Manage significant changes during sprint execution. Use when the user says "correct course" or "propose sprint change"
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
Manage significant changes during sprint execution. Use when the user says "correct course" or "propose sprint change"
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 sprint status tracking from epics. Use when the user says "run sprint planning" or "generate sprint plan"
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 Epics and Stories from GDD requirements for development. Use when the user says "create epics" or "create stories"
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。
Verify GDD, UX, Architecture, and Epics alignment before production. Use when the user says "check readiness" or "implementation readiness"
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。
Implements any user intent, requirement, story, bug fix or change request by producing clean working code artifacts that follow the project's existing architecture, patterns and conventions. Use when the user wants to build, fix, tweak, refactor, add or modify any code, component or feature.
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。
Review test quality and coverage. Use when the user says "test review" or "review tests"
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。
Summarize sprint status and surface risks. Use when the user says "check sprint status" or "show sprint status"
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。
Scaffold end-to-end testing infrastructure. Use when the user says "e2e scaffold" or "set up e2e testing"
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。
Execute story implementation following a context filled story spec file. Use when the user says "dev this story [story file]" or "implement the next story in the sprint plan"
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。
Creates a dedicated story file with all the context the agent will need to implement it later. Use when the user says "create the next story" or "create story [story identifier]"
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。
Determine whether an app is ready to submit, then drive the current App Store release flow with asc, including validation, staging, review submission, first-time availability, subscriptions, IAP, Game Center, and App Privacy checks.
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。
Launch and drive an isolated World of Warcraft 1.12.1 client against a local Thistle Tea server, including keyboard input, left/right clicks, camera drags, screenshots, real instance entry, log observation, and Tidewave runtime probes. Use for real-client gameplay acceptance, client-sensitive protocol or movement verification, reproducing live bugs, checking visibility and instance isolation, or validating a scripted content chain beyond automated tests.
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。
Cloudflare Durable Objects for stateful coordination and real-time apps. Use for chat, multiplayer games, WebSocket hibernation, or encountering class export, migration, alarm errors.
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 a user provides one baseline image and requests game animation frames, sprite sequences, attack/walk/idle/hit/death/casting motion, transparent PNG frames, a spritesheet, keyframe prompts, or consistent whole-character pose animation.
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。
Think and work like an expert Cryptographer. Use when a task calls for Cryptographer judgment. Reasons from IND-CCA/EUF-CMA games and tight reductions through AES-GCM/RSA-OAEP/ECDSA, ML-KEM/ML-DSA (FIPS 203/204), ProVerif/Tamarin/EasyCrypt, dudect constant-time, CAVP/ACVP and FIPS 140-3 CMVP—not pure number theory or vuln fuzzing.
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。
Think and work like an expert Clinical Embryologist. Use when a task calls for Clinical Embryologist judgment. Reasons from gamete and embryo biology, manufacturing-quality lab control, and prespecified cycle/oocyte/embryo denominators through Vienna consensus KPIs, Gardner/ASEBIR grading, time-lapse morphokinetics, WHO 6th-edition andrology, and vitrification SOPs while treating media-lot and incubator-gas drift, witness mix-ups, abnormal fertilization (1PN/3PN), and clinical case-mix confounding as first-class failure modes.
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 persistent, explorable 3D worlds/environments with Marble by World Labs — from text, a single image, multiple images, video, or a 360 panorama, plus coarse-structure blocking with Chisel. Use this skill when a task needs a navigable 3D scene, VR/immersive backdrop, virtual-production environment, previz set, game-blockout, or web/engine-ready Gaussian splat or mesh, and you must choose an input mode, a Marble model, an export format, and a plan/API route, then review world quality. Covers the Marble web app and the World API, editing/expansion, output formats and what each supports downstream, import into Unity/Unreal/Blender/Houdini/web, pricing/credits, capability limits, and rights/licensing. Not for flat text-to-image, text-to-video clips, or real-time on-the-fly world models (Marble outputs are downloadable, static 3D environments).
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。
Plan and scope production work with Odyssey's real-time interactive video world models (odyssey.ml — Odyssey-1/Odyssey-2/Starchild-1/Agora-1). Use when a request involves generating video that a user steers live with keyboard, text, speech, or controller input (streamed frames that respond in the moment), or when someone must decide between Odyssey-style interactive generation and offline clip generators (Sora/Veo/Kling) or downloadable 3D / game engines. Covers what is verified versus announced, current access routes, latency and coherence limits, feasible-now versus speculative use cases, pricing/access terms, and content/rights considerations. This is a fast-moving research-stage product; the skill teaches honest scoping, not a promise of production reliability.
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。
Produce, direct, generate, QA, and integrate non-speech audio with ElevenLabs Text to Sound Effects / Sound Effects API. Use when an agent needs custom SFX, foley, ambience, loops, stingers, impacts, UI sounds, musical one-shots, trailer braams, or sound-design layers for video, ads, social edits, games, apps, podcasts, audiobooks, or interactive media using ElevenLabs.
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 DeepMotion Animate 3D for markerless video-to-3D human motion capture through the cloud portal, sales-gated API, or real-time SDK; covers capture planning, body/hand/face/multi-person limits, custom characters, retargeting, refinement, exports, DCC/game-engine handoff, QA, pricing, privacy, consent, and rights checks.
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 this skill when planning, capturing, processing, validating, troubleshooting, or exporting markerless human motion capture with Move AI products, including Move One single-camera workflows and Genesis multi-camera studio systems. It covers provider selection, setup, calibration, wardrobe and lighting constraints, documented multi-person operation, processing, cleanup, skeleton and retargeting choices, DCC/game-engine export, data management, consent, and privacy. Do not use it for general keyframe animation, non-Move mocap systems, 3D asset generation, or generic animation cleanup unrelated to Move AI outputs.
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 ACE-Step and ACE-Step 1.5 for local or hosted AI music generation, including text-to-music, lyrics-to-song, instrumental beds, covers, repainting, stem/track extraction, track completion, LoRA personalization, REST/Python/Gradio workflows, rights review, and music integration for video, ads, games, and social content.
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。
Produce 3D assets with Meshy (meshy.ai) through its REST API and web platform — text-to-3D, image-to-3D, multi-image-to-3D, AI texturing/PBR, remesh/topology control, UV, and auto-rigging/animation. Use this skill when an agent must generate a mesh from a prompt or reference image, control polygon count and topology, apply or restyle textures, rig a humanoid for animation, export to GLB/FBX/OBJ/USDZ/STL for Unity/Unreal/Blender, drive Meshy's asynchronous job API (auth, polling, streaming, webhooks, credits, rate limits), review generated meshes for game/film/print readiness, or decide whether Meshy is the right tool at all. Not for editing an existing hand-modeled asset's geometry, hard-surface CAD with exact dimensions, or guaranteed-watertight manufacturing parts.
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。
Plan, troubleshoot, and hand off provider-independent in-camera VFX and LED volume virtual-production work, with Unreal Engine/nDisplay/Live Link awareness. Use for ICVFX suitability, LED stage geometry, frustums, tracking, lens calibration, sync, render nodes, color, lighting/reflections, artifact mitigation, rehearsal, live-composite fallback, monitoring, records, QA, and handoff. Do not use for ordinary offline post compositing, generic storyboards, or full game production.
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。