Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.
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
Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.
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
Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick.
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
Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and persistent flags. Use when building story-driven, choice-based, or dating sim games. Keywords visual novel, dialogue system, branching narrative, typewriter effect, rollback, bbcode, RichTextLabel.
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
Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.
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
Expert blueprint for sandbox games (Minecraft, Terraria, Garry's Mod) with physics-based interactions, cellular automata, emergent gameplay, and creative tools. Use when building open-world creation games with voxels, element systems, player-created structures, or procedural worlds. Keywords voxel, sandbox, cellular automata, MultiMesh, chunk management, emergent behavior, creative mode.
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
Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing. Use when building open-world survival, crafting-focused, or resource management games. Keywords survival, needs system, crafting, inventory, hunger, resource gathering, base building.
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
Guides users through professional filmmaking workflows in Higgsfield Cinema Studio, including creating multi-shot sequences, configuring optical stacks, applying color grading, managing Soul Cast AI actors, and structuring per-scene prompts with Director Panel camera movements. Use when the user mentions Cinema Studio, Cinema Studio 2.5, Cinema Studio 3.0, Cinema Studio 3.5, Cinema Studio 4.0 (`cinematic_studio_video_4_0` — its four modes, camera/lens/aperture/era/genre/pacing ids, light presets, color palette), Soul Cast, color grading, multi-shot video, shot sequences, storyboard workflow, Hero Frame, optical stack, keyframe interpolation, Elements system (@Characters/@Locations/@Props), Speed Ramp, Director Panel, Higgsfield Popcorn, Single Shot / Multi-Shot Auto / Multi-Shot Manual modes, Reference Anchor, Smart shot control, or any professional filmmaking workflow inside Higgsfield.
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
Seedance 2.5 prompt director — the omni-reference dialect. Routes the four generation modes (t2v / omni_reference / video_edit / video_extension), writes explicit @Image/@Video/@Audio reference roles with exclusions, stages 30-second videos into end-state beats, and covers video editing, forward/backward extension, first-last-frame and multi-keyframe control, storyboard grids, blockout rendering, and seamless transitions. Use whenever the user asks for a Seedance 2.5 prompt, mentions Seedance 2.5 / Dreamina / Jimeng, wants a clip longer than 15s on Seedance, wants to EDIT or EXTEND an existing video rather than generate a new one, or supplies more than a handful of image/video/audio references. For Seedance 2.0 (4K, `mode=fast`, or a genre hint) use higgsfield-seedance 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。
OSideMedia/higgsfield-ai-prompt-skill☆ 7332026年9月27日 更新
Create cinematic movie poster concepts and final poster images from a user's brief, existing video plan, storyboard, character design, or project context. Use this skill whenever the user asks to generate a film poster, movie poster, key art, campaign poster, teaser poster, title poster, or promotional visual for a video project. This skill proposes several creative directions first when appropriate, defaults to a 3:4 poster ratio when no ratio is specified, and ensures typography, title treatment, imagery, genre, setting, and story tone are coherent and visually inventive.
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。
MagicCube/agentara☆ 5162026年5月11日 更新
Качество русского текста для агента. Russian text quality for agents: proofreading and AI-slop cleanup for Cyrillic text. Триггеры: очеловечь, вычитай, отредактируй, поправь, причеши, проверь текст, убери канцелярит, humanizer. Молча снимает жёсткие запреты в собственном русском выводе агента; чужой текст молча не трогает. Use when надо убрать из русского текста канцелярит, воду и нейросетевую манеру, не сломав смысл, факты и голос автора. Три режима по запросу: редактура, аудит без переписывания, точечная правка одной категории. Со скиллом едет детерминированный сканер scripts/scan.py: считает хард-баны, категории маркеров, ритм и морфологию, печатает ЧИСТОТА: N/100, поэтому правка измерима («было N, стало M»). Флаг --genre academic/legal/fiction/news снимает маркеры, законные для научного, юридического и новостного регистра. Работает ТОЛЬКО с русским: для английского humanizer, для итальянского humanizer-it. НЕ используй для: перевод, написание с нуля, грамматика без стилистики, код.
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。
ilyautov/humanizer-ru☆ 4392026年10月13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
Design the UX of custom-code Databricks Apps (AppKit/React) data screens — KPI/overview pages, reports, charts, tables, and Genie/chat data assistants — mapped to concrete AppKit components. Use when BUILDING or reviewing the UI of an AppKit/React app that displays data or answers data questions: choosing genre, layout, charts, KPIs, semantic color, required states (loading/empty/error), IBCS notation, and AI-result trust (showing generated SQL/sources for Genie/chat). A plain "create a dashboard" request means a managed AI/BI (Lakeview) dashboard → use databricks-aibi-dashboards, NOT this skill. Also NOT for non-data frontend (forms, settings, auth, marketing) or scaffolding/build/deploy (→ databricks-apps). Complements databricks-apps; use it alongside whenever a custom app has a chart, table, KPI, report, or Genie/chat/AI surface.
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。
databricks/databricks-agent-skills☆ 3472026年10月12日 更新
This skill should be used when the user asks about "pantsing", "discovery write", "write without an outline", "discovery draft", "write into the dark", "story kernel", "reconcile a chapter", "dead end", "drafting sprint", "writing cadence", or wants to draft a story by discovery with retrospective bible reconciliation. NOT for outline-first drafting, or mysteries and other clue-dependent genres where setup must come before payoff (use chapter-writing), or a reverse outline of an existing linear draft, a subplot cut, or another revision pass on existing chapters (use revision-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。
danjdewhurst/story-skills☆ 3052026年10月12日 更新
This skill should be used when the user asks for a "simulated beta read", "reader panel", "persona read", "first read before my beta readers", "how would a genre reader react", "would a reader keep going", "pre-beta read", "mock beta readers", or wants structured persona reads of a chapter range before human readers see it. NOT for real reader feedback (use feedback-triage), a paid sensitivity or authenticity read (use editorial-review), or the agent's own line edit (use line-editing).
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。
danjdewhurst/story-skills☆ 3052026年10月12日 更新
This skill should be used when the user asks to "validate", "reindex", "repair registries", "check links", "run the continuity, pacing, clue, voice, or name checks", "count words", "summarize a story project", "import an existing manuscript", "export a manuscript", "run a build", "generate a diagram", "record revision-pass status with `story passes`", "run the story CLI", or wants deterministic maintenance on a Story Skills markdown project. It runs the CLI and reads its output; NOT for judging a finding or revising the story to fix it (use revision-continuity for continuity errors and revision passes, plot-structure for pacing, voice-style for voices and prose, genre-craft for clues and fair play), or for sharing a review copy with readers (use feedback-triage).
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。
danjdewhurst/story-skills☆ 3052026年10月12日 更新
Art direction for soulslike games in Blender with monumental melancholy spaces, fog gates, bonfire landmarks, and lethal readability.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Art direction for FPS, TPS, shooter, battle royale, and extraction-shooter maps and props in Blender with sightline and cover language.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Art direction for racing and sports games in Blender with track landmarks, stadium kits, and high-speed readability.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Art direction for survival and survival-horror gameplay spaces in Blender emphasizing resource props, crafting readability, and tension routes.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Art direction for strategy, RTS, turn-based strategy, tower defense, MOBA, city builder, colony sim, and simulation games in Blender.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新
Art direction for stealth-game spaces in Blender with shadow volumes, patrol-friendly layouts, and concealment materials.
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。
arjun988/blender-skills☆ 2962026年7月11日 更新