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「building」の検索結果

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概要と使いどころ

The screenwriting business and career (编剧行业与生意经) — merged from Diamond & Weissman's Bulletproof (buyer's-eye workflow, three Cs, one-page nine-step, set pieces, submission, notes, resilience), Eric Bork's The Idea (PROBLEM seven-element idea test, 60/30/10, television differences), Neill Hicks (market four entities, six criteria, WGA, agents, option, credit arbitration, gross vs net, step deals), Richard Walter (query letter, agents, package, option, spec, release, copyright, guild, gatekeepers, professionalism, 66 principles), Wendy Henson (breaking in), Blake Snyder (logline pitch, genre, agents), Julian Hoxter (industry terms), Mei Feng's Oscar analyses, and the Hollywood masterclass (pitching, notes, credits, TV vs film). Use when evaluating whether an idea is sellable, writing a logline/query/pitch, preparing a submission, handling notes and rewrites, understanding options/credits/WGA/agents/net profit, choosing between film and TV, or building a career 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。

jtydhr88/screenwriting-skills1,7002026年10月3日 更新

Character creation, protagonist/antagonist design and dramatic conflict for scripts (人物/对手/冲突) — merged from Lajos Egri (three-dimensional character, orchestration, unity of opposites, pivotal character, rising vs static vs jumping conflict, transition), William Indick's Psychology for Screenwriters (Freud, Erikson, Jung archetypes, Campbell/Murdock hero journeys, Adler, Rollo May), Robert McKee (characterization vs true character, dimensions, gap, antagonism principle), Neill Hicks (character invocation, self-concept, cognitive dissonance, five conflict focuses, Maslow), Lisa Cron (desire vs misbelief), and Lu Jun (人物要活八要, 对手要强, 给对手一把刀, 最强的对手是自己, 不许请祥云). Use when building a protagonist, an antagonist or a cast, when a character feels flat or acts out of character, when conflict stalls or jumps, when a villain is too weak, when designing an arc or motive, or when diagnosing melodrama.

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。

jtydhr88/screenwriting-skills1,7002026年10月3日 更新

React composition patterns that scale. Use when refactoring components with boolean prop proliferation, building flexible component libraries, or designing reusable APIs. Triggers on tasks involving compound components, render props, context providers, or component architecture. Includes React 19 API changes.

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。

vercel-labs/openreview1,6932026年3月7日 更新

Build and test the Morphia project using Maven. Use when compiling, running tests, or building artifacts.

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。

MorphiaOrg/morphia1,6762026年10月16日 更新

Reviews React Native TV apps for focus/D-pad navigation, 10-foot UI layout, TV playback/DRM integration, low-memory TV performance, and TV accessibility. Use when building, debugging, or reviewing react-native-tvos, Expo TV, Amazon Vega/Kepler, or React Native web TV targets where the issue depends on remote input, TV focus, TV packaging, TV hardware, or TV playback constraints.

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。

callstackincubator/agent-skills1,6732026年10月9日 更新

Provides React Navigation UI patterns for stacks, tabs, drawers etc. Use when building navigation UIs with React Navigation, configuring headers, bottom sheets or handling safe areas and insets.

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。

callstackincubator/agent-skills1,6732026年10月9日 更新

Explore user intent, requirements, and design options through collaborative dialogue before implementation. Use before building new features, components, or systems — whenever the user describes something to build and design decisions are involved. Triggers: "brainstorm", "help me design", "think through the requirements", "头脑风暴", "设计方案", "梳理需求". Not for bug fixes, config changes, or tasks with an obvious implementation path.

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。

feiskyer/claude-code-settings1,6622026年9月28日 更新

Create, refine, and benchmark agent skills. Use when building a new skill, updating an existing one, running evals, checking trigger quality, or improving a skill description.

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。

feiskyer/claude-code-settings1,6622026年9月28日 更新

When a request is vague, assumption-laden, or "obvious," ask the few load-bearing questions that expose hidden requirements before building or committing.

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。

tjboudreaux/cc-thinking-skills1,6502026年8月8日 更新

verify

無料

AI DevKit · Enforce evidence-based completion claims — require fresh command output before reporting success. Use when completing any task, fixing a bug, finishing a phase, running tests, building, deploying, or making any "it works" claim.

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。

codeaholicguy/ai-devkit1,6492026年10月18日 更新

Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

bevy-ecs

無料

Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

game-ai

無料

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5902026年10月9日 更新

Design evaluation datasets and supporting documentation for AI systems and agents, covering the scoping interview, difficulty distribution, dataset contract, sample review, and metric and tooling selection. Use when building or reviewing an evaluation set for a conversational agent, assistant, or retrieval-grounded AI system.

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。

microsoft/hve-core1,5312026年10月18日 更新

Select, customize, or extend the project's reusable motion-graphics card library and style templates. Use for choosing a visual style, adding a card, building a new style pack, or reusing a template in a HyperFrames video.

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。

nateherkai/hyperframes-student-kit1,5072026年10月13日 更新

Programmatic screenshot capture on macOS. Find window IDs with Swift CGWindowListCopyWindowInfo, control application windows via AppleScript (zoom, scroll, select), and capture with screencapture. Use when automating screenshots, capturing application windows for documentation, or building multi-shot visual workflows.

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。

daymade/claude-code-skills1,4772026年10月18日 更新