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-skills☆ 1,6862026年10月3日 更新
Automates interactions for Apple-platform apps (iOS, tvOS, macOS) and Android devices. Use when navigating apps, taking snapshots/screenshots, tapping, typing, scrolling, or extracting UI info across mobile, TV, and desktop targets.
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-skills☆ 1,6722026年10月9日 更新
Design and build a 10-30 second motion-design showreel or brand reel in the style of Nate's Opus 5.5 "CLAUDE / MOTION REEL": one brand motif transformed through labeled craft chapters, a persistent HUD, cuts locked to a 120-130 BPM grid, a sub-second flurry, and a held logo lockup that answers the opening. Use when asked for a showreel, sizzle reel, brand reel, motion reel, "a reel like the Opus one", "show off motion design for <brand>", a 15-second brand film cut to music, or to study why a reference reel works and rebuild that energy for another brand.
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/herk-edit-kit☆ 1,6712026年10月14日 更新
针对方案或设计的高强度追问式面试(adversarial design review / grill session),暴露假设漏洞与缺失约束,过程中同步维护领域模型(术语表和 ADR)。手动调用 /grill-me。
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-settings☆ 1,6612026年9月28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-settings☆ 1,6612026年9月28日 更新
Create deterministic editorial-style cover images with a warm paper-gray background, oversized black slab-serif/Chinese display typography, generous whitespace, and a dotted vector analysis icon. Use when the user asks for a “点阵编辑风封面”, “暖灰杂志风封面”, “Codex + Hyperframes 同款封面”, or wants to reproduce/adapt the specific minimal left-text/right-icon banner style. Produce editable SVG and a rendered PNG; do not use this skill for generic covers without this visual direction.
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。
Pluviobyte/rnskill☆ 1,6482026年9月21日 更新
AI DevKit · Design phase guidance for reviewing feature design against requirements. Use when the user wants to validate architecture, review design docs, resolve design trade-offs, or run dev-lifecycle phase 3.
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-devkit☆ 1,6472026年10月15日 更新
AI DevKit · Implementation phase guidance for executing feature plans and checking implementation against design. Use when the user wants to implement planned tasks, update implementation docs, verify code matches design, or run dev-lifecycle phases 5 and 7.
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-devkit☆ 1,6472026年10月15日 更新
AI DevKit · Final code review phase guidance for holistic pre-push review. Use when the user wants code review, final lifecycle review, design alignment checks, integration risk review, or dev-lifecycle phase 9.
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-devkit☆ 1,6472026年10月15日 更新
When two design requirements seem mutually exclusive, name the contradiction, separate conflicting states, then invent a concrete no-compromise resolution.
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-skills☆ 1,6422026年8月8日 更新
Design, improve, and review interfaces for websites, apps, dashboards, and components: explore distinct design directions, compare styles side by side, and refine visual hierarchy against real screenshots. Delivers comparison pages, design notes, mockups, or working interfaces. Use for new interface design, style comparison, visual polish, screenshot recreation, or interface review. Not for business logic, APIs, builds, code cleanup without visible UI changes, or routine edits where the exact change is already specified (changing copy or counts, removing named elements, reusing existing styles), even if phrased as 'optimize'. If oil-ui-pro is installed, use oil-ui-pro instead. 设计、改进和评审网站、App、后台与组件的界面,完成设计方向探索、多风格同屏比较、视觉层级和基于实际画面的迭代;按请求交付对比页、设计说明、设计稿或可运行界面。当用户需要新界面设计、比较不同设计风格、视觉精修、截图还原或界面评审时使用。只负责设计判断,组件归属、数据流、状态正确性和测试等代码实现质量不在范围内。不用于纯业务逻辑、接口、构建部署、无界面行为变化的代码整理、单独绘制普通插画、操作现有网站,以及改文案、调数量、删指定元素、复用现有样式这类已经说清怎么改的日常修改(哪怕带有“优化”字样)。已安装 oil-ui-pro 时交给 oil-ui-pro。
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。
oil-oil/oil-ui☆ 1,6242026年10月16日 更新
Use when designing a new multi-agent team, visible agents folder, role boundaries, handoff flow, PM Soul, Memory Curator, Policy Gate, or evaluation role. Use for agent-team repo creation even when the user only says they want a meta-agent or agent operating 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。
agentlas-ai/Agentlas-OS☆ 1,5932026年10月16日 更新
Use when the user types /agentlas-build, /agentlas build, or /hep-build to design, build, and package a single agent or multi-agent team.
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。
agentlas-ai/Agentlas-OS☆ 1,5932026年10月16日 更新
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
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-skills☆ 1,5582026年10月9日 更新
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
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-skills☆ 1,5582026年10月9日 更新
Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits.
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-skills☆ 1,5582026年10月9日 更新
Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.
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-skills☆ 1,5582026年10月9日 更新
Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.
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-skills☆ 1,5582026年10月9日 更新
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.
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-skills☆ 1,5582026年10月9日 更新
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
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-skills☆ 1,5582026年10月9日 更新
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
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-skills☆ 1,5582026年10月9日 更新
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
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-skills☆ 1,5582026年10月9日 更新
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
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-skills☆ 1,5582026年10月9日 更新
Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.
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-skills☆ 1,5582026年10月9日 更新