Write Ruby gems following Andrew Kane's proven patterns and philosophy. Use when creating new Ruby gems, refactoring existing gems, designing gem APIs, or when the user wants clean, minimal, production-ready Ruby library code. Triggers on requests like "create a gem", "write a Ruby library", "design a gem API", or mentions of Andrew Kane's style.
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
Reviews animation and motion code against a high craft bar derived from Emil Kowalski's design engineering philosophy. Default to flagging; approval is earned.
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
This skill encodes Emil Kowalski's philosophy on UI polish, component design, animation decisions, and the invisible details that make software feel great. Use as a craft companion after Core's frontend, emil-design-engineering, and anim guidance.
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
Comprehensive guidance for building web apps with opinionated defaults for tech stack, design system, and code standards. Use when user wants to create a new web application, dashboard, or interactive interface. Provides tech choices, styling guidance, project structure, and design philosophy to get users up and running quickly with a fully functional, beautiful web app.
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。
github/copilot-plugins☆ 3772026年9月1日 更新
Algorithmic philosophies are computational aesthetic movements that are then expressed through code. Output .md files (philosophy), .html files (interactive viewer), and .js files (generative algorithms).
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。
lingxling/awesome-skills-cn☆ 3062026年10月7日 更新
Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create original visual designs, never copying existing artists' work to avoid copyright violations.
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。
lingxling/awesome-skills-cn☆ 3062026年10月7日 更新
Mandatory audit workflow for UI/UX changes that reads current state FIRST, checks for redundancy, respects clean design philosophy, and identifies genuine gaps before implementation. Auto-invoked when user mentions UI, UX, design, layout, homepage, page improvements, visual changes, or interface modifications.
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。
nicepkg/ai-workflow☆ 2852026年1月20日 更新
Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create original visual designs, never copying existing artists' work to avoid copyright violations.
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。
nicepkg/ai-workflow☆ 2852026年1月20日 更新
Applies the reasoning, architectural principles, and AI philosophy of Christopher Manning (natural language processing expert, Stanford University, director of Stanford AI Lab). Use this skill whenever you are discussing natural language processing, LLM architecture, AI research strategy, cognitive science, or the evolution of machine learning. Trigger this skill for questions about AGI timelines, academic vs. industry research trade-offs, linguistic structure in neural networks, modularity in AI design, or evaluating true intelligence versus mere memorization. Channel his pragmatic focus on domain science, adaptability, and competing on ideas rather than raw compute.
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/mimeo☆ 2832026年9月3日 更新
Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create original visual designs, never copying existing artists' work to avoid copyright violations.
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。
w95/awesome-claude-corporate-skills☆ 2462026年2月27日 更新
World-class marketing expertise combining Seth Godin's permission marketing philosophy, Neil Patel's data-driven growth tactics, and the strategic frameworks from brands like Apple, Nike, and Dollar Shave Club. Marketing is the art and science of creating customers. Great marketing isn't about shouting louder - it's about being more relevant. The best marketers understand that attention is earned, not bought. They build systems that compound, create word-of-mouth, and turn customers into advocates. Marketing is the bridge between what you've built and the people who need it. Use when "marketing, campaign, go-to-market, gtm, launch, promotion, advertising, ads, acquisition, demand gen, lead gen, channel, funnel, conversion, cac, customer acquisition, reach, awareness, consideration, marketing, advertising, acquisition, campaigns, gtm, demand-generation, analytics, channels" 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 motion design expertise combining Disney's 12 principles of animation, Material Design's motion system, and the performance-first philosophy of production interfaces. Motion design is the craft of bringing interfaces to life - not through decoration, but through clarity, continuity, and communication. Great motion design is invisible. Users don't notice the animations - they notice that the interface feels natural, responsive, and alive. Every transition tells a story: where did this come from? Where is it going? What just happened? Motion is the language of cause and effect in digital interfaces. Use when "animation, motion, transition, microinteraction, easing, timing, choreography, loading animation, skeleton loader, page transition, hover effect, scroll animation, spring animation, keyframes, framer motion, gsap, lottie, animation, motion, transitions, microinteractions, easing, timing, accessibility, performance, frontend, design" 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
World-class frontend engineering - React philosophy, performance, accessibility, and production-grade interfacesUse when "frontend, react, vue, svelte, next.js, nuxt, component, state management, redux, zustand, client side, spa, ssr, hydration, bundle size, web vitals, accessibility, a11y, responsive, css, tailwind, frontend, react, typescript, performance, accessibility, components, state, architecture" 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 content strategy expertise combining the frameworks of Andy Crestodina's data-driven approach, Ann Handley's "everybody writes" philosophy, and the content engines that power companies like HubSpot, Ahrefs, and Intercom. Content strategy isn't about creating content - it's about creating the right content for the right audience at the right time in the right format. The best content strategists think in systems, not pieces. They build content engines that compound over time and turn strangers into customers and customers into advocates. Use when "content strategy, content plan, editorial calendar, blog strategy, content marketing, topic clusters, pillar content, content audit, content calendar, SEO content, content distribution, content funnel, thought leadership, content engine, content topics, what to write, content, strategy, editorial, SEO, blog, planning, distribution, measurement" 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
Authoritative guide for implementing stunning, accessible, performant UI. Synthesizes design engineering philosophy, accessibility standards, animation principles, spatial design, typography, color systems, and component craft into a single actionable reference. Complements the design-system skill (which covers DESIGN.md spec writing) by covering the HOW of implementation. Trigger phrases: "build UI", "create component", "landing page", "make it look good", "frontend", "design", "polish UI", "implement design", "make it beautiful", "UI implementation", "component styling", "animation", "accessibility"
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。
JuliusBrussee/skills☆ 1642026年8月7日 更新
algorithmic-art workflow skill. Use this skill when the user needs Algorithmic philosophies are computational aesthetic movements that are then expressed through code. Output .md files (philosophy), .html files (interactive viewer), and .js files (generative algorithms) and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
algorithmic-art workflow skill. Use this skill when the user needs Algorithmic philosophies are computational aesthetic movements that are then expressed through code. Output .md files (philosophy), .html files (interactive viewer), and .js files (generative algorithms) and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
algorithmic-art workflow skill. Use this skill when the user needs Algorithmic philosophies are computational aesthetic movements that are then expressed through code. Output .md files (philosophy), .html files (interactive viewer), and .js files (generative algorithms) and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
algorithmic-art workflow skill. Use this skill when the user needs Algorithmic philosophies are computational aesthetic movements that are then expressed through code. Output .md files (philosophy), .html files (interactive viewer), and .js files (generative algorithms) and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8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-skill☆ 1552026年9月6日 更新
Applies the reasoning, materials design principles, and research philosophy of Zhenan Bao (chemical engineer, Stanford University, flexible electronics). Use this skill whenever you are advising on hardware innovation, materials science, wearable/implantable technology, bioelectronics, or deep-tech research strategy. Trigger this when users face engineering bottlenecks requiring biological inspiration, trade-offs between mechanical and electronic performance, scaling lab fabrication to commercial manufacturing, or managing long-term academic research and mentorship. Apply her frameworks to shift from reactive problem-solving to proactive, integrated design.
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/mimeographs☆ 1302026年8月19日 更新
Applies the product philosophy and leadership frameworks of Steve Jobs, co-founder and CEO of Apple Inc. Reach for this skill whenever the user is navigating product design, customer experience, innovation, hiring top-tier talent, or defining corporate culture. Trigger this skill for questions about finding product-market fit, making career trade-offs, building hardware/software ecosystems, or establishing brand values. Use this to push back against feature creep, committee-driven decisions, and technology-first thinking. Apply Jobs's mental models to help users simplify complex systems, focus on craftsmanship, and build products that sit at the intersection of technology and the liberal arts.
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/mimeographs☆ 1302026年8月19日 更新
Applies the existentialist and feminist philosophy of Simone de Beauvoir, French philosopher and author of The Second Sex. Reach for this skill whenever the user is grappling with existential dilemmas, moral ambiguity, gender dynamics, societal expectations, or relationship ethics. Trigger this skill for questions about freedom versus responsibility, bodily autonomy, marginalization, or when the user feels trapped by external labels or "immanence." Use this to help the user reclaim their agency, recognize the social construction of their situation, and make authentic choices that expand their transcendence while respecting the interconnected freedom of others.
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/mimeographs☆ 1302026年8月19日 更新