Expert guidance for Apache Arrow, the cross-language columnar memory format for analytics workloads. Helps developers use Arrow for high-performance data interchange between systems, zero-copy reads, and efficient columnar processing in Python (PyArrow) and JavaScript (Arrow JS).
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。
TerminalSkills/skills☆ 1682026年10月14日 更新
Covers scripting Autodesk 3ds Max, the 3D modeling and rendering application, with MAXScript and Python (pymxs): scene manipulation, object creation, material assignment, camera and light setup, batch operations, and file I/O. Use when tasks involve automating repetitive 3ds Max workflows, batch processing scenes, running scripts headless with 3dsmaxbatch, creating custom tools, or scripting scene setup for archviz, product visualization, or VFX.
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。
TerminalSkills/skills☆ 1682026年10月14日 更新
Integrate Claude AI into applications with the Anthropic SDK. Use when a user asks to add Claude to an app, use Claude for text generation, build a chatbot with Claude, use Claude's long context window, implement tool use with Claude, stream Claude responses, use Claude for code generation, document analysis, or reasoning tasks. Covers Messages API, streaming, tool use, vision, system prompts, extended thinking, and batch processing.
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。
TerminalSkills/skills☆ 1682026年10月14日 更新
Use when designing ground station networks, scheduling satellite contacts, processing telemetry, commanding spacecraft, or analyzing link budgets. Use when "ground station, satellite contact, pass prediction, AOS, LOS, telemetry, commanding, uplink, downlink, antenna tracking, link budget, G/T, EIRP, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Your first 10 hires determine your company culture. Your first 50 determine your execution capacity. Hiring is the most leveraged activity a founder does, and the most common source of expensive mistakes. This skill covers when to hire, who to hire first, how to sequence roles, compensation and equity, interviewing and closing, and the many ways hiring goes wrong at startups. Use when "hiring, first hire, when to hire, who to hire, compensation, equity, salary, recruiting, interview process, offer negotiation, team building, engineer hire, sales hire, founding team, hiring, team, compensation, equity, recruiting, interviews, offers, startups, founding-team" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Git is deceptively simple to learn and incredibly hard to master. The difference between a team that ships and a team that fights merge conflicts all day comes down to workflow discipline. Your git history is documentation - make it tell a story future you can understand. This skill covers branching strategies (trunk-based, gitflow, GitHub flow), commit hygiene, merge vs rebase, conflict resolution, and the commands you actually need. Key insight: most git disasters come from not understanding what you're about to do. 2025 lesson: Trunk-based development with short-lived branches has won. Long-lived feature branches are a code smell. If a branch lives more than a few days, something is wrong with your architecture or process. Use when "git workflow, branching strategy, git merge, git rebase, merge conflict, git commit, trunk-based, gitflow, git history, git revert, git reset, git, version-control, workflow, branching, commits, merge, rebase, collaboration" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Patterns for building robust, reproducible genomics analysis pipelines. Covers workflow managers, NGS data processing, variant calling, RNA-seq, and common bioinformatics pitfalls. Use when ", " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Design and implement discrete event simulations (DES) for systems where state changes occur at discrete time points: queues, manufacturing, logistics, networks. Use when "discrete event, DES simulation, queuing system, queue model, manufacturing simulation, process simulation, SimPy, event-driven simulation, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Raising money is a means to an end, not the end itself. Great companies can be built with or without venture capital. But if you're raising, you need to understand the game: when to raise, how much, from whom, and at what terms. This skill covers fundraising timing, process, pitch construction, term sheet negotiation, and investor relationship management. It's not about raising as much as possible - it's about raising strategically. Use when "fundraising, raising money, pitch deck, investors, term sheet, valuation, dilution, series A, seed round, pre-seed, runway, cap table, VC, venture capital, fundraising, investors, venture-capital, pitch-deck, term-sheet, valuation, dilution, seed, series-a, cap-table" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Comprehensive patterns for AI-powered document understanding including PDF parsing, OCR, invoice/receipt extraction, table extraction, multimodal RAG with vision models, and structured data output. Use when "document parsing, PDF extraction, OCR, invoice processing, receipt extraction, document understanding, LlamaParse, Unstructured, vision document, table extraction, structured output from PDF, " mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Expert in CrewAI - the leading role-based multi-agent framework used by 60% of Fortune 500 companies. Covers agent design with roles and goals, task definition, crew orchestration, process types (sequential, hierarchical, parallel), memory systems, and flows for complex workflows. Essential for building collaborative AI agent teams. Use when "crewai, multi-agent team, agent roles, crew of agents, role-based agents, collaborative agents, crewai, multi-agent, agents, orchestration, roles, collaborative-ai" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Expert in entertainment industry concept art workflows, from initial ideation through final production-ready deliverables. Combines traditional art fundamentals with modern digital workflows used at AAA studios and film production houses. Draws from methodologies of industry masters: Feng Zhu's efficient design process, Scott Robertson's perspective and vehicle design systems, Sparth's graphic shape language, and Syd Mead's industrial design thinking. Use when "concept art, visual development, vis dev, keyframe, color script, production design, mood board, thumbnail sketch, environment concept, character concept, prop design, callout sheet, orthographic views, design exploration, photobash, speedpaint, concept-art, visual-development, game-art, film-art, pre-production, ideation, design" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Master the AI tools that automate repetitive work and connect your tools. From simple Zapier integrations to complex AI-powered workflows, reclaim hours every week. Use when "automation, workflow, integrate tools, connect apps, zapier, no-code, automate process, rpa, automation, workflow, integration, no-code, zapier, make, rpa" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Expert in creating custom slash commands for Claude Code. Slash commands encode repeatable workflows as markdown files, turning complex multi-step processes into simple one-line invocations. Essential for team standardization, onboarding, and reducing cognitive load during development. Use when "custom command, slash command, workflow template, /command, claude command, project commands, team workflows, claude-code, commands, slash-commands, workflow, automation, templates, productivity" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Accessibility isn't a feature - it's a fundamental quality of good software. 1 in 4 adults has a disability. Many more have temporary impairments or situational limitations. Your users include people who can't see, can't hear, can't use a mouse, or can't process information the way you do. This skill covers WCAG guidelines, ARIA patterns, keyboard navigation, screen reader compatibility, and automated testing. Key insight: accessible code is better code. The constraints of accessibility lead to simpler, more semantic, more maintainable implementations. 2025 lesson: Accessibility lawsuits are at an all-time high. "We'll add it later" is both ethically wrong and legally risky. Start accessible, stay accessible. Use when "accessibility, a11y, wcag, aria, screen reader, keyboard navigation, focus trap, alt text, color contrast, skip link, accessible, accessibility, a11y, wcag, aria, screen-reader, keyboard, inclusive, semantic-html" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
The systematic orchestration of AI-powered marketing workflows that combine content generation, approval processes, multi-channel distribution, and quality gates into cohesive automation systems. This skill integrates AI generation tools (Jasper, Claude, GPT) with automation platforms (Zapier, Make, n8n) and marketing systems to build scalable content pipelines. It focuses on maintaining brand consistency, implementing rigorous quality gates, and balancing automation with strategic human oversight. Key capabilities include designing parallel approval flows, monitoring costs, and architecting "invisible" automation that enhances productivity without sacrificing quality.Use when "AI workflow, automate content, content automation, workflow automation, AI pipeline, automated marketing, content distribution automation, approval workflow, scale content production, AI orchestration, automation, workflow, ai-orchestration, content-pipeline, approval-workflow, multi-channel, quality-gates, cost-control" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1672026年1月22日 更新
Verify meeting notes are fully processed. Args: <path>, [dates], all, pending [dates] [--step=X]. Shows which wrap steps are complete or missing.
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。
benoror/obsidianos_work☆ 1652026年6月11日 更新
Audit whether a paper's EVALUATION DESIGN actually measures what it claims and whether its reporting is complete — the validity layer family D (experiment-forensics) cannot reach. Three patterns: train/test leakage means the reported score may not measure generalization (HP-EVAL-LEAKAGE — adopts the Kapoor & Narayanan 8-type / 3-category leakage taxonomy; the illegitimate-proxy / sampling-bias / pretraining-contamination subtypes hand off as needs_external_check, naming but NEVER running Oren-2023 exchangeability / Shi-2023 Min-K% / Golchin-2023 Time-Travel / BIG-bench canary); a load-bearing LLM judge is conflicted (same model/family as a compared system) or unvalidated (no human-agreement, no bias control) (HP-JUDGE-VALIDITY); a declared condition/metric is dropped or switched to favor the method, or 'best' is chosen with no held-out set (HP-SELECTIVE-REPORTING). Verdict-bearing at L0/L1 from the DESCRIBED protocol — NOT repo-gated like experiment-forensics; L2 only CONFIRMS against split/preprocessing/result files. A fresh cross-model reviewer (gpt-5.6-sol xhigh, read-only, fresh thread per pass) PROPOSES findings, each span-anchored to a ledger claim_id; tools/adjudicate_findings.py DECIDES the verdict. Leakage and under-reporting are usually HONEST methodological errors — every finding describes a discrepancy to CHECK, never an accusation. An LLM generating GROUND-TRUTH labels is HP-FAKE-GT (experiment-forensics) — routed there, not here. Emits eval-design-forensics.findings.json; computes NO verdict. Detect-only. Triggers: "eval design audit", "evaluation validity", "train/test leakage", "data leakage", "is the score measuring generalization", "LLM judge bias", "is the judge validated", "selective reporting", "cherry-picked results", "评估设计审计", "评测有效性", "数据泄漏", "训练测试集泄漏", "裁判模型有没有验证", "选择性报告".
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。
wanshuiyin/Anti-Autoresearch☆ 1642026年10月7日 更新
Runs a multi-phase project from an orchestrating main thread that plans, routes and verifies but does not build. Defines a few long-lived workstreams, each owning a file area end to end in its own worktree, and routes every follow-up to the owning agent instead of spawning a one-off. Covers base-SHA recording, rebase-before-commit, stale-checkout detection, and shared-machine hygiene (ports, processes, measurement noise). Use when a project spans several phases or sessions with three or more agents working at once.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
产品营销 (PMM, Product Marketing) — 拥有「产品如何被定位 / 表达 / 发布 / 卖进市场」的从业者认知操作系统: 是产品 / 销售 / 市场 / 客户之间的连接组织, 负责把产品能力翻译成市场价值, 并把市场声音带回产品。覆盖 (a) 定位与差异化 (April Dunford 「刻意选择语境」框架 + 竞争性替代方案 + 卖价值不卖功能 + 选择「让你优势成立的市场参照系」, 对照 Ries & Trout 经典「定位是占领心智」), (b) 信息传递与叙事 (messaging 层级 / 信息屋 + 价值主张 + 收益导向 vs 战略叙事「换框架」Andy Raskin + 表达清晰度 Emma Stratton / Punchy + 初创 homepage 定位 FletchPMM), (c) 进入市场 (GTM) 策略与产品发布 (发布分级 T1/T2/T3 + 发布流程与跨职能编排 + GTM 打法 PLG vs SLG vs 混合 + 滩头细分选择), (d) 市场与竞争情报 (竞品分析 + battlecard 战卡 + 输赢分析 win/loss + 竞争赋能 Klue/Crayon/Clozd), (e) 买家与客户研究 (ICP 理想客户画像 + 买家 / 用户 persona + Jobs-to-be-Done 任务理论 Christensen/Moesta/Ulwick ODI + 客户之声 VoC + 用真实买家测信息 Wynter/Peep Laja), (f) 销售赋能 (战卡 + pitch / 销售 deck + 一页纸 + demo 叙事 + 异议处理 + 销售培训 + 内容采用率 — 你的产出只值销售实际用到的那部分), (g) 定价与打包 (价值定价 + 打包分层 + 《Monetizing Innovation》Ramanujam/Simon-Kucher + PLG 定价 — 常与产品 / 财务共担), (h) 细分与品类 (市场细分 + TAM/SAM/SOM + 技术采用生命周期与跨越鸿沟 Geoffrey Moore + 品类设计与叙事 Play Bigger / Christopher Lochhead — 稀有且昂贵, 不是默认选项), (i) 需求生成与内容协同 (campaign 信息 + 思想领导力 + 漏斗内容 TOFU/MOFU/BOFU + ABM 基于客户营销), (j) 分析师与影响者关系 (Gartner 魔力象限 + Forrester Wave + 分析师 briefing — To B 场景, 对 pay-to-play 影响诚实标注), (k) 客户营销与倡导 (参考客户 + case study + 评测站 G2/TrustRadius/Capterra 运营 + 社区), (l) PMM 运营与度量 (影响管道 + 赢率 + 发布采用率 + 信息穿透率 + 角色汇报线「向产品还是向市场」之争 + PMM 作为战略职能 vs 接单工具人陷阱); 跨 B2B SaaS (该学科重心) / B2C 消费 / 开发者 PLG / 平台产品。不含 产品管理 (PM 造产品 / 拥有 roadmap, PMM 拥有市场 — 相邻且极易混淆) / 增长 / 效果营销 / 付费投放 (平行学科) / 品牌 / 企业传播 / 公关为终点 / 需求生成为终点 (PMM 与之协同但不等同) / 平面设计 /「做 slide 和周边的团队」(PMM 抗争的接单工具人窄化) / 泛泛「市场营销」。 (Product Marketing (PMM) — the cognitive operating system of practitioners who own how a product is positioned, messaged, launched, and sold into a market: the connective tissue between product, sales, marketing, and customers, responsible for translating product capability into market value and bringing the voice of the market back into product. Covers (a) positioning & differentiation (April Dunford's deliberate-context framing, competitive alternatives, value-not-features, framing the market in which your strengths matter — vs Ries & Trout classic perception-in-the-mind positioning), (b) messaging & narrative (messaging hierarchy / house, value proposition, benefit-led vs strategic-narrative / change-the-frame messaging Andy Raskin, clarity craft Emma Stratton/Punchy, homepage & startup positioning FletchPMM), (c) go-to-market (GTM) strategy & product launches (launch tiers T1/T2/T3, launch process & cross-functional orchestration, GTM motion PLG vs SLG vs hybrid, beachhead segment selection), (d) market & competitive intelligence (competitive analysis, battlecards, win/loss analysis, competitive enablement Klue/Crayon/Clozd), (e) buyer & customer research (ICP ideal customer profile, buyer & user personas, Jobs-to-be-Done Christensen/Moesta/Ulwick ODI, voice of customer, message testing with real buyers Wynter/Peep Laja), (f) sales enablement (battlecards, pitch & sales decks, one-pagers, demo narratives, objection handling, sales training, content adoption — output is only as good as what sales actually uses), (g) pricing & packaging (value-based pricing, packaging & tiering, Monetizing Innovation Ramanujam/Simon-Kucher, PLG pricing — often shared with product/finance), (h) segmentation & category (market segmentation, TAM/SAM/SOM, technology adoption lifecycle & crossing the chasm Geoffrey Moore, category design & narrative Play Bigger / Christopher Lochhead — rare and expensive, not a default), (i) demand-gen & content partnership (campaign messaging, thought leadership, funnel content TOFU/MOFU/BOFU, ABM account-based marketing), (j) analyst & influencer relations (Gartner Magic Quadrant, Forrester Wave, analyst briefings — for B2B, with honest read on pay-to-play perception), (k) customer marketing & advocacy (references, case studies, reviews G2/TrustRadius/Capterra presence, community), (l) PMM operations & metrics (influenced pipeline, win rate, launch adoption, message pull-through, the role's reporting line product-vs-mark
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。
swaylq/master-skill☆ 1612026年9月6日 更新
影视编剧 (Scriptwriting / Screenwriting) — 为电影 / 电视 / 流媒体剧集写戏剧蓝本的从业者认知操作系统: 决定「讲什么故事、人物是谁为何转变、场景如何被戏剧化、主题为何重要」的学科 —— 区别于导演 (调度 / 视觉实现)、制片 (融资 / 排期)、小说 (无格式 / 场景 / 视觉动作约束)。覆盖 (a) 故事与结构理论 (亚里士多德《诗学》情节 / 人物 / 思想 + 突转 peripeteia / 发现 anagnorisis + 净化 catharsis; Syd Field 范式 / 三幕 / 情节点; Freytag 金字塔; Egri 前提; McKee《故事》掌控性理念 / 鸿沟 / 价值正负转变 / 激励事件 / 渐进式复杂化; Truby《故事剖析》22 步 + 道德论证; Vogler/Campbell 英雄之旅; Blake Snyder《救猫咪》15 拍节拍表; Dan Harmon 故事环; John Yorke 五幕《进入森林》; Frank Daniel 八序列法; 起承转合东亚戏剧结构), (b) 人物 (想要 vs 需要 / 外在目标 vs 内在缺失, 人物弧光 正 / 负 / 平, flaw-wound-ghost 创伤背景, 主动 vs 被动主角的能动性, Egri 三维人物 生理 / 社会 / 心理, 反派是主角的镜子, 群像与关系网, 人物在压力下的选择中显形), (c) 对白 (潜台词 subtext, 对白即动作与冲突而非信息, 避免太直白 on the nose, 人物独特声口, 信息植入 exposition, Mamet/Sorkin 意图-阻碍式对白, 展示而非告知, 中文剧台词工艺), (d) 场景与序列工艺 (场景是有目标 / 冲突 / 转折的微型故事, 场景价值充能与转折点, 晚进早出, 八序列法, set piece, 转场, 场景头 / 动作行 / 括号提示 格式工艺), (e) 主题与前提 (掌控性理念 / 前提, 主题是被戏剧化的论证而非说教, 道德论证 Truby, 主题统一性, 这到底在讲什么), (f) 类型 (类型惯例是对观众的承诺, Snyder 10 类故事, 颠覆 vs 尊重套路, 类型片 vs 文艺片, 中国类型 主旋律 / 古装 / 年代 / 悬疑 / 甜宠 / 都市 / 军旅 / 历史正剧), (g) 格式与工业流程 (好莱坞剧本格式与 Final Draft, logline 一句话故事, treatment 故事大纲, 节拍表, 分场 / 分集大纲, spec 原创剧本 vs 委托, pitch, coverage, 美剧编剧室与 showrunner 制; 中国 大纲→人物小传→分集大纲→剧本, 长剧集 40 集结构, 网络电影 / 网大, 分账剧, 平台定制剧, 微短剧竖屏短剧), (h) 改稿与开发 (写作就是改写, 改稿 / 润色 / 推倒重写, 处理意见 / 改稿意见, 片方与平台 notes, 杀死你的宝贝, 围读, 开发地狱), (i) 改编 (IP改编 小说 / 漫画 / 游戏改编, 忠于精神而非字句, 压缩, 中国网文 IP 热), (j) 中国影视编剧产业现实 (审查 / 广电总局约束, 备案 / 立项, 平台定制剧 爱优腾芒, 分账, 编剧维权 署名权 / 欠薪 / 枪手, 注水剧, 流量 + 大IP 资本逻辑 vs 原创工艺, 导演中心制 vs 编剧话语权), (k) 编剧职业与工艺生涯 (spec vs 委托, 编剧 vs 编审 / 策划, 单兵 vs 编剧室, 在开发链条中的位置, WGA 与署名仲裁规范, 入行, 中国编剧地位与权益)。跨 电影 / 美剧流媒体 / 中国电影与长剧集。不含 导演 / 摄影 / 制片 / 融资 / 表演 / 电影理论批评为终点 / 泛小说写作 / 纪录片 / 新闻 —— 本 skill 是「戏剧化编剧」工艺: 故事 / 人物 / 场景 / 对白 / 主题 / 结构 / 格式 与围绕它们的产业流程。 (Scriptwriting / Screenwriting for film & TV (影视编剧) — the cognitive operating system of practitioners who write the dramatic blueprint of films, television, and streaming series: the discipline of deciding WHAT story is told, WHO the characters are and why they change, HOW the scenes are dramatized, and WHY it matters thematically — distinct from directing (staging/visual realization), producing (financing/scheduling), and prose fiction (which has no format/scene/visual-action constraints). Covers (a) story & structure theory (Aristotle's Poetics — plot/character/thought + reversal peripeteia/recognition anagnorisis + catharsis; Syd Field's paradigm/three-act/plot points; Freytag's pyramid; Lajos Egri's premise; Robert McKee's Story — controlling idea/the gap/value charge/inciting incident/progressive complications; John Truby's 22 steps & moral argument; Christopher Vogler/Joseph Campbell hero's journey; Blake Snyder's Save the Cat 15-beat sheet; Dan Harmon's story circle; John Yorke's 5-act Into the Woods; Frank Daniel's 8-sequence method; 起承转合 East-Asian dramatic structure), (b) character (want vs need/external goal vs internal lack, character arc positive/negative/flat, 人物弧光, flaw-wound-ghost backstory, agency active vs passive protagonist, Egri's 3-dimensional character physiology/sociology/psychology, antagonist as the protagonist's mirror, ensemble & relationship webs, character revealed through choice under pressure), (c) dialogue (subtext 潜台词, dialogue as action & conflict not information, 'on the nose' avoidance, distinct character voice, exposition handling, Mamet/Sorkin intention-obstacle dialogue, show-don't-tell, 台词 craft in Chinese drama), (d) scene & sequence craft (scene as a mini-story with goal/conflict/turn, scene value charge & turning point, enter-late-leave-early, the 8-sequence method, set pieces, transitions, slug line/action line/parenthetical format craft), (e) theme & premise (controlling idea/premise/前提, theme as dramatized argument not message, moral argument Truby, thematic unity, 'what is this really about'), (f) genre (genre conventions as audience promise, Snyder's 10 story types, subverting vs honoring tropes, 类型片 vs 文艺片, Chinese genres 主旋律/古装/年代/悬疑/甜宠/都市/军旅/历史正剧), (g) format & industry process (Holly
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。
swaylq/master-skill☆ 1612026年9月6日 更新
音乐制作 / 混音 (音乐制作 / 混音 (Music Production & Mixing) — 录音棚与卧室工作室里把一首歌从编曲/录音/编程做到混音/母带成品的工程+艺术认知操作系统,面向制作人(producer)、混音师(mixing engineer)、母带工程师(mastering engineer)、beatmaker、唱作人/bedroom producer,以及想入行/服务这行(录音棚、plugin 厂商、sample 公司)的视角。覆盖: (a) 第一性张力 — **服务歌曲/情绪 (serve the song / emotion-first: 技术只为打动人,'if it sounds good it is good',用耳朵不用眼睛) ⇄ 技术正确/工程纪律 (technical correctness: gain staging 增益结构、headroom 余量、相位 phase、监听校准、LUFS 响度规范)**; **黄金耳朵/直觉混音 (mix by ears, reference-driven, 不看分析仪) ⇄ 看表/分析仪/规则 (mix by metrics: EQ 曲线、频谱仪 spectrum analyzer、相关计 correlation meter)**; **少即是多/减法混音 (subtractive, 'less is more', 录好源头 = 混音成功一半) ⇄ 重度处理/'we'll fix it in the mix' (heavy processing, 后期补救)**; **In-the-box 全数字 (ITB: DAW + 插件,召回方便,bedroom 可达专业) ⇄ 模拟硬件/outboard (analog console + 硬件,'mojo'/谐波染色 vs 召回噩梦)**; **人性化/groove/不完美 (humanize, push/pull, 'the feel') ⇄ 量化/网格/修音 (quantize to grid, pitch-correct, 'in the pocket' 靠编辑)**; (b) 核心工作流 / pipeline (最标准、最易蒸高质量+CLI 化) — 编曲制作 arrangement/production → 录音/编程 tracking/programming → 编辑 editing (comping 选段/quantize/pitch-correct/time-align) → 混音 mixing (gain staging → balance 平衡 → EQ → compression → 空间 reverb/delay → 自动化 automation → 总线/母线处理 bus/mix-bus) → 母带 mastering (响度/EQ/限制 limiting/dither/排序+间隔) → 交付 delivery (DDP/streaming spec/stems); (c) 工具栈 — DAW (Pro Tools 录音棚标准/Ableton Live 电子+现场/Logic Pro Mac 性价比/FL Studio beatmaker/Cubase/Studio One/Reaper); 插件 (EQ: FabFilter Pro-Q/SSL/API; 压缩: 1176/LA-2A/SSL bus comp 及其复刻 Waves/UAD/Plugin Alliance; 混响: Valhalla/Lexicon/Bricasti; 调音: Auto-Tune/Melodyne; 限制器 limiter: Pro-L 2/Ozone); 硬件 (监听音箱 monitors: Yamaha NS-10/Genelec; 声学处理 acoustic treatment; 转换器 converters: Apollo/RME; 话筒 mics: U47/SM7B/57); 采样/音色 (Splice/sample packs/Kontakt/Serum 合成器); (d) 知识正典 — Mixing Secrets for the Small Studio (Mike Senior)、The Mixing Engineer's Handbook / Recording Engineer's Handbook (Bobby Owsinski)、Zen and the Art of Mixing (Mixerman)、The Art of Mixing (David Gibson 可视化)、Modern Recording Techniques、Sound on Sound 杂志、Mix With The Masters 大师课、Pensado's Place; (e) figures/流派 — 混音大师 (Chris Lord-Alge CLA 摇滚/Andrew Scheps 'Stadium' 3-bus/Tony Maserati/Manny Marroquin/Serban Ghenea 流行隐形混音/Michael Brauer multing); 制作人 (Rick Rubin 减法/氛围、Quincy Jones、Dr. Dre 完美主义、Max Martin 流行结构、Jack Antonoff、Finneas bedroom→Grammy、Metro Boomin/trap、Timbaland、Pharrell); 母带 (Bob Katz K-system/响度战争批判、Bob Ludwig、Greg Calbi); 教育者 (Mike Senior、Pensado、Warren Huart Produce Like A Pro、Dan Worrall 技术深挖); (f) 行业话术/黑话 — gain staging/headroom/LUFS/true peak/comping/bouncing/printing/stems/DI/reamp/sidechain/parallel compression 并行压缩/mid-side/bus/aux/send-return/dry-wet/transient/sibilance/de-ess/pumping/mud 浑浊/harsh 刺耳/boxy/muddy/in the pocket/the pocket/quantize/swing/groove/vibe/mojo/reference track/A/B/recall/print/glue 胶水; (g) 争议/批判 — 响度战争 loudness war (Bob Katz/Loudness Penalty/streaming 归一化 LUFS 终结了吗)、修音/Auto-Tune 之争 (artistic vs cheating)、ITB vs 模拟玄学 (硬件 'warmth' 是否安慰剂、null test 盲测)、preset/AI 混音 (iZotope/LANDR/sample-based 是否毁了 craft)、bedroom producer 民主化 vs 录音棚消亡、'loudness'/over-compression、plugin 复刻 vs 真硬件、Spotify normalization 对母带的影响、过度依赖 reference/抄袭; (h) 创意 vs 技术张力是本行业 deep tacit 知识的核心 — 大量隐性 '听感' 知识难以言传,靠 reference/学徒/千小时积累。不含: 现场扩声 live sound/PA、音乐理论/作曲 composition (虽相关但聚焦录音棚后期制作)、配乐/film scoring (虽相关但聚焦歌曲制作)、纯硬件电子工程/合成器 DIY、音乐商业/版权/发行 (虽相关但聚焦制作技艺本身)。) Master OS — automated mastery of 音乐制作 / 混音 (Music Production & Mixing) — 录音棚与卧室工作室里把一首歌从编曲/录音/编程做到混音/母带成品的工程+艺术认知操作系统,面向制作人(producer)、混音师(mixing engineer)、母带工程师(mastering engineer)、beatmaker、唱作人/bedroom producer,以及想入行/服务这行(录音棚、plugin 厂商、sample 公司)的视角。覆盖: (a) 第一性张力 — **服务歌曲/情绪 (serve the song / emotion-first: 技术只为打动人,'if it sounds good it is good',用耳朵不用眼睛) ⇄ 技术正确/工程纪律 (technical correctness: gain staging 增益结构、headroom 余量、相位 phase、监听校准、LUFS 响度规范)**; **黄金耳朵/直觉混音 (mix by ears, reference-driven, 不看分析仪) ⇄ 看表/分析仪/规则 (mix by metrics: EQ 曲线、频谱仪 spectrum analyzer、相关计 correlation meter)**; **少即是多/减法混音 (subtractive, 'less is more', 录好源头 = 混音成功一半) ⇄ 重度处理/'we'll fix it i
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。
swaylq/master-skill☆ 1612026年9月6日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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。
swaylq/master-skill☆ 1612026年9月6日 更新
数据工程 — 数据平台从业者的认知操作系统, 覆盖把数据从源系统搬运成可靠 / 可查询 / 可信赖形态供分析 / ML / 数据产品消费的全生命周期 (生成 → 摄取 → 存储 → 转换 → 服务 + 安全/数据管理/DataOps/数据架构/编排/软件工程 六条暗流, Reis & Housley 框架): 摄取与集成 (批 + CDC 变更数据捕获 Debezium + EL 工具 Fivetran/Airbyte/Meltano/dlt + Kafka Connect + schema drift) / 存储与文件表格式 (对象存储数据湖 + 列存 Parquet/ORC/Arrow/Avro + 开放表格式 Apache Iceberg/Delta Lake/Apache Hudi + lakehouse + 分区/compaction) / 转换与建模 (ELT dbt/SQLMesh + Spark + 维度建模 Kimball + Inmon + Data Vault + 大宽表 OBT + 渐变维 SCD + 增量模型 + 语义/指标层) / 编排与工作流 (Apache Airflow/Dagster/Prefect/Mage/Kestra/Apache DolphinScheduler + DAG + 幂等 + 回填 backfill + 数据资产调度) / 批流与实时 (Apache Kafka/Apache Flink/Spark Structured Streaming/Kinesis/Pulsar/Redpanda + Lambda vs Kappa + watermark/窗口/exactly-once + 流式 SQL Materialize/RisingWave + 实时 OLAP ClickHouse/Apache Druid/Apache Pinot/StarRocks/Apache Doris) / 数仓与查询引擎 (Snowflake/BigQuery/Redshift/Databricks SQL/Trino/Presto/DuckDB/Polars + 存算分离 + MPP) / 数据质量测试与可观测性 (dbt tests/Great Expectations/Soda + 数据契约 + Monte Carlo data downtime + 新鲜度/量/schema 异常检测) / 数据治理编目与血缘 (DataHub/Amundsen/OpenMetadata/Unity Catalog + 列级血缘 + PII 分类 + 访问控制 + GDPR) / DataOps 与可靠性 (数据 CI/CD + 转换版本控制 + 环境隔离 + 幂等重处理 + 数据 SLA/SLO + 计算存储 FinOps) / 数据架构范式 (现代数据栈 + lakehouse + data mesh + data fabric + 去中心化 vs 中心化所有权) / 分析工程角色 (dbt 时代连接数据工程与分析的桥) — 不含 数据科学/ML 建模本身 (是下游消费者) / BI 仪表盘制作 (serving 下游) / 数据分析报表为终点 / 'data engineer = 跑 Hadoop 的' 过时窄化 / 通用后端应用开发 (平行学科) (Data Engineering — the cognitive operating system of practitioners who design, build, and operate the data platform: moving data from source systems into reliable, queryable, trustworthy form for analytics / ML / products, covering (a) the data engineering lifecycle (generation → ingestion → storage → transformation → serving, with the undercurrents security / data management / DataOps / data architecture / orchestration / software engineering — Reis & Housley framing), (b) ingestion & integration (batch + CDC change-data-capture with Debezium, EL tools Fivetran / Airbyte / Meltano / dlt, Kafka Connect, API + file + database sources, schema drift handling), (c) storage & file/table formats (object storage data lakes, columnar formats Parquet / ORC / Arrow / Avro, open table formats Apache Iceberg / Delta Lake / Apache Hudi, lakehouse architecture, partitioning / compaction / Z-ordering), (d) transformation & modeling (ELT with dbt / SQLMesh, Spark, dimensional modeling Kimball, Inmon CIF, Data Vault, One Big Table / wide tables, normalization vs denormalization, slowly changing dimensions, incremental models, the semantic / metrics layer), (e) orchestration & workflow (Apache Airflow, Dagster, Prefect, Mage, Kestra, Apache DolphinScheduler, DAGs, idempotency, backfills, data-aware / asset-based scheduling), (f) batch vs streaming & real-time (Apache Kafka, Apache Flink, Spark Structured Streaming, Kinesis / Pulsar / Redpanda, the Lambda vs Kappa debate, watermarks / windowing / exactly-once, streaming SQL Materialize / RisingWave, real-time OLAP ClickHouse / Apache Druid / Apache Pinot / StarRocks / Apache Doris), (g) warehouses & query engines (Snowflake, BigQuery, Redshift, Databricks SQL, Trino / Presto, DuckDB, Polars, decoupled storage & compute, MPP), (h) data quality, testing & observability (dbt tests, Great Expectations, Soda, data contracts, Monte Carlo / data downtime, freshness / volume / schema anomaly detection, unit / integration testing of pipelines), (i) data governance, catalog & lineage (DataHub, Amundsen, OpenMetadata, Unity Catalog, column-level lineage, PII / data classification, access control, GDPR / data privacy), (j) DataOps & reliability (CI/CD for data, version control of transformations, environments, idempotent reprocessing, SLAs / SLOs for data, cost / FinOps for compute & storage), (k) data architecture paradigms (modern data stack, data lakehouse, data mesh, data fabric, decentralized vs centralized ownership), (l) the analytics engineering role (the dbt-era bridge between data engineering and analysis); N
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。
swaylq/master-skill☆ 1612026年9月6日 更新