本文へ移動
cccskills

「ept」の検索結果

3,176 件 ・ 関連度順

概要と使いどころ

Validate Blender animation attempts before accepting them by rendering contact sheets, checking silhouette stability, flicker, framing, subject dominance, layer separation, export compatibility, and motion-design coherence. Use after animation renders or when the user says motion/morph/outside elements look bad.

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。

RobLe3/cc-blender-skill952026年10月13日 更新

Build Blender mesh surfaces directly from extracted 2D contours/masks instead of approximate primitives. Use for 1:1 mascot/logo reconstruction, exact leaf/petal silhouettes, filled wireframe shapes, shallow bas-relief forms, or when the model outline must match a front template before adding depth.

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。

RobLe3/cc-blender-skill952026年10月13日 更新

Determine whether front/side/back/top reference templates can be satisfied by one rigid 3D Blender model, choose a canonical source policy, and emit constraints before rebuilding. Use when multiview bboxes, silhouettes, part counts, or depth ratios contradict each other.

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。

RobLe3/cc-blender-skill952026年10月13日 更新

Register front, side, back, and top orthographic reference views into a shared Blender coordinate contract. Use when a 3D model must match multi-view wireframes/templates, when side/back/top silhouettes are off, or before adding depth to a front-locked contour model.

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。

RobLe3/cc-blender-skill952026年10月13日 更新

Run a self-refinement loop when a Blender result is subpar, user expectations are not met, validation fails, or repeated issues reveal missing skill depth. The loop diagnoses the gap, decides whether to repair the artifact or acquire/refine a generic skill, sanitizes lessons for reusable publication, updates docs/versioning, validates, and prepares stage/commit/push when explicitly requested.

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。

RobLe3/cc-blender-skill952026年10月13日 更新

Validate that a story file is implementation-ready. Checks for embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and no open design questions. Produces READY / NEEDS WORK / BLOCKED verdict with specific gaps. Use when user says 'is this story ready', 'can I start on this story', 'is story X ready to implement'.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

ux-design

無料

Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

dev-story

無料

Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill — run after /story-readiness, before /code-review and /story-done.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

prototype

無料

Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

art-bible

無料

Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /concept-brainstorm is approved and before /map-systems or any GDD authoring begins.

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。

striderZA/OpenCodeGameStudios952026年10月7日 更新

qa

無料

Runtime QA of a change: start the app, test acceptance criteria and edge cases, and report evidence. Use for "test this", "QA", "does it work", exploratory checks, or post-review runtime verification. Not static code review.

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。

heliohq/ship932026年7月4日 更新

pipe

無料

Designing GitHub Actions workflows in depth: trigger strategy, security hardening, performance optimization, PR automation, and Reusable Workflow design.

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-skills932026年10月15日 更新

accord

無料

Authoring unified specification packages across Business/Development/Design teams via staged elaboration (L0 Vision, L1 Requirements, L2 Team Detail, L3 Acceptance Criteria). Use for cross-team specs.

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-skills932026年10月15日 更新

scribe

無料

Authoring standalone and cross-team specifications: PRD/SRS/HLD/LLD, staged L0-L4 unified packages, BDD acceptance criteria, and traceability. Use for technical or multi-audience documentation; not implementation or architecture decisions.

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-skills932026年10月15日 更新

nexus

無料

Orchestrating multi-specialist task chains and scope-adaptive product delivery: classifies intent, selects and executes the minimum viable chain, aggregates results, and verifies acceptance criteria. For multi-domain tasks, build-first delivery, and product lifecycle 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。

simota/agent-skills932026年10月15日 更新

Before writing any implementation code, define the acceptance criteria and test cases that the code must satisfy. Agents then write code to pass these tests — not to match a vague description. Eliminates "it works on my machine" and "I think this is what you wanted" outcomes.

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。

omergocmen/vibe-coder-kit932026年6月4日 更新

Design, preview, implement, and assess mini-program interfaces against an approved prototype, screenshot, visual reference, design system, or bounded UI request while preserving product semantics and existing accepted behavior. Use when users ask to reproduce a mini-program screen, refine visual hierarchy, adapt layouts across device sizes, handle safe areas or keyboards, inspect touch targets, scrolling, media, or gesture conflicts, compare an implementation with a reference, or prepare a device-verification matrix. Separates proposed visual previews, user approval, source integration, local checks, and real-device evidence; never invents product functionality for visual completeness or claims device validation without device-specific proof.

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。

NocodeMrLi/mini-program-engineering-skill-suite912026年10月15日 更新

Perform a read-only, evidence-first intake of an existing mini-program repository before planning or modifying code. Use when users ask to take over, understand, audit, resume, scope, or continue a WeChat or other mini-program project; when project facts may conflict with historical documents; or when an agent needs the framework, rules, Git state, build path, risks, unknowns, protected behavior, and change boundary. Produces a project fact map and handoff without changing code, installing dependencies, building artifacts, or claiming runtime, device, cloud, upload, acceptance, or release status.

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。

NocodeMrLi/mini-program-engineering-skill-suite912026年10月15日 更新

Implement bounded features and fixes in existing or new mini-program codebases while preserving repository rules, user-owned changes, approved behavior, assets, framework conventions, and evidence boundaries. Use when users ask to write or modify mini-program code, implement a confirmed specification or architecture, add a scoped feature, remove behavior semantically, update internal documentation required by a change, or carry out a well-defined small fix that does not require root-cause investigation. Establishes a baseline and change boundary, applies test-driven small steps, distinguishes source from generators and build artifacts, verifies the affected contract, and never reports source completion as device validation, formal acceptance, upload, or 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。

NocodeMrLi/mini-program-engineering-skill-suite912026年10月15日 更新

Translate a confirmed mini-program product specification or bounded feature into an implementable architecture covering modules, pages, components, services, canonical state sources, data models, interfaces, permissions, failures, caching, concurrency, idempotency, migration, rollback, external dependencies, and architecture decision records. Use when users ask how to structure a mini program, design data or APIs, divide frontend and cloud responsibilities, evolve an existing system safely, or prepare implementation after product semantics are stable. Preserves product meaning, current repository constraints, user-owned changes, and verifiable acceptance behavior rather than redesigning the product for technical convenience.

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。

NocodeMrLi/mini-program-engineering-skill-suite912026年10月15日 更新