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cccskills

「magic」の検索結果

161 件 ・ 関連度順

概要と使いどころ

Audit a test file or suite; produce a severity-ranked diagnostic report. ALWAYS USE for tests that verify nothing, missing/tautological assertions, swallowed/broad exceptions, flaky/order-dependent tests, duplication, or magic values. Polyglot. DO NOT USE for direct edits: writing-mstest-tests owns supplied MSTest assertions/attributes/lifecycle; code-testing owns new tests. Exclude running tests, migration, assertion metrics (assertion-quality), raw .NET coverage collection (run-tests), non-.NET coverage collection/analysis (native tooling), project-wide .NET coverage/CRAP (coverage-analysis), named-target .NET CRAP (crap-score), behavioral/pseudo-mutation gaps (test-gap-analysis), test-mix/ happy-vs-error classification and trait distributions (test-tagging), or the testsmells.org catalog (test-smell-detection).

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。

managedcode/dotnet-skills4862026年10月13日 更新

extract

無料

Refactoring pass — extracts repeated Tailwind class combos and markup into components, and lifts magic values into design tokens. Use when the codebase has obvious duplication, hardcoded hex values or pixel sizes, or when the user says "clean this up" / "extract components" / "tokenize styles". Invoke when the user asks for extract on their UI, or mentions 'extract' alongside design / UI / frontend work.

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。

educlopez/ui-craft3842026年10月13日 更新

Provides Better Auth integration patterns for NestJS backend and Next.js frontend with Drizzle ORM and PostgreSQL. Use when setting up Better Auth with NestJS backend, integrating Next.js App Router frontend, configuring Drizzle ORM schema, implementing social login (GitHub, Google), adding plugins (2FA, Organization, SSO, Magic Link, Passkey), implementing email/password authentication with session management, or creating protected routes and middleware.

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。

giuseppe-trisciuoglio/developer-kit3572026年9月10日 更新

fugue

無料

Operate Fugue workflows, FugueSQL, backend selection, and notebook magics for pandas and distributed dataframe execution.

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。

VectorSpaceLab/AREX-Skill3332026年9月3日 更新

Insecure deserialization hunting across Java / .NET / PHP / Python / Ruby / Node. Gadget-chain RCE, OOB-gated blind detection, magic-byte fingerprinting. Wiki-first, FIND schema output.

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。

Encod3d-Sec/TORCH3302026年9月1日 更新

File upload attack hunting - extension/content-type/magic-byte bypass to web-shell RCE, path traversal in filename, SVG/XML XSS, zip slip, and pixel-flood DoS. Wiki-first, FIND schema output.

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。

Encod3d-Sec/TORCH3302026年9月1日 更新

Identify and report code smells indicating poor design or maintainability issues in Python code, including duplicate code, magic numbers, hardcoded values, God classes, feature envy, inappropriate intimacy, data clumps, primitive obsession, and long parameter lists. Use when conducting code quality audits, preparing for refactoring, improving codebase maintainability, or performing design reviews. Produces markdown reports with severity ratings, locations, descriptions, and specific refactoring recommendations with before/after examples. Triggers when users ask to find code smells, identify design issues, suggest refactorings, improve code quality, or detect maintainability problems.

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。

ArabelaTso/Skills-4-SE2532026年8月21日 更新

Think and work like an expert Geomagnetist. Use when a task calls for Geomagnetist judgment. Reasons from spherical-harmonic main-field theory and remanence physics through IGRF-14/WMM2025 vs CHAOS-8 SV, INTERMAGNET baseline adoption (IBFV2.00), Swarm quiet-time modeling, stepwise AF/thermal demagnetization with PCA/Fisher, GEOMAGIA50/MagIC archaeomagnetic SVCs, and GFZ Kp/ap indices while treating geomagnetic jerks, IGRF epoch mismatch, VRM/CRM overprints, and Day-diagram mixed-carrier traps 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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

Think and work like an expert Atomic, Molecular & Optical Physicist. Use when a task calls for Atomic, Molecular & Optical Physicist judgment. Reasons from Rabi/OBE dynamics, laser-cooling hierarchy, optical lattices and Hubbard U/J, and magic-wavelength clock budgets through NIST ASD, ARC, QuTiP/PyLCP, and in-situ lattice-depth calibration while treating power-based depth guesses, polarization impurities, BBR shifts, and imaging-heating conflation 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。

K-Dense-AI/scientific-agents2052026年10月3日 更新

why

無料

Use for 'why does X work this way', 'why we picked Y', '为什么这么设计', design rationale, regressions, or where a magic number came from. Fans out one investigator per evidence category — in this repo that starts with the local decision record (ADRs, docs/design, the daemon issue store, the changelog, wisp) plus git history, and adds MCP-backed categories when the session has them — then returns a cited read with the gaps named. Use `how` for what the code does at runtime.

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。

Sma1lboy/rove1712026年10月14日 更新

authjs

無料

Auth.js (formerly NextAuth.js) is an open-source authentication library that adds OAuth sign-in, magic links, credentials and WebAuthn to Next.js, SvelteKit, Express and other frameworks. Use when a user asks to add login with Google or GitHub, set up NextAuth v5, protect routes with middleware or proxy, add roles to the session, or connect a database adapter such as Drizzle or Prisma. Notes that the project is in maintenance mode under Better Auth.

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。

TerminalSkills/skills1662026年10月14日 更新

World-class growth strategy expertise combining Andrew Chen's marketplace and network effects wisdom, Brian Balfour's growth frameworks, Casey Winters' Pinterest/Grubhub playbooks, and the best of Silicon Valley growth thinking. Growth is not marketing. Growth is the systematic application of product, engineering, and data to create compounding user acquisition, activation, and retention. It's a mindset, not a department. Use when "growth strategy, how do we grow, acquisition strategy, retention strategy, viral growth, network effects, growth loops, product-led growth, plg, ltv cac, unit economics, growth model, flywheel, compound growth, channel strategy, referral program, activation rate, magic moment, aha moment, growth experimentation, growth, strategy, acquisition, retention, viral, network-effects, plg, loops, experimentation" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Expert in designing hidden features, secret codes, and delightful surprises in products. Covers discovery mechanics, reward calibration, shareability triggers, and maintaining the magic. Knows how to create moments that make users feel special for finding them. Use when "easter egg, hidden feature, secret code, surprise and delight, konami code, hidden message, secret mode, " mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

World-class expertise in TCG/CCG design, resource systems, and metagame balanceUse when "card game design, TCG design, CCG design, trading card game, collectible card game, mana curve, deck building, card templating, keyword mechanic, set design, draft format, limited format, card rarity, color pie, faction design, card balance, magic the gathering style, hearthstone style, deckbuilder, card text, rules text, card-game, tcg, ccg, trading-card, collectible-card, deck-building, mana-curve, draft, limited, constructed, set-design, card-templating, mechanics, keywords, rarity, balance" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

The enhancement layer for AI-generated content. This skill covers AI-powered visual effects, compositing, upscaling, restoration, and post-production magic—turning raw AI output into polished, professional content. AI generation gets you 80% of the way. Visual effects get you the remaining 20% that separates "clearly AI" from "how did they do that?" This skill covers ComfyUI workflows, Runway's AI tools, intelligent upscaling, rotoscoping, color grading, and the integration of AI elements into traditional footage. The practitioners of this skill are technical artists who understand both traditional VFX workflows and the new AI-native approaches that are revolutionizing post-production. Use when "AI visual effects, VFX, upscale, upscaling, composite, rotoscope, background removal, color grade, inpaint, outpaint, style transfer, enhance, ComfyUI, post-production AI, vfx, visual-effects, compositing, upscaling, post-production, comfyui, enhancement, color-grading" mentioned.

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。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Finds and finishes the last 20% of a built solution — the experiential layer agents skip: what the output actually reads like, which pages or screens should exist, first-run and empty states, opinionated defaults, the golden path. Use when planning any build so the magic gets specced as concretely as the plumbing, before calling any build "done", when a solution works but feels like a demo, or when the user says "last 20%", "finish this", "make it actually good", "is this actually done", or "why does this feel flat".

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。

JuliusBrussee/skills1642026年8月7日 更新

产品营销 (PMM, Product Marketing) — 拥有「产品如何被定位 / 表达 / 发布 / 卖进市场」的从业者认知操作系统: 是产品 / 销售 / 市场 / 客户之间的连接组织, 负责把产品能力翻译成市场价值, 并把市场声音带回产品。覆盖 (a) 定位与差异化 (April Dunford 「刻意选择语境」框架 + 竞争性替代方案 + 卖价值不卖功能 + 选择「让你优势成立的市场参照系」, 对照 Ries & Trout 经典「定位是占领心智」), (b) 信息传递与叙事 (messaging 层级 / 信息屋 + 价值主张 + 收益导向 vs 战略叙事「换框架」Andy Raskin + 表达清晰度 Emma Stratton / Punchy + 初创 homepage 定位 FletchPMM), (c) 进入市场 (GTM) 策略与产品发布 (发布分级 T1/T2/T3 + 发布流程与跨职能编排 + GTM 打法 PLG vs SLG vs 混合 + 滩头细分选择), (d) 市场与竞争情报 (竞品分析 + battlecard 战卡 + 输赢分析 win/loss + 竞争赋能 Klue/Crayon/Clozd), (e) 买家与客户研究 (ICP 理想客户画像 + 买家 / 用户 persona + Jobs-to-be-Done 任务理论 Christensen/Moesta/Ulwick ODI + 客户之声 VoC + 用真实买家测信息 Wynter/Peep Laja), (f) 销售赋能 (战卡 + pitch / 销售 deck + 一页纸 + demo 叙事 + 异议处理 + 销售培训 + 内容采用率 — 你的产出只值销售实际用到的那部分), (g) 定价与打包 (价值定价 + 打包分层 + 《Monetizing Innovation》Ramanujam/Simon-Kucher + PLG 定价 — 常与产品 / 财务共担), (h) 细分与品类 (市场细分 + TAM/SAM/SOM + 技术采用生命周期与跨越鸿沟 Geoffrey Moore + 品类设计与叙事 Play Bigger / Christopher Lochhead — 稀有且昂贵, 不是默认选项), (i) 需求生成与内容协同 (campaign 信息 + 思想领导力 + 漏斗内容 TOFU/MOFU/BOFU + ABM 基于客户营销), (j) 分析师与影响者关系 (Gartner 魔力象限 + Forrester Wave + 分析师 briefing — To B 场景, 对 pay-to-play 影响诚实标注), (k) 客户营销与倡导 (参考客户 + case study + 评测站 G2/TrustRadius/Capterra 运营 + 社区), (l) PMM 运营与度量 (影响管道 + 赢率 + 发布采用率 + 信息穿透率 + 角色汇报线「向产品还是向市场」之争 + PMM 作为战略职能 vs 接单工具人陷阱); 跨 B2B SaaS (该学科重心) / B2C 消费 / 开发者 PLG / 平台产品。不含 产品管理 (PM 造产品 / 拥有 roadmap, PMM 拥有市场 — 相邻且极易混淆) / 增长 / 效果营销 / 付费投放 (平行学科) / 品牌 / 企业传播 / 公关为终点 / 需求生成为终点 (PMM 与之协同但不等同) / 平面设计 /「做 slide 和周边的团队」(PMM 抗争的接单工具人窄化) / 泛泛「市场营销」。 (Product Marketing (PMM) — the cognitive operating system of practitioners who own how a product is positioned, messaged, launched, and sold into a market: the connective tissue between product, sales, marketing, and customers, responsible for translating product capability into market value and bringing the voice of the market back into product. Covers (a) positioning & differentiation (April Dunford's deliberate-context framing, competitive alternatives, value-not-features, framing the market in which your strengths matter — vs Ries & Trout classic perception-in-the-mind positioning), (b) messaging & narrative (messaging hierarchy / house, value proposition, benefit-led vs strategic-narrative / change-the-frame messaging Andy Raskin, clarity craft Emma Stratton/Punchy, homepage & startup positioning FletchPMM), (c) go-to-market (GTM) strategy & product launches (launch tiers T1/T2/T3, launch process & cross-functional orchestration, GTM motion PLG vs SLG vs hybrid, beachhead segment selection), (d) market & competitive intelligence (competitive analysis, battlecards, win/loss analysis, competitive enablement Klue/Crayon/Clozd), (e) buyer & customer research (ICP ideal customer profile, buyer & user personas, Jobs-to-be-Done Christensen/Moesta/Ulwick ODI, voice of customer, message testing with real buyers Wynter/Peep Laja), (f) sales enablement (battlecards, pitch & sales decks, one-pagers, demo narratives, objection handling, sales training, content adoption — output is only as good as what sales actually uses), (g) pricing & packaging (value-based pricing, packaging & tiering, Monetizing Innovation Ramanujam/Simon-Kucher, PLG pricing — often shared with product/finance), (h) segmentation & category (market segmentation, TAM/SAM/SOM, technology adoption lifecycle & crossing the chasm Geoffrey Moore, category design & narrative Play Bigger / Christopher Lochhead — rare and expensive, not a default), (i) demand-gen & content partnership (campaign messaging, thought leadership, funnel content TOFU/MOFU/BOFU, ABM account-based marketing), (j) analyst & influencer relations (Gartner Magic Quadrant, Forrester Wave, analyst briefings — for B2B, with honest read on pay-to-play perception), (k) customer marketing & advocacy (references, case studies, reviews G2/TrustRadius/Capterra presence, community), (l) PMM operations & metrics (influenced pipeline, win rate, launch adoption, message pull-through, the role's reporting line product-vs-mark

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。

swaylq/master-skill1552026年9月6日 更新

John Gottman (Gottman Institute) 视角. 循证婚姻研究派代表. Four Horsemen + 5:1 Magic Ratio + Cascade Model. 调用此 skill 时, 用 Gottman 框架做关系健康度判断.

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。

swaylq/master-skill1552026年9月6日 更新

摄影 (摄影 (Photography) — 以静态影像为产出的视觉创作 + 服务行业:从看见 → 用光 → 构图 → 拍摄 → 后期 → 交付的认知操作系统,覆盖商业摄影 (commercial: 产品/广告/电商/美食)、人像摄影 (portrait: 影楼/写真/婚礼/时尚/环境人像)、纪实与街头摄影 (documentary/photojournalism/street),以及与之贯通的风光、新闻、艺术摄影。面向职业摄影师 / 助理 / 修图师 / 想转职业的资深爱好者 / 服务这行的人 (器材厂商、图库、后期外包、影楼运营)。覆盖: (a) 第一性张力 — **光 (light is the craft — 看光、控光、塑光:硬光/柔光、方向、色温、光比、布光是摄影第一性) ⇄ 器材 (gear — 相机/镜头/灯具迷信, 'GAS' gear-acquisition-syndrome, 'the best camera is the one you have with you' — 器材不是摄影)**; **决定性瞬间/抓取 (decisive moment, Cartier-Bresson, 等待与预判, 纪实/街头不可重来) ⇄ 构建/导演 (constructed/directed, 商业与人像是布光摆姿造光的'制造'而非'捕获')**; **前期/拍对 (get it right in camera, 曝光/白平衡/构图当场拍对) ⇄ 后期/暗房 (post/darkroom, Ansel Adams 'negative is the score, print is the performance' — RAW 冲洗/调色/修图是创作一半)**; **作者性/艺术表达 (vision, personal voice, 'photograph what you feel not what you see') ⇄ 服务性/商业交付 (client brief, 影楼标准化出片, 'shoot the brief not your ego', 摄影是生意)**; **真实/未操纵 (truth, photojournalism ethics, 不过度 PS, 新闻摄影伦理) ⇄ 修饰/理想化 (retouch, 商业人像液化磨皮, 广告的'谎言')**; **决定性技术参数 (曝光三角 aperture/shutter/ISO, 景深, 互易律) ⇄ 看见/眼力 (seeing, 'photography is about seeing not cameras', 构图/光感是 tacit 眼力)**; **胶片/慢/不可见 (film, 慢工, 不可即时回看, 暗房) ⇄ 数码/即时/海量 (digital, chimping, 连拍, 后期无限)**; AI 对摄影的冲击 ('是不是摄影'、生成式填充/换天/AI 修图、真实性危机); (b) 核心工作流 / pipeline (最标准、最易蒸高质量+CLI 化) — 通用链: 看光选光 → 曝光三角决策 (光圈定景深/快门定动静/ISO 兜底) → 测光与曝光 (评价/点测光, 向右曝光 ETTR, 直方图, 区域系统) → 构图 (三分法/引导线/框架/负空间/前景) → 对焦 → 拍摄 → 选片 culling → RAW 后期 (Lightroom/Capture One: 曝光/白平衡/色调曲线/HSL/局部) → 精修 retouch (Photoshop: 频率分离/液化/D&B) → 调色 grading → 输出交付 (色彩管理/sRGB/打印/图库上传); 子流派 SOP: 影棚商业布光 (主光/辅光/轮廓光/背景光, 三点布光, 光质修饰器 softbox/beauty-dish/grid)、婚礼/纪实一天流程、街头扫街、产品/电商台面、人像引导摆姿 posing & direction; (c) 工具栈 — 相机系统 (无反主导: Sony A 系 / Canon R / Nikon Z / 富士 X&GFX / 徕卡 M; 中画幅 Phase One/Hasselblad/GFX 商业; 残幅 vs 全幅 vs 中幅)、镜头 (大三元, 定焦 vs 变焦, 35/50/85 人像三剑客, 微距, 移轴)、灯具 (机顶闪 Godox/Profoto, 影室灯, 常亮 LED, 持续光 vs 闪光)、修饰器 (柔光箱/反光伞/束光筒/雷达罩/旗板)、测光/附件 (测光表, 灰卡, 三脚架, 滤镜 ND/CPL/渐变)、后期软件 (Adobe Lightroom Classic/CC 主导, Capture One 商业/影室, Photoshop 精修, DxO PhotoLab/PureRAW 降噪, Capture One vs Lightroom 之争, 国产: 醒图/泼辣 Polarr/Snapseed 移动端, RawTherapee/Darktable 开源, AI: Lightroom 生成式/Photoshop Generative Fill/Topaz Photo AI/Gigapixel/Luminar Neo)、色彩管理 (X-Rite/Calibrite 校色仪, ICC, 显示器)、图库/交付 (Pixieset/图虫/500px/视觉中国/Getty/Adobe Stock, 客片在线选片); (d) 知识正典 — Ansel Adams 'The Camera / The Negative / The Print' 三部曲 + 区域系统 (Zone System)、Henri Cartier-Bresson 'The Decisive Moment'、Michael Freeman 'The Photographer's Eye' (构图) 'The Photographer's Mind'、Bryan Peterson 'Understanding Exposure' (曝光入门圣经)、Scott Kelby 'Digital Photography Book' 系列 + Lightroom/Photoshop 书、Joe McNally 'The Hot Shoe Diaries / Sketching Light' (闪光灯)、Light Science & Magic (布光科学经典教材)、Roland Barthes 'Camera Lucida' (摄影哲学)、Susan Sontag 'On Photography'、John Szarkowski 'The Photographer's Eye'、National Geographic 摄影指南、Robert Capa / Sebastião Salgado / Steve McCurry (纪实)、Annie Leibovitz / Richard Avedon / Peter Lindbergh (人像/时尚)、Galen Rowell / Ansel Adams (风光); (e) figures/流派 — 风光/系统派 (Ansel Adams 区域系统奠基、Galen Rowell 探险风光、Marc Adamus); 决定性瞬间/纪实街头派 (Henri Cartier-Bresson 奠基、Robert Capa 战地、Sebastião Salgado 社会纪实、Steve McCurry、Vivian Maier、Daido Moriyama、森山大道/荒木经惟 日本派、Vivian Maier); 人像/时尚派 (Richard Avedon、Annie Leibovitz、Peter Lindbergh、Platon、Joey L、Lindsay Adler 时尚布光); 布光/教育派 (Joe McNally、Zack Arias 'one light'、Profoto/strobist David Hobby 'Strobist' 闪光灯启蒙博客、Karl Taylor 商业布光教学); 商业/广告派 (Chase Jarvis 'CreativeLive'创办+'best camera'、Joel Grimes、Tim Wallace 汽车); 后期/修图派 (Pratik Naik、Aaron Nace 'Phlearn'); 街头当代派 (Eric Kim 街头博客、Joel Meyerowitz、Saul Leiter 色彩街头); 中文圈 (李涛 'photoshop教学'、宁思潇潇 器材评测、thomas 'Thomas看看世界' 风光后期、阿刘 风光、668 人像); 哲学/批评 (Susan Sontag、Roland Barthes、John Szarkowski MoMA); (f) 行业话术/黑话 — 曝光三角 exposure triangle / 光圈 aperture f-stop / 快门 shutter speed / 感光度 ISO / 景深 DoF depth of field / 焦段 focal length / 等效 / 全画幅 full-frame vs 残幅 crop / 大三元 / 定焦 prime / 互易律 reciprocity / 向右曝光 ETTR / 直方图 histogram / 高光溢出 clipping / 动态范围 dynamic range / 宽容度 / 白平衡 WB

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。

swaylq/master-skill1552026年9月6日 更新

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

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。

swaylq/master-skill1552026年9月6日 更新

Preprocesses photographed sheets of many business cards — slicing each into overlapping high-resolution tiles and de-glaring them with container tooling (OpenCV/ImageMagick) — then reads every card via cheap parallel temperature-0 API calls (Haiku or Sonnet) using a distilled extraction prompt, and writes deduped contact fields to a CSV. Use when a user has photos or scans holding multiple business cards per image, mentions glare or unreadable cards, batch card transcription, contact extraction, or wants to read many cards without an expensive in-conversation pass. Triggers on 'business cards', 'card scan', 'extract contacts', 'read these cards', 'card glare', 'too many cards per photo'.

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。

oaustegard/claude-skills1512026年10月13日 更新

Convert a file from one format to another inside the container — documents, images, audio, video. Routes to the right engine (pandoc, LibreOffice, ImageMagick, ffmpeg) by format pair. Triggers on "convert X to Y", "turn this docx into a pdf", "make a gif from this mp4", "md to docx", "batch-convert these images", or any single-file or batch format change where the source and target extensions differ. NOT for editing content (use docx/pptx/xlsx/pdf skills), creating files from scratch, or reading a file you already have in context.

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。

oaustegard/claude-skills1512026年10月13日 更新

Use this skill whenever you are reasoning about nutritional epidemiology, dietary guidelines, chronic disease prevention, or public health policy. It channels the thinking of Meir J. Stampfer, epidemiologist and nutrition expert at Harvard University. Trigger this skill when evaluating lifestyle factors, comparing observational data versus randomized controlled trials (RCTs), analyzing macronutrient substitutions, or assessing long-term health outcomes. Stampfer's approach is essential when users ask about "good" vs. "bad" foods, seek longevity advice, or need to interpret complex, population-level dietary data without falling for the "magic bullet" fallacy.

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。

K-Dense-AI/mimeographs1302026年8月19日 更新

zen

無料

Refactoring code: variable naming, function extraction, magic number constants, dead code removal. Does not change behavior. Not for bugs/security (Judge), tests (Radar), or features (Builder).

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