The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" 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
Code review specialist for quality standards, design patterns, security review, and constructive feedbackUse when "code review, pull request, PR review, code quality, refactor, technical debt, design pattern, best practice, code-review, quality, patterns, security, refactoring, best-practices, pull-request, review, ml-memory" 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
Detects and redirects scope creep during implementation — unrequested features, drive-by refactors, premature abstraction, and over-engineering. Use while implementing, especially when a change is growing beyond the original request.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
Agent Orchestrator workflow skill. Use this skill when the user needs Meta-skill que orquestra todos os agentes do ecossistema. Scan automatico de skills, match por capacidades, coordenacao de workflows multi-skill e registry management 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☆ 1612026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☆ 1572026年9月6日 更新
Push current branch changes to origin and create or update the corresponding pull request; use when asked to push, publish updates, or create a pull request.
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。
sushaantu/boxento☆ 1532026年10月8日 更新
Use when the user explicitly asks to use the informed-patient skill to prepare for a medical appointment, organize symptoms before seeing a doctor, or evaluate the evidence behind a diagnosis or treatment. Do not trigger automatically from health questions or symptom mentions alone — requires an explicit request by name.
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-skills☆ 1522026年10月14日 更新
Analyze one or more cycling, running, or hiking FIT/KML activity tracks, generate evidence-based single or aggregate reports, open the bundled local Ride Relief report page when the environment supports it, enrich results with user-confirmed public location context, and create shareable PNG or H.264 MP4 route stories on request. Use whenever a user wants to analyze, compare, visualize, or export .fit or .kml activities, including requests that mention a workout but do not yet include track files.
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。
op7418/guizang-sports-skill☆ 1472026年8月10日 更新
Draws an activity flow / system architecture diagram as ONE self-contained, INTERACTIVE HTML+SVG page (2-pane app layout — left: diagram, default fit-to-view with zoom/pan; right: sidebar with explainer cards), styled like a real hand-drawn enterprise doc (Stripe/AWS-docs style — real brand logos for MongoDB/Odoo/n8n/etc. from a bundled Simple Icons library, neutral white boxes, sans-serif, no "AI neon" look), scroll-to-zoom, auto light/dark with a toggle button — clicking a flow (a legend chip, a line, or a step badge) highlights that flow with traveling dots along the arrows in their direction, a ping at the destination box, and a sidebar panel that slides out, while everything else dims; two-way arrows (OUT = solid blue / RETURN = dashed green) carry numbered step badges, colored by semantic meaning (red = auth checkpoint, purple = scheduled flow, amber = data pipeline), a small "hop" arc where two lines are forced to cross, dashed group regions, one explainer card per flow in the right sidebar. Use this skill ANY TIME the user wants to "draw a diagram", "draw a flow", "draw a system diagram", "redraw this so it's easier to follow", "interactive diagram", "two-way diagram", "request/response flow", "make a free-form HTML diagram" — even if they never say the word HTML. Especially good when both the request direction AND the response direction need to be shown, or when a templated tool (archify, mermaid) is too rigid. Do NOT use for data charts (bar/line/pie), and do not use when the user asks specifically for archify or mermaid.
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。
unclecatvn/agent-skills☆ 1452026年9月24日 更新
Captures and organizes chaotic brain dumps into a structured, actionable system with zero information loss. Use this skill whenever the user says 'capture this', 'brain dump', 'let me dump some ideas', 'I've got a bunch of thoughts', 'here's everything on my mind', 'idea dump', 'let me get this out of my head', 'I need to organize my thoughts', 'here's what I'm thinking', or any variation where someone is unloading a messy stream of ideas, tasks, thoughts, and plans wanting them turned into something coherent. Also trigger when the user pastes or dictates a long, unstructured block of mixed ideas — even without the exact phrase — the intent is the same. Fast-to-action by design: no upfront intake. Output is four sections (Projects/Ideas, Tasks, Connections, How I Can Help) ending with a directive question. Asks at most one mid-organization clarifying question when a single item is genuinely ambiguous between task and project.
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-skills☆ 1412026年6月29日 更新
TRIGGER when: user asks to draw, illustrate, or visualize any process, structure, or concept — "画个流程图", "draw an architecture diagram", "帮我画个对比图", "visualize this process", "make a diagram for this doc", or mentions 流程图/架构图/示意图/对比图/时序图/泳道图/时间线. Also trigger when user provides a document/article and asks for illustrations or diagrams. DO NOT trigger for: chart/plot requests (bar charts, line graphs — those need a charting library, not draw.io), or artistic image requests (logos, mascots, drawings of objects/people — those need an image tool).
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。
wentong2022-arch/flowforge-skill☆ 1392026年7月4日 更新
Use when asked to take over, adopt, or babysit a GitHub pull request until it merges — read review feedback, fix it, resolve threads, dismiss unreasonable change requests, and merge once approved and green. Picks between driving the PR live in this session or handing it to the Looper daemon for unattended background runs, confirming with the user when unclear. Triggers on "take over this PR", "接管这个 PR", "持续修复 review 直到合并", or a Looper takeover bot comment. Works in any coding agent (Claude Code, Codex, opencode, Gemini, …) using gh + git.
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。
nexu-io/looper☆ 1342026年10月6日 更新
Maps topics and keywords from user questions to QwenPaw official documentation paths and common source code entry points, reducing blind searching. Intended for the built-in QA Agent to quickly identify which files to read when answering questions about installation, configuration, skills, MCP, multi-agent, memory, CLI, etc.
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/skills☆ 1302026年9月10日 更新
Applies the dialectical reasoning and intellectual humility of Socrates (ancient Greek philosopher, 470-399 BCE). Use this skill whenever the user is grappling with fundamental definitions, moral dilemmas, educational approaches, self-reflection, or making high-stakes ethical decisions. Trigger this skill when encountering topics like virtue, justice, the pursuit of truth, questioning assumptions, coaching, or when the user seems overly confident in unexamined beliefs. It helps dismantle false assumptions through probing questions and redirects focus toward the "care of the soul" and objective truth over external validation or material success.
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☆ 1292026年8月19日 更新
Applies Judea Pearl's causal reasoning frameworks to distinguish correlation from causation, evaluate AI capabilities, and make counterfactual decisions. Reach for this skill whenever Claude encounters questions about causal inference, structural causal models, the limitations of deep learning, AGI, experimental design, covariate selection, or personalized decision-making. Trigger this skill for topics involving Bayesian networks, the do-calculus, the Ladder of Causation, or when a user tries to answer 'what if' or 'why' questions using purely observational data. Pearl's principles are essential for moving beyond probability calculus into true causal understanding.
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☆ 1292026年8月19日 更新
Applies the empiricist, skeptical, and practical reasoning of David Hume, 18th-century Scottish philosopher. Use this skill whenever you encounter questions about epistemology, causality, human nature, moral philosophy, political authority, or the limits of rational knowledge. Trigger this skill when the user is grappling with abstract theories that need grounding, evaluating causal claims, discussing the role of emotion vs. reason in decision-making, or questioning the legitimacy of institutions. Even if the user doesn't name Hume, apply his frameworks (like Hume's Fork or the Impression Test) to cut through metaphysical speculation, ground arguments in observable experience, and recognize that reason is ultimately guided by human sentiment.
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☆ 1292026年8月19日 更新
Suede Labs skill that prepares a song for sync pitching: scene and emotional angles, a supervisor-facing one-sheet, an exists/missing/unknown asset checklist covering master, instrumental, clean, and stems, screened lyric flags, mood tags, and the open clearance questions kept in their own labeled pile. Use when a track is headed for film, TV, ads, games, trailers, or creator campaigns; when a music supervisor, sync agent, or brand asks what a song is and whether it can be used; or when someone asks for a one-sheet, pitch email, or sync package for a release. Prepares review-ready materials only: never claims clearance, promises placement, or sends outreach. NOT FOR: finding and organizing the rights gaps behind an open clearance question (use suede-rights-audit); building the rights transfer package (use suede-rights-passport); linting the release folder itself (use suede-release-linter); a full rollout campaign (use suede-campaign-in-a-box).
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
Suede AI umbrella router for the public Suede pack: selects the right specialist across copy, design, code review and grading, SEO and visibility, launch packaging, MCP QA, iOS and Android shipping, growth, and creator rights work. Use when a request crosses two or more Suede lanes, when the user wants the full public skill pack loaded from one installable path, when they ask which Suede skill fits a task, or when only this umbrella skill is installed. NOT FOR: a request that names one lane and can go straight to its specialist; a multi-file repo change that should be built and reviewed as one DAG (use suede-graph-flo-xr).
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
Any live-web task via the Firecrawl CLI — including ordinary web research: searching the web, reading or extracting pages, gathering sources, discovering site URLs, bulk extraction, downloading a site, change alerts, or pages needing clicks/login — web only; local files route to firecrawl-parse. For US legal or regulatory questions use gov; for papers use firecrawl-research-index; for library, API, error, or bug questions use firecrawl-developer-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。
firecrawl/skills☆ 1242026年10月9日 更新
Search an index of public repositories, GitHub issues, merged pull requests, repository READMEs, and curated documentation sites. Use when a programming question needs external documentation or upstream evidence.
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。
firecrawl/skills☆ 1242026年10月9日 更新
Use this skill for any Python backend work in this project: building FastAPI endpoints, writing service functions, defining Pydantic/SQLModel schemas, running Alembic migrations, or debugging 422 errors. Essential for authentication and authorization patterns — setting up get_current_user, is_superuser checks, admin-only guards, role-based access, and dependency injection chains like Depends(). Also covers middleware, background tasks, async SQLAlchemy sessions, ORM relationship loading, and request/response design. Activate whenever the question involves Python API code, FastAPI patterns, or backend architecture in this codebase. Not for frontend, Docker, CI/CD, or infrastructure.
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-prime☆ 1192026年5月17日 更新
Investigate unexpected behavior and mysterious bugs. Use when the cause of a problem is unknown and the user needs to understand WHY something is happening — symptoms like: sudden unexplained changes in metrics or behavior, works locally but not in staging/production, inconsistent or intermittent failures, correct code producing wrong results, operations succeeding but having no effect, environment-specific failures, duplicate executions, stale data, or any "why did this change?" or "why is this happening?" situation. Covers infrastructure anomalies (cache hit rates dropping, latency spikes, queue behavior shifts) as well as code bugs. The key signal is confusion about root cause, not a request to implement a known fix. Do NOT use for feature requests, known fixes, planning, or documentation 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。
avibebuilder/claude-prime☆ 1192026年5月17日 更新
Allows you to view the user's screen as well as several hours of history. Use when the user makes a reference to their recent work, for which it'd be helpful to see the screen. This skill MUST be used whenever you need to resolve ambiguity in a user request, where the user hasn't specified enough context to do the task. Examples include disambiguating the specific user/app/document/error the user is referring to. You must also use this skill if the user asks about any question regarding Chronicle or asks what you can see from the screen.
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。
obra/dotfiles☆ 1172026年10月13日 更新
Generate targeted clarifying questions (2-3 max) that challenge vague requirements and extract missing context. Use after request-analyzer identifies clarification needs, before routing to specialist agents. Helps cto-orchestrator avoid delegating unclear requirements.
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。
alirezarezvani/claude-cto-team☆ 1172025年12月18日 更新