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概要と使いどころ

Team structure, gearing analysis, continuity planning, and competing demand management for legal matters. Use when setting up a matter team, reviewing whether work is being done at the right grade, planning cover for an unavailable team member, or managing a resource conflict across matters. Trigger on: 'who should be on this matter', 'team structure', 'gearing', 'right people at the right level', 'partner is doing associate work', 'cover for maternity leave', 'who has capacity', 'team member leaving', 'over-allocated', 'staffing conflict', 'pinch point', 'capacity problem', 'how do we resource this', 'team too senior', 'team too junior'.

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。

lawve-ai/awesome-legal-skills8662026年10月3日 更新

Stakeholder mapping, communication plan design, reporting hierarchy, and mid-matter comms updates. Use when setting up a new matter and needing to identify who needs what information, designing the communication rhythm, building reporting structures for multi-jurisdiction programmes, or updating the comms plan when the stakeholder landscape changes. Trigger on: 'stakeholder map', 'who needs to be kept informed', 'communication plan', 'reporting structure', 'who do we report to', 'how often do we meet', 'client wants more updates', 'new contact on the client side', 'build the comms plan', 'reporting hierarchy', 'HQ vs regions', 'who is the decision maker', 'comms rhythm', 'meeting cadence', 'status call schedule'.

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。

lawve-ai/awesome-legal-skills8662026年10月3日 更新

Convert agreed scope into a structured matter plan — phases, workstreams, milestones, dependencies, owner assignments, and matter setup decisions. Use when planning a new matter, running a kickoff, building a workstream plan, structuring phases, setting up task codes, or producing a plan to drive status reporting. Trigger on: 'build a plan', 'matter plan', 'project plan', 'what are the phases', 'workstream plan', 'how do we sequence this', 'who owns what', 'task codes', 'matter setup', 'workstream plan', 'matter plan', 'rolling wave', 'plan the next phase', 'what comes first', 'kickoff agenda'.

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。

lawve-ai/awesome-legal-skills8662026年10月3日 更新

Collaboration platform configuration methodology for legal matter sites. Site architecture, workflow identification, dashboard design, data quality governance, and user adoption for SharePoint, Teams, and equivalent platforms. M365 is the reference implementation — outputs are platform-agnostic enough to brief IT or build simple automations without becoming a Power Automate manual. Use when setting up a matter site, identifying workflows to automate, designing reporting dashboards, managing platform data quality, or driving user adoption. Trigger on: 'set up the matter site', 'configure SharePoint', 'build a dashboard', 'what should we automate', 'brief IT on this workflow', 'nobody is using the platform', 'data quality is poor', 'set up Teams channel', 'matter site structure', 'alerts and notifications', 'user training', 'platform governance', 'status dashboard', 'what workflows can we automate', 'matter site template'.

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。

lawve-ai/awesome-legal-skills8662026年10月3日 更新

Scaffold an emergent project from observed children's interests using Reggio-inspired approaches. Use when following children's fascinations into deeper inquiry in early years or primary settings.

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。

GarethManning/education-agent-skills8632026年8月29日 更新

Map which elements of an assignment benefit from AI assistance vs. which AI use undermines. Use when redesigning tasks for AI-age classrooms or setting defensible AI use policies for specific assignments.

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。

GarethManning/education-agent-skills8632026年8月29日 更新

Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.

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-Dev-Agentic-Skills8542026年10月14日 更新

Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.

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-Dev-Agentic-Skills8542026年10月14日 更新

Expert architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.

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-Dev-Agentic-Skills8542026年10月14日 更新

Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.

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-Dev-Agentic-Skills8542026年10月14日 更新

Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.

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-Dev-Agentic-Skills8542026年10月14日 更新

Bevy ECS skill for desktop windows. Use when setting the primary window size, present mode, fullscreen, or close behavior. Keywords: Bevy, window, desktop, WindowPlugin, PrimaryWindow, WindowMode.

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-Dev-Agentic-Skills8542026年10月14日 更新

Bevy ECS skill for audio playback. Keywords: Bevy, AudioPlayer, AudioSink, PlaybackSettings, AssetServer.

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-Dev-Agentic-Skills8542026年10月14日 更新

Expert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.

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-Skills8502026年10月13日 更新

Expert blueprint for VR platforms (Meta Quest, PSVR, SteamVR, Pico) covering XR toolkit (OpenXR), comfort settings (vignetting, snap turning, teleport), motion controls, hand tracking, and 90+ FPS requirements. Use when targeting VR headsets or implementing immersive 3D experiences. Keywords VR, XR, OpenXR, Meta Quest, motion sickness, comfort, locomotion, XRController3D, foveated rendering.

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-Skills8502026年10月13日 更新

Expert patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.

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-Skills8502026年10月13日 更新

Expert architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.

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-Skills8502026年10月13日 更新

Expert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.

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-Skills8502026年10月13日 更新

Bevy ECS skill for audio playback. Keywords: Bevy, AudioPlayer, AudioSink, PlaybackSettings, AssetServer.

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-Skills8502026年10月13日 更新

Deploy applications to the Temps platform with automatic framework detection, Dockerfile generation, and container orchestration. Supports Next.js, Vite, React, Node.js, Python, Go, Rust, Java, and C# applications. Use when the user wants to: (1) Deploy their app to Temps, (2) Set up CI/CD with Temps, (3) Configure deployment settings, (4) Create a Dockerfile for Temps, (5) Deploy a containerized application, (6) Set up automatic deployments from Git. Triggers: "deploy to temps", "temps deployment", "push to temps", "containerize for temps", "temps ci/cd".

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。

gotempsh/temps8452026年10月15日 更新

Use when exporting and distributing Godot games — export presets, platform settings, CI/CD with GitHub Actions

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。

jame581/GodotPrompter8272026年10月15日 更新

Use when creating a new Godot 4.x project — scaffolds recommended directory structure, project settings, autoloads, and .gitignore

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。

jame581/GodotPrompter8272026年10月15日 更新

Build Krea 2 Turbo txt2img workflows with the native krea2 CLIPLoader, Qwen3-VL encoder, Qwen image VAE, 8-step turbo settings, and Ideogram-style JSON prompting

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。

artokun/comfyui-mcp8252026年10月15日 更新

Extend / continue a video temporally with Pusa 2.2 in ComfyUI. Temporal flowmatching (the flowmatch_pusa scheduler + WanVideoAddPusaNoise) on the WanVideoWrapper stack with WAN 2.2 T2V A14B (HIGH/LOW) models and the Pusa V1 LoRAs, conditioning on the loaded clip via WanVideoEncode so the existing motion carries into the continuation. Covers the kijai wanvideo_2_2_14B_Pusa_extension graph, model/LoRA slots + downloads, noise/length/scheduler settings, chaining multiple extensions, VRAM tiers, gotchas, and the extend→upscale handoff.

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。

artokun/comfyui-mcp8252026年10月15日 更新