Modern web design trends, principles, and implementation patterns for 2024-2025. Use this skill when designing websites, creating interactive experiences, implementing design systems, ensuring accessibility, or building performance-first interfaces. Triggers on tasks involving modern design trends, micro-interactions, scrollytelling, bold minimalism, cursor UX, glassmorphism, accessibility compliance, performance optimization, or design system architecture. References animation skills (GSAP, Framer Motion, React Spring), 3D skills (Three.js, R3F, Babylon.js), and component libraries for implementation guidance.
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。
freshtechbro/claudedesignskills☆ 1,0602025年11月20日 更新
Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js. Use this skill when adding pseudo-3D illustrations, animated backgrounds, parallax tilt effects, decorative 3D elements, or subtle depth effects without heavy frameworks. Triggers on tasks involving Zdog pseudo-3D, Vanta.js backgrounds, Vanilla-Tilt parallax, card tilt effects, hero section animations, or lightweight landing page visuals. Ideal for performance-focused designs.
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。
freshtechbro/claudedesignskills☆ 1,0602025年11月20日 更新
Build and maintain one global mathematical symbol and unit table from the problem frame and active method cards, resolving cross-subquestion conflicts before code or paper 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。
zhnnky329/MathModeling-skills☆ 1,0602026年9月24日 更新
Extract and maintain global and method-specific mathematical-model assumptions from the problem frame, active method cards, data profile, and risk probes, while leaving necessity and impact judgments to the human modeler.
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。
zhnnky329/MathModeling-skills☆ 1,0602026年9月24日 更新
When the user wants to plan go-to-market strategy, GTM framework, or market entry. Also use when the user mentions "GTM," "go-to-market," "market entry," "new market," "repositioning," "PLG," "sales-led," "product-led," "marketing-led," "ICP," "buyer persona," "GTM motion," or "market expansion." For launch checklist, use product-launch.
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。
kostja94/marketing-skills☆ 1,0452026年10月6日 更新
Design and build complete web experiences from scratch — award-level product and marketing pages, cinematic scroll-directed sites where the page is directed like a film, and multi-screen products (app, dashboard, admin, settings, onboarding, docs site) built as one design system with every component, state and route in one style. Use whenever the user wants to create or redesign a landing page, website, hero section, portfolio, promo or product page; wants scroll animations, storytelling pages, or a site that feels like a movie; or says "make it beautiful", "make it wow", "cinematic", or "design system" — even if they name no technique. Generates its own assets via local CLIs (images, video frames, depth maps, 3D), and gates every ship with an executable anti-slop linter and a screenshot verification loop. Not for polishing a UI someone else built, and not for backend-only 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。
agiwhitelist/auteur☆ 1,0432026年8月7日 更新
Use when changing an existing ChatGPT pet or Codex pet sprite sheet with Scenario: fixing a broken row, frame, jump or edge, regenerating one animation state, adding the sixteen look directions to a 1536x1872 v1 sheet, giving the pet a new outfit, color or accessory, renaming it in its pet.json, or checking a pet sheet and previewing it as an animated GIF.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when building or fixing game UI in Godot 4.7: main menu, settings screen, HUD (health bar, ammo, minimap frame), Control layout, containers, anchors, themes in code, 'UI scales wrong on phones', 'text too small on 4K', notch or safe area, stretch mode and aspect, gamepad or keyboard menu navigation, focus lost, input rebinding screen, localization (CSV, PO, tr_n plurals, Arabic RTL, CJK fonts, pseudolocalization), screen reader accessibility, UI scale slider, or clicks not reaching the game.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when making or fixing particle effects and game feel in Godot 4.7: GPUParticles3D or GPUParticles2D explosion, fireball projectile with trail, impact, sparks, smoke, shockwave, ribbon trails, sub-emitters, particle collision, color curve does nothing, particles pop out or vanish, effect too heavy on mobile, CPUParticles fallback for Compatibility or web, overdraw, hit-stop, freeze frame, screen shake, juice.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile settings, touch controls, on-screen joystick, UI under the notch or safe area, slow startup, ANRs, 'Android build fails', AAB, keystore signing, target API 36, Google Play upload, iOS Xcode export or archive, privacy manifest, app size, in-app purchases (IAP 5), rewarded ads (LevelPlay), ad consent.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when building or fixing game UI in Unity 6.3: main menu, settings screen (resolution, quality, volume, key rebinding), HUD, health bar, minimap frame; choosing uGUI or UI Toolkit or mixing both; 'UI scales wrong on phones', portrait to 4K, Canvas Scaler, anchors, layout groups collapsing, sort order, UXML/USS, data binding, TextMeshPro or UI Toolkit fonts missing glyphs, localized menus, gamepad navigation, UI draw calls, canvas rebuild spikes, UI tests, or capturing UI to check it.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when turning a script or story into previs, layout, storyboards or an animatic in Blender: beats to shot list, camera and lens per shot, staging, camera height, 180-degree rule, screen direction, shot sizes, when to cut, camera moves, timing stills in the Video Sequencer, markers bound to cameras, Story Tools, Grease Pencil or 2D/3D hybrid boards. Also when an animatic shows the wrong frame, blocking keys are not stepped, Rigify operators are missing, or viewport render fails headless.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when editing footage that already exists on Scenario through MCP with a tool model instead of a new generation: 3D LUT grading, color correction, film grain, vignette, blur, sharpen, glow, tint, desaturate, posterize, solarize, cubism, crystallize, oilify, chromatic aberration or dodge and burn on a clip; trimming to a time range, splitting at cut points, reversing, resizing, re-encoding, frame extraction, image sequences, background removal, segmentation masks, subjects as layers.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when a story must unfold across a sequence of Scenario images: a comic page or strip, manga or webtoon panels, a children's storybook, a film, game, or ad storyboard, animatic pre-viz frames, or any shot list where the same characters and world must persist from panel to panel and dialogue must stay legible. Keywords: storyboard, comic, panel, sequential art, storybook, shot list, pre-viz, animatic, scene to scene, character consistency.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert 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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when generating or editing video with Wan models on Scenario via MCP: text-to-video, image-to-video from a still, first and last frame brackets, extending a clip, instruction-based video editing, character motion transfer or person replacement (Animate), aspect ratio reframing, video outpainting, uploaded-audio sync or auto-generated audio, or multi-shot prompts with timing brackets. Keywords: Wan 2.7, 2.6, 2.5, 2.2, Alibaba, VACE, T2V, I2V, V2V, lip-sync, multiShots.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when turning a song into a kinetic-typography or motion-design music video, lyric video, visualizer or K-pop style MV with Scenario, landscape or vertical 9:16 for TikTok, Reels and Shorts: a generated subject sheet, style frames and footage, plus a deterministic JavaScript/three.js engine for lyric type, mattes and tracked graphics timed to sung onsets. Also for revising, recutting or cutting teasers from such a 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。
scenario-labs/skills☆ 1,0382026年10月17日 更新
Use when generating or editing video with Kling models on Scenario via MCP: text-to-video, image-to-video with first and last frames, multi-shot sequences with per-shot prompts, consistent characters via elements and reference images, prompt-based video editing, motion transfer from a driving video (motion control, mocap), lipsync to audio or text, talking avatars, native audio and dialogue, or picking 720p, 1080p, or 4K tiers. Keywords: Kling V3, O1, 2.6, Omni, Kuaishou, T2V, I2V, V2V.
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。
scenario-labs/skills☆ 1,0382026年10月17日 更新