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cccskills

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概要と使いどころ

narrator

無料

Activate when the user explicitly names the narrator skill or requests production-ready narration in either case: (1) numbered takes fitted to fixed video windows, or (2) one continuous long-form story read in a locked voice that must be measured and retried for timbre or internal pauses. Collect missing text, voice_id, or voice_type after activation; their absence is not a reason to skip this workflow. Own pacing, speech-duration gates, retries, and ready audio delivery; never time-stretch. Do not use for ordinary TTS, "read this aloud", an unconstrained voiceover, voice browsing, music, SFX, singing, dubbing existing speech, or voice cloning.

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。

openai/plugins7,4512026年10月8日 更新

Gather business context from connected or provided sources so downstream analysis starts with the right framing. Use when an analytical question depends on missing context, such as what a metric means, what changed recently, or which sources should be checked. If the same prompt asks for diagnosis, recommendation, or a deliverable, gather context first and continue to the focused skill.

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。

openai/plugins7,4512026年10月8日 更新

Find Dropbox files and folders relevant to a user request. Use when the user asks to search Dropbox, find a document, locate recent files, browse a folder, identify likely source files, or narrow down where content lives before reading, sharing, organizing, or restoring it.

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。

openai/plugins7,4512026年10月8日 更新

Design dashboards and live visualization systems. Use when the user needs monitoring views, streaming charts, coordinated interactions, downsampling, or performance-aware operational visualization.

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。

openai/plugins7,4512026年10月8日 更新

Mirror an iOS Simulator into the Codex in-app browser and render SwiftUI previews from importable Swift packages in that simulator with hot reload. Use when a user wants to watch or interact with an iOS app in the browser, see a SwiftUI preview outside Xcode Canvas, iterate live on a preview, or capture browser-visible simulator proof.

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。

openai/plugins7,4512026年10月8日 更新

Break a large story or epic into smaller deliverable stories using proven split patterns. Use when backlog items are too big for estimation, sequencing, or independent release.

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。

deanpeters/Product-Manager-Skills7,4072026年9月2日 更新

Break down epics into user stories with Humanizing Work split patterns. Use when a backlog item is too large to estimate, sequence, or deliver safely.

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。

deanpeters/Product-Manager-Skills7,4072026年9月2日 更新

Identify which organic growth path to pursue — new segments, geographies, channels, or products. Use when diagnosing where a growth constraint lives and which McKinsey growth level to act on next.

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。

deanpeters/Product-Manager-Skills7,4072026年9月2日 更新

Frame an epic as a testable hypothesis with target user, expected outcome, and validation method. Use when defining a major initiative before roadmap, discovery, or delivery planning.

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。

deanpeters/Product-Manager-Skills7,4072026年9月2日 更新

When the user wants to choose between PLG and sales-led, design a sales motion, optimize time-to-first-value, or build a value-before-purchase experience. Also use when the user mentions 'PLG,' 'product-led growth,' 'sales-led,' 'sales motion,' 'free trial,' 'freemium,' 'self-serve,' 'demo-first,' 'time-to-first-value,' 'TTFV,' or 'agent-led sales.' This skill covers sales motion selection, value delivery design, and go-to-market motion architecture. Do NOT use for technical implementation, code review, or software architecture.

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。

tech-leads-club/agent-skills7,0582026年10月15日 更新

Deploy applications and websites to Vercel. Use when the user requests deployment actions like "deploy my app", "deploy and give me the link", "push this live", or "create a preview deployment". Do NOT use for deploying to Netlify, Cloudflare, or Render (use their respective skills).

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。

tech-leads-club/agent-skills7,0582026年10月15日 更新

Technology-agnostic guidance for modular systems: bounded contexts, clear boundaries, composability, state isolation, explicit contracts, failure containment, scaffolding workflows, split/merge criteria, sub-units inside a context, and compliance review signals. Use when designing or reviewing module structure, service boundaries, package layout, cross-cutting dependencies, "how should we split this?", modularity assessments, coupling between domains, greenfield context design, or architecture discussions without assuming a specific framework, language, or repository layout. Do NOT use for executing the full Patterns 1–5 repo decomposition pipeline or per-pattern inventories (use modular-decomposition), phased extraction roadmaps as the main deliverable (use decomposition-planning-roadmap), or end-to-end legacy migration strategy (use legacy-migration-planner).

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。

tech-leads-club/agent-skills7,0582026年10月15日 更新

Keep a Linear issue aligned with implementation evidence, acceptance criteria, code review, and deployment state while avoiding premature completion claims.

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。

Devin-AXIS/iPolloWork6,9842026年10月14日 更新

Produce concise Linear project updates from current milestones, completed and blocked issues, delivery risks, and next 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。

Devin-AXIS/iPolloWork6,9842026年10月14日 更新

Build a live Three.js landscape that stays quiet behind a subject — a noise heightfield on a polar grid so resolution follows the lens, ground coloured by slope and moisture rather than by texture, instanced GPU grass whose wind costs nothing on the CPU, scattered stones, a gradient sky dome, a star field you can actually see, and a time-of-day system that cross-fades instead of cutting. Use for hero backdrops, product stages, scroll worlds, or any scene where a building, object, or figure has to sit in a place rather than float on a gradient.

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。

MengTo/Skills6,7732026年10月6日 更新

Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.

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。

MengTo/Skills6,7732026年10月6日 更新

Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness, and cleanup of temporary QA resources.

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。

MengTo/Skills6,7732026年10月6日 更新

Draws original hand-authored SVG spot illustrations in an outlined cartoon style for design and coding subjects. Identifying traits: a warm near-black ink outline on every flat fill in three weights (2.5 / 2 / 1.5 px), tapered ink slivers for folds, brows and finger splits, big-headed characters with huge white eyes, thick brows, open smiles and pink blush, blob hair with white highlight dashes, and a small decor set of "+" sparkle crosses, outline rings, squares and coloured dots on a transparent card. Covers one character with one hero prop, gripping and holding hands, sneakers, clothing folds and UI props. Use when someone asks for an outlined, inked, comic, sticker or doodle-style cartoon, a friendly character or mascot, or a spot illustration for an empty state, onboarding, 404 or error page, success state, blog header, feature spot or marketing card.

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。

MengTo/Skills6,7732026年10月6日 更新

Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.

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。

MengTo/Skills6,7732026年10月6日 更新

Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.

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。

MengTo/Skills6,7732026年10月6日 更新

Package a finished local project into an intentional GitHub repository, create a strong README and visual preview, push it safely, configure a public GitHub Pages URL when the project is compatible, and verify the deployed result. Use when a user asks to upload, publish, open-source, share, or turn a local HTML/CSS/JavaScript experiment or small web project into a documented GitHub repository with a live demo.

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。

MengTo/Skills6,7732026年10月6日 更新

Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

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。

MengTo/Skills6,7732026年10月6日 更新

Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, VFX, and performance-ready runtime asset delivery.

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。

MengTo/Skills6,7732026年10月6日 更新

Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.

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。

MengTo/Skills6,7732026年10月6日 更新