
Anti-AI-slop design system for distinctive, premium interfaces. Bold typography, dark-first #060610, fluid clamp() type, cascade layers + native nesting + container queries, OKLCH color, @starting-style, View Transitions API, DTCG tokens.
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。
heymegabyte/agent-skills☆ 242026年10月11日 更新
Use when designing, implementing, or reviewing responsive frontend layouts, mobile-first breakpoints, container queries, fluid grids, data-dense tables, touch targets, safe areas, orientation changes, viewport overflow, or cross-device UI behavior; Chinese triggers include responsive layouts, mobile-side adaptation, breakpoints, container queries, horizontal and vertical screens, touch targets.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Create publication-quality, editable scientific and engineering schematics with explicit physical meaning, exact labels, visual hierarchy, and provenance. Use for experimental facilities, thermal-fluid mechanisms, workflows, graphical abstracts, system architectures, or research diagrams.
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。
hanhuark/mechanical-engineering-research-skill☆ 212026年10月10日 更新
Use when a task needs the judgment of an embalmer — assessing a case's decomposition stage and preservation difficulty, calculating an arterial-fluid dilution ratio for a specific case condition, choosing a restorative-art approach for trauma or discoloration, or working through a bloodborne-pathogen exposure-control decision.
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。
wonsukchoi/domain-experts☆ 202026年10月12日 更新
Use when a task needs the judgment of a cytotechnologist — screening a gynecologic (Pap test) slide and applying Bethesda System criteria, assessing non-gynecologic specimen adequacy (FNA rapid on-site evaluation, body fluid, brushing) against the relevant reporting system, deciding whether a finding can be signed out independently or must be referred to a pathologist, or auditing screening quality metrics (ASC:SIL ratio, rescreen concordance, workload compliance). A reasoning aid, not a substitute for a certified cytotechnologist or pathologist signing out an actual case.
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。
wonsukchoi/domain-experts☆ 202026年10月12日 更新
Turn one approved master still into a character's whole animated sprite set - one image-to-video clip per action (idle, walk, run, attack, jump, hurt, cast and so on), all from that still, generated through generate2dmedia route_media.py (the xAI API when a key is configured, else the local Grok CLI) - then gate each take, key it with a soft matte, register it to the master, pick loops or retime actions, finish (HD by default, pixel on request) and package fixed-canvas frames, alpha WebM, packed MP4 for iPhone and a PNG fallback with engine metadata and a JS runtime. Also processes a supplied clip. Use for character and creature animation, fluid motion and any video-to-sprite work. Not for FX, icon or prop sheets (generate2dsprite), maps or plate loops (generate2dmap), code-drawn animation (codeart2d, only on request) or calling a video API by itself (generate2dmedia).
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。
gabrielmoreira/agent-skills-mirror☆ 192026年10月12日 更新
Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.
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。
tensology/decisionsai☆ 172026年10月13日 更新