Deep interview process to transform vague ideas into detailed specs. Works for technical and non-technical users.
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
Deep interview process to transform vague ideas into detailed specs. Works for technical and non-technical users.
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。
Debug issues by investigating logs, database state, and git history
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。
A playful, arcade-inspired interface for games — built on the VT323 pixel typeface, hard-edged 0px corners, chunky pill buttons that physically press into solid offset blocks
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。
Retro arcade-inspired design with pixel fonts, dotted borders, playful high-contrast colors, and 8-bit game aesthetics.
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。
Entrypoint for building, upgrading, and finishing Three.js browser games. Routes work across the sibling threejs-* skills for gameplay, graphics, UI, 3D/image/audio asset generation, debugging, and release. Use for any request to build, upgrade, polish, or ship a Three.js game as a whole, at any scope from a small arcade prototype to a premium release.
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。
Publish finished creatives as live Meta (Facebook/Instagram) ads via the Meta Marketing API, plus research and ad-copy support. Uploads an image or video, builds a multi-variant TEXT_LIQUIDITY creative, and creates a PAUSED ad in an existing ad set. Also pulls top-performing ads (ranked by ROAS) and competitor ads from the Ad Library to inform copy. Use when the user asks to deploy / publish / launch a creative as a Meta or Facebook ad, build a Meta ad, push a video or image into an ad set, pull their top ads, or research competitor ads. Not for generating creative (use the image/video skills) and not for writing AdTable/Airtable rows (use adtable-light).
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。
Clone an existing video ad for a different product or offer. Analyzes the source video's style, pacing, camera work, dialogue, and tone, then adapts and generates a new Seedance 2.0 video customized for the user's product. End-to-end workflow: input video → analysis → adapted prompt → generation → delivery. Use when someone says "clone this ad", "make this ad but for my product", "recreate this video for my brand", or provides a video ad and a product image asking for a similar 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。
Analyze a reference video and reverse-engineer its style into a reusable Seedance 2.0 prompting template. The output is a new skill/formula (like seedance-2-ugc.md) that captures the video's structure, pacing, camera work, edit style, and tone so it can be recreated with any product, any person, in any setting. Use this whenever someone provides a video they want to use as a style reference, says "I want to make videos like this", "deconstruct this video", "turn this into a template", "analyze this style", or drops a video file and wants to recreate that format repeatedly.
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。
Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.
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。
Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
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。
Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.
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。
Visual era art direction for Blender covering PS1–PS5 stylistic cues, retro arcade, DOS, CRT, VHS, and film-grain presentation.
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 UGC Ads workflow skill. Use this skill when the user needs When the user wants to create UGC ad campaigns, recruit UGC creators, generate AI UGC content, or scale with user-generated content. Also use when the user mentions 'UGC,' 'user-generated content,' 'creator ads,' 'Spark Ads,' 'whitelisting,' 'AI UGC,' 'Arcads,' 'Creatify,' 'creator brief,' or 'UGC testing.' This skill covers the UGC growth framework from creator recruitment through AI-powered scaling. Do NOT use for technical implementation, code review, or software architecture and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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 building a 2D web game with Phaser (3.x/4.x) or PixiJS 8 in TypeScript - framework vs renderer, Phaser scenes/game objects/arcade physics/groups as pools/scale manager/loader, scene shutdown cleanup, PixiJS 8 async init, Assets bundles, ticker units and destroy, and keeping rules in plain TS modules.
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 the repository is Defold, MonoGame, pygame/pygame-ce, Excalibur or KAPLAY (or melonJS, Stride, Python arcade, macroquad/ggez) - each engine's lifecycle and delta, where logic goes, the test runner, the headless build/run command, and how to capture a frame.
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 task needs the judgment of a Coin, Vending, and Amusement Machine Servicer and Repairer — triaging a jam across bill validators, coin mechanisms, refrigerated vending units, and arcade/amusement PCBs on a route, setting restock par levels against route-cycle economics, investigating a cash-collection variance at a stop, or applying food-safety temperature/time discard rules on perishable vending product.
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。
A playful, arcade-inspired interface for games — built on the VT323 pixel typeface, hard-edged 0px corners, chunky pill buttons that physically press into solid offset blocks
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。
Retro arcade-inspired design with pixel fonts, dotted borders, playful high-contrast colors, and 8-bit game aesthetics.
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。
Pixel art w/ era palettes (NES, Game Boy, PICO-8).
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。