Surface and categorize assumptions underlying product strategy. Use early in development to document what you're betting on.
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。
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概要と使いどころ
Surface and categorize assumptions underlying product strategy. Use early in development to document what you're betting on.
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。
Apply professional-grade security standards to any web application task. Use this skill when writing code that handles authentication, authorization, user input, APIs, file uploads, sessions, secrets, payments, or any data from external sources. Also use when the user asks to review, audit, or assess security of code or a web app. Covers OWASP Top 10 (2025), secure coding, threat modeling, and defensive architecture. Activate even when security is not explicitly mentioned — treat every web feature as a security 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。
Use when updating the stakeholder - report in outcome language (what changed for users, what's next, what decision is needed), translate technical detail, and surface risks early
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Find, rank, and safely remove accidental codebase complexity by proving real consumers, dynamic entrypoints, compatibility obligations, duplicate representations, speculative surfaces, and lifecycle ownership. Use when asked to simplify or clean up a repository, reclaim code entropy, reduce over-engineering or redundancy, find deletion candidates, collapse duplicate state/APIs, remove dead or added-then-abandoned code beyond static-tool output, or implement an evidence-backed simplification pass in any language or stack. Also trigger for 代码化简、熵回收、删代码、清理冗余、收敛抽象、去除过度设计. Do not use as a performance audit unless simplification is the stated goal.
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。
Build and debug SceneKit scenes where one 3D object (a product, badge, coin, wheel) performs on a transparent stage inside a SwiftUI app - studio lighting, real shadows, baked keyframe choreography, hand-rolled physics, gestures and haptics, multi-scene sequencing. Use when working with SCNView or SceneView in SwiftUI, UIViewRepresentable 3D scenes, product or hero-object animation, roll or spin entrances, a first-frame hitch when a scene appears, shadows missing or wrong, metal rendering black, choreographed 3D motion that must stay interruptible, a continuous vapor stream (vent air, steam, mist) drawn as a shader-driven sheet, a liquid-metal or jelly blob (noise-deformed surface with mirror reflections and tap ripples), chrome or gold that looks cartoon-flat instead of real, HDRI image-based lighting, free trackball rotation of an actor, deterministic screenshot testing of shader-driven scenes, cutting an actor in two with a finger swipe (runtime mesh slicing with sealed cross-sections and a falling piece), a die-struck relief object (badge, coin, medallion) built from a heightfield with multiple finishes on one mesh, an actor crumbling into debris that falls and rests on the floor, reproducing a real object's motion from photos or video, or keyframed motion that stutters at its own keyframes. Not for RealityKit, ARKit, visionOS, or full game worlds.
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。
Spec CLI surface area before implementation - command tree, flags, exit codes, I/O contract. Use when designing or planning a CLI interface.
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。
Structured pre-design questioning to surface hidden constraints before any architecture decision is locked in. Forces the architect/auditor/reviewer to enumerate what they DON'T know before proposing.
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。
How to write — and how to use — a skill that IS one aesthetic rather than a catalogue of them. A catalogue lets an agent pick, and it picks the modal option; a committed aesthetic makes it execute one thing precisely, against rules you can check. Use when a design keeps coming out competent and forgettable, when starting a new brand surface with no reference, or when authoring a house style you want executed the same way twice.
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。
Designs, builds, or refactors user-facing web or application interfaces with deliberate visual direction, typography, color and spacing tokens, content hierarchy, responsive behavior, accessible interaction states, and real rendered-surface verification. Use for pages, components, dashboards, landing pages, design systems, and frontend polish. Not for backend logic, API-only work, or visual claims that cannot be rendered or inspected.
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。
Official parent skill for analyzing HitKeep data through HitKeep MCP and official docs. Use for broad traffic, event, ecommerce, Web Vitals, AI visibility, Search Console, opportunity, tracking-health, MCP setup, or analytics-surface questions; use a narrower HitKeep analytics skill when the task clearly matches one.
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。
End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.
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。
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
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。
Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.
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。
Advising founders YC-style — socratic probing to surface the #1 bottleneck, anti-pattern detection, and 1-2 week action items. Not for brainstorming (Riff) or long-term scenarios (Helm).
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。
Role-playing as end users to generate authentic feature requests, surface unmet needs, and challenge team assumptions. Not for real feedback analysis (Voice) or UI evaluation (Echo).
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。
Constructing landing pages from a focused section to a premium multi-stage studio pipeline: structure, copy, conversion, responsive build, craft gates, and launch handoffs. Use when building or optimizing an LP, CTA, conversion flow, or premium launch 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。
Retrieve relevant memories for the current task from AgentDB. Use at the start of a task to load prior knowledge, when stuck to surface what worked before, or when the user asks "what do we know about X" / "have we done this before?"
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。
Capture a forward-looking idea with trigger conditions — surfaces automatically at the right milestone
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。
Initialize a new project using Documentation-Driven Development. Research, then write user-facing docs (SPEC.md) as the spec, then user validates docs, then phases derive from doc sections. Best for CLIs, libraries, SDKs, APIs, plugin systems, anything with a well-defined user-facing 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。
Surface Claude's assumptions about a phase approach before 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。
DeFi Protocol Architect: Mechanism design for AMMs, lending, vaults and derivatives: oracles, liquidations, attack surfaces.
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。
Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.
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。
Build Blender mesh surfaces directly from extracted 2D contours/masks instead of approximate primitives. Use for 1:1 mascot/logo reconstruction, exact leaf/petal silhouettes, filled wireframe shapes, shallow bas-relief forms, or when the model outline must match a front template before adding depth.
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。
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
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。