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cccskills

「surface」の検索結果

1,685 件 ・ 関連度順

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。

itseffi/agentic-os1152026年10月7日 更新

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。

EliasOulkadi/shokunin1142026年10月5日 更新

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

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。

makifbaysal/tasktrooper1132026年10月12日 更新

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。

tautcony/ChapterTool1132026年10月14日 更新

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。

dembsky/PropMotion1132026年8月15日 更新

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。

archibate/dotfiles-opencode1082026年4月29日 更新

discovery

無料

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。

avelikiy/great_cto1032026年10月13日 更新

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。

avelikiy/great_cto1032026年10月13日 更新

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。

thiientv/godmode972026年8月26日 更新

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。

PascaleBeier/hitkeep942026年10月10日 更新

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。

striderZA/OpenCodeGameStudios932026年10月7日 更新

soak-test

無料

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。

striderZA/OpenCodeGameStudios932026年10月7日 更新

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。

striderZA/OpenCodeGameStudios932026年10月7日 更新

sage

無料

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。

simota/agent-skills922026年10月12日 更新

plea

無料

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。

simota/agent-skills922026年10月12日 更新

funnel

無料

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。

simota/agent-skills922026年10月12日 更新

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。

ruvnet/agentdb912026年10月12日 更新

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。

buildomator/buildomator902026年9月24日 更新

new-ddd

無料

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。

buildomator/buildomator902026年9月24日 更新

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。

buildomator/buildomator902026年9月24日 更新

arch-defi

無料

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。

alvin-reyes/better-agentic-ide902026年10月13日 更新

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。

RobLe3/cc-blender-skill902026年10月13日 更新

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。

RobLe3/cc-blender-skill902026年10月13日 更新

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。

RobLe3/cc-blender-skill902026年10月13日 更新