Art direction for open world and sandbox games in Blender with biome landmarks, traversable scale, and discovery props.
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
Art direction for open world and sandbox games in Blender with biome landmarks, traversable scale, and discovery props.
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。
Art direction for visual novel, interactive movie, walking simulator, and story-driven presentation spaces in Blender.
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。
Art direction for metroidvania, roguelike, and roguelite games in Blender with biome gates, room modules, and run-readable props.
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。
Art direction for card games, deck builders, party games, idle/incremental, educational, and rhythm game presentational spaces in Blender.
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。
Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.
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 original short videos using the 类型预告|同一主角跨场景升级到片名 Creative DNA for MiniMax H3 or Seedance 2.0. Use when the user wants this causal, camera, motion, rhythm, or payoff structure with new subjects and 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。
Acts as a director and previs supervisor for film, video, and AI filmmaking. Turns scripts, prose, briefs, or existing image and video assets into production deliverables — subtext breakdown, beat sheet, director's book, blocking and staging, shot list with coverage, keyframe and storyboard prompts, image-to-video motion prompts, sound and dialogue plans, edit timelines, continuity bibles, and QC repair notes. Carries genre playbooks, a controlled prompt lexicon, a coded failure-diagnosis manual, and capability-first adapters for current video and image models. Optionally applies one named director's style lens — Spielberg, Hitchcock, Kubrick, Kurosawa, Scorsese, Fellini, Bergman, Tarkovsky, Wong Kar-wai, Nolan, Villeneuve, Fincher, Refn, Bi Gan, Zhang Yimou, Hou Hsiao-hsien, Park Chan-wook, Malick, Michael Mann, Coen Brothers. Use for shot planning, blocking, staging, camera movement, visual continuity, storyboard and keyframe design, prompt repair, "in the style of X" direction, and any AI video workflow.
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。
Provider-independent still-image post-production skill for RAW/rendered intake, nondestructive development, exposure, white balance, tone, color, ICC proofing, masking, repair, compositing, truthful retouching by genre, generative disclosure, sharpening, noise, resampling, variants, metadata, export, QA, rights, and ethical finishing. Use when an agent must plan, perform, direct, or review still photography retouching and finishing for print, web, social, archive, publication, or client delivery; do not use for image-generation APIs, video grading, or campaign-specific production strategy.
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。
De-slop pass for any text. Scans for the statistical fingerprints of AI writing (negative parallelism / "not X but Y", em-dash density, rule-of-three, false ranges, puffery vocabulary, uniform cadence, hedged both-sidesing), rewrites by meaning, then re-scans until the text is clean and sits in the right register for its genre: academic article, tweet, reddit post, email, blog, docs, marketing. Use when the user says "deslopify", "deslop", "de-slop this", "remove the AI tells", "humanize this", "make this not sound like AI", or invokes /deslopify. Also use before publishing any agent-drafted prose.
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 operating peky from the CLI or TUI, especially for AI agents who need reliable, low-error procedures. Covers how to target sessions/panes correctly, use scopes, avoid confirmation prompts, and keep CLI/TUI/daemon in sync.
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。
Builds a stylized 3D animated ad on the Novoads REST API as a STORYBOARD: four to six beats, each rendered from its own key frame, narration laid into the gaps, a music bed, captions burned on, assembled locally with ffmpeg. Carries the genre's beat formulas (anthropomorphized problem character, protagonist reveal, mascot mechanism scene, composited end card). Use for ANY Pixar-style, Disney-style, 3D animated or animated-film-look ad at ANY length: "Pixar style ad", "3D animated ad", "animated movie look", "cute 3D character ad", "a quick animated ad", "15 second animated ad", "30 second animated ad", "storyboard ad", "several scenes", "animated ad with a voice-over", "little mascots", or a product URL or photo for an emotional animated spot. No one-call tier, so ffmpeg is required. Not for stop-motion clay (use claymation-ad), talking-head UGC (novoads-api), video cloning, or static image ads.
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。
Builds a hand-sculpted stop-motion CLAY ad on the Novoads REST API as a STORYBOARD: five to eight beats, each rendered from its own key frame, a storyteller narration laid into the gaps, a music bed, captions burned on, assembled locally with ffmpeg. Carries the genre's arc (named protagonist, inciting moment, social beat, quiet despair, sculpted clay infographic, discovery, transformation, resolution card), and also recreates a found clay ad by reading the reference video locally with ffmpeg and Whisper. Use for ANY clay or stop-motion ask at ANY length: "claymation ad", "stop-motion ad", "clay ad", "a quick clay ad", "plasticine characters", "make an ad like this clay one", or a reference video with sculpted clay characters in it. There is no one-call tier here, so ffmpeg is required. Not for the smooth 3D animated look (use pixar-ad, which covers every Pixar-style length), talking-head UGC (novoads-api), or a static image ad.
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。
Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.
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。
Record a finding about the configured engine MCP server into .unikit/MCP-RECHECK-NOTES.md — the project's log of what has to be re-checked here. Use right after a call reported success while changing nothing, ate an argument, or validated a broken state, e.g. "write this down", "record this MCP finding", "the server lied — note it", "add a recheck note", "trap this". Takes three forms of input: the finding in one line, a path to a plan file (harvests the "## MCP Findings" table of that plan and nothing else), or nothing at all — then it takes findings already in the session first, and offers to scan the tables of plans touched since the last audit. The table only, never the plan body. Writes in the one allowed genre — a check to perform; never a lifted gate, never a named workaround, never a claim about what the server can or cannot do. Makes zero MCP calls and needs no editor. To replay, retire, or upstream existing notes use /unikit-mcp-audit instead.
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。
AI นักออกแบบท่าเต้น — choreography, 8-count breakdown, formation, music cut, dance style รองรับทุก genre
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。
AI โปรดิวเซอร์เพลง — beat making, mixing/mastering brief, DAW workflow, artist direction รองรับทุก genre
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 game development works as a process — roles, subtasks, workflows and role descriptions, especially (but not only) for Roblox. Use this skill when it's about the ORGANIZATION of game dev rather than concrete code: Which roles exist (Creative Director, Engineer, Artist, Polish/Audio, Business, QA-Tester, Game Critic)? Who does which subtask? What does a development chain (concept → backend → frontend → polish → test) look like? How do you write a Game Design Document / KONZEPT.md? How do several (AI) agents divide up a game? Also trigger on "plan a new game", "create Game Design Document", "which roles do I need for my game", "development workflow for a game", "who tests the game", "structure a game idea", "Roblox genre/monetization".
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。