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☆ 1552026年9月6日 更新
Run a complete design workflow -- from establishing context through four progressive design levels (Capabilities, Components, Interactions, Contracts) to an approved blueprint. Composes knowledge-priming, context-anchoring, learning-harvest, collaborative-judgment, design-first, architecture, and domain-driven-design into one process. Handles both new features (create context doc) and resuming existing work (load context doc). Level 5 (Implementation) is delegated to code-forge. Use when starting a design, planning architecture, or when the user says 'design a feature', 'blueprint', 'start designing', 'plan the architecture', or 'let's design before coding'.
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。
techygarg/lattice☆ 1992026年10月10日 更新
Map business processes as-is and to-be. Use when the user says "map the process", "draw the workflow", "BPMN diagram", "process flow", "swimlane", "how does this process work", "document the current process", "redesign this process", "process improvement", "value stream map", "workflow analysis" - even if they don't explicitly say "process mapper".
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。
qa-aman/claude-skills☆ 202026年9月10日 更新
Documenting As-Is and To-Be business processes for a Salesforce project as swim-lane diagrams — one lane per actor, explicit decision points, parallel and exception/sad paths, and per-step automation-tier annotations that drive downstream build decisions. Trigger keywords: As-Is To-Be salesforce process, swim lane salesforce, business process map, automation candidate identification, sad path documentation, process actor mapping, manual residue. NOT for Opportunity stage and exit-criteria design — use admin/sales-process-mapping. NOT for picking Flow vs Apex for one requirement — use admin/process-automation-selection.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Use when designing or customizing industry-specific guided processes in Salesforce Industries clouds: insurance claims lifecycle (FNOL through closure), telecom order management decomposition, and utility service request workflows. Trigger keywords: FNOL process design, claims OmniScript customization, Industries order decomposition workflow, utility service order design, insurance claim lifecycle stages, telecom commercial-to-technical order flow. NOT for the Industries object model — use architect/industries-data-model. NOT for Insurance Cloud licensing and policy architecture — use architect/insurance-cloud-architecture.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Use this skill when designing the FSC client onboarding process — mapping document collection touchpoints, approval steps, compliance checkpoint sequencing, and welcome journey handoffs. Trigger keywords: client onboarding design, onboarding workflow requirements, document collection flow, compliance checkpoint, welcome journey, intake process design. NOT for configuring the Action Plan template itself — use admin/fsc-action-plans. NOT for OmniScript screen and branching requirements — use admin/omniscript-flow-design-requirements.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Develop, challenge, and document Chisel processor microarchitecture designs before implementation. Use when discussing or writing design documents for processor pipelines, queues, issue logic, rename, ROB, LSU, caches, MSHRs, forwarding, wakeup, replay, flush, privilege, exceptions, or other cycle-accurate hardware mechanisms; when converting design conversations into stable Markdown specifications; or when reviewing a proposed Chisel CPU design for correctness, timing, area, verification cost, and cross-document 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。
sixblade325/WaterHand-Processor-Development-Skills☆ 152026年10月3日 更新
Expert-level chemical process design covering process flow diagrams, mass and energy balances, equipment sizing, economic evaluation, and sustainable process 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。
luokai0/ai-agent-skills-by-luo-kai☆ 122026年5月6日 更新
AI frontend specialist and design consultant that guides users through a structured discovery process before generating any code. Collects visual references, design tokens, typography, icons, layout preferences, and brand guidelines to ensure the final output matches the user's vision with high fidelity. Use when the user asks to build, design, create, or improve any frontend interface — websites, landing pages, dashboards, components, apps, emails, forms, modals, or any UI element. Also triggers on "build me a UI", "design a page", "create a component", "improve this layout", "make this look better", "frontend", "interface", "redesign", or when the user provides mockups, screenshots, or design references. Do NOT use for backend logic, API design, database schemas, or non-visual code tasks.
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。
tech-leads-club/agent-skills☆ 7,0532026年10月9日 更新
Designs genomics experiments so technical nuisance variation (batch, lane, plate, flow cell, operator, reagent lot, processing day) is balanced against the biological variable of interest and therefore estimable rather than confounded, using constrained sample-to-batch assignment (designit, OSAT), the confounder/mediator/collider distinction, and the principle that no post-hoc correction recovers a fully confounded design. Covers detecting hidden batches with surrogate variable analysis, a decision table for downstream correction (ComBat-seq, RUVSeq, SVA) whose execution is deferred to differential-expression/batch-correction, and reproducibility metadata. Use when assigning samples to sequencing batches/lanes/plates, avoiding batch-condition confounding, deciding whether a design is salvageable by correction, choosing a correction method, or estimating the number of hidden batches. For the experimental unit, randomization, and blocking concepts see experimental-design/randomization-blocking.
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。
GPTomics/bioSkills☆ 1,2192026年8月15日 更新
Use when user asks to create/generate/edit/modify a BPM workflow, design a Flowable BPMN process, or says "创建流程", "生成流程", "新建流程", "设计流程", "画流程", "审批流程", "工作流", "BPM", "BPMN", "create flow", "create process", "new workflow", "generate workflow". Also triggers when user describes an approval chain like "先经理审批再HR审批" or mentions process nodes like "开始→审批→网关→结束". Also triggers for OA application creation: "创建OA应用", "创建审批单", "创建报销单", "创建请假单", "做一个OA表单带流程", "一键创建表单和流程", "create OA app", "create approval form with workflow". Also triggers for ANY operation on existing processes: "编辑流程", "修改流程", "删除监听器", "添加监听器", "删除节点", "添加节点", "修改节点", "配置节点", "流程中的", "edit process", "modify process", "delete listener", "add listener", "remove listener", "add node", "delete node", "configure node". Key rule: whenever user mentions a specific process name (like "网关测试") with any modification intent, this skill MUST be invoked FIRST before any manual API exploration.
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。
jeecgboot/skills☆ 2402026年9月17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☆ 1652026年1月22日 更新
Document or redesign a business process — standard operating procedure (SOP), process map, RACI, and owner assignment. Use when asked to "document this process", "write a runbook", "design how we handle X", or "map the process for Y".
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。
tonone-ai/tonone☆ 762026年10月5日 更新
Engineering design cycle covering requirements elicitation, specifications writing, constraint identification, iterative prototyping, and design communication. Spans the full loop from problem definition through ideation, analysis, prototyping, testing, and redesign. Includes morphological charts, TRIZ, Pugh matrices, design reviews, and the distinction between functional and non-functional requirements. Use when framing engineering problems, generating design alternatives, writing specifications, or running design reviews.
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。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Eliciting and documenting a sales process before it is built in Salesforce: stage sequencing, entry/exit criteria per stage, win/loss analysis requirements, and stage transition rules. Trigger keywords: sales process design, stage discovery, entry criteria, exit criteria, stage gate, win/loss categorisation, sales methodology, pipeline stages, opportunity stage mapping, stage ladder, probability ladder, forecast category mapping, required fields per stage, stage swim lane, discovery workshop, handoff brief. NOT for configuring OpportunityStage, Sales Processes or Path in Setup — use admin/opportunity-management. NOT for cross-functional swim-lane maps — use admin/process-flow-as-is-to-be.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Design, review, or troubleshoot Salesforce Approval Processes. Triggers: 'submit for approval', 'approver', 'record locked', 'recall approval', 'approval step', 'discount approval', 'approvalProcess metadata', 'ProcessInstanceWorkitem', 'recordEditability', 'process order', 'no approver found', 'pending approval'. NOT for submitting or acting on approvals from Apex - use admin/approval-process-apex-patterns. NOT for CPQ Advanced Approvals (SBAA rules and chains) - use admin/cpq-approval-workflows. NOT for multi-stage cross-object orchestration with SLAs - use flow/orchestration-flows.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Orchestrator for the Product Design skill set — turn early ideas into reviewable prototypes. Routes to the right sub-skill (get-context, research, audit, ideate, image-to-code, url-to-code, prototype, qa, share) based on where you are in the design process. Use when the user gives a high-level design goal like "design a UI for X", "prototype this idea", "rebuild this screen", "review our flow", or isn't sure which design step they need. Delegates to design-* skills.
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。
DKeken/codex-skills-alternative☆ 152026年6月3日 更新
Designs genomics experiments so technical nuisance variation (batch, lane, plate, flow cell, operator, reagent lot, processing day) is balanced against the biological variable of interest and therefore estimable rather than confounded, using constrained sample-to-batch assignment (designit, OSAT), the confounder/mediator/collider distinction, and the principle that no post-hoc correction recovers a fully confounded design. Covers detecting hidden batches with surrogate variable analysis, a decision table for downstream correction (ComBat-seq, RUVSeq, SVA) whose execution is deferred to differential-expression/batch-correction, and reproducibility metadata. Use when assigning samples to sequencing batches/lanes/plates, avoiding batch-condition confounding, deciding whether a design is salvageable by correction, choosing a correction method, or estimating the number of hidden batches. For the experimental unit, randomization, and blocking concepts see experimental-design/randomization-blocking.
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。
lilinji/GeneTind-Life-Skills☆ 142026年8月21日 更新
Comprehensive reference for inter-process communication mechanisms -- every way processes can talk on a computer. Covers sockets (TCP, UDP, Unix domain), WebSockets, SSE, pipes (named/anonymous), shared memory (mmap, shm_open), message queues, signals, D-Bus, XPC (macOS), gRPC, REST, stdin/stdout, file-based coordination, and clipboard. Performance benchmarks, platform availability, and code examples for each. Special focus on which IPC works best for AI agent coordination. Activate on: "IPC", "inter-process communication", "process communication", "how do I talk between processes", "Unix socket vs TCP", "shared memory", "named pipe", "WebSocket vs SSE", "gRPC vs REST", "agent coordination IPC", "XPC service", "message passing", "stdout pipe", "D-Bus", "mmap". NOT for: distributed systems design (use distributed-systems), network protocol design (use networking), message queue infrastructure like Kafka (use data-pipeline-engineer).
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。
curiositech/windags-skills☆ 132026年10月12日 更新
Knowledge base from the NIST/SEMATECH e-Handbook of Statistical Methods (NIST HB 151) — the practical statistics reference for engineering, metrology, and quality. Use for: exploratory data analysis and the four univariate assumptions (4-plot); measurement process characterization including bias/precision, calibration designs, gauge R&R, and ISO/GUM uncertainty budgets; production process characterization (stability vs. capability); process modeling and regression (LS/WLS/NLS/LOESS); design of experiments (screening, fractional/factorial, response-surface, Taguchi); statistical process control (Shewhart/CUSUM/EWMA charts, capability indices, acceptance sampling); product/process comparisons (hypothesis tests and confidence intervals for 1/2/3+ groups, ANOVA, multiple comparisons); and reliability (lifetime & repair-rate models, accelerated testing, reliability growth). Scope limits: this is applied frequentist statistics for measurement and quality — it does NOT reproduce the per-distribution formula galleries, worked case studies, datasets, plot images, or Dataplot/R code of the original web Handbook (those are described, not copied); it is thin on modern machine learning, Bayesian methods beyond conjugate reliability priors, time-series/forecasting, and Bayesian experimental 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。
jgsystemsconsulting/jgs-se-knowledge-packs☆ 82026年10月9日 更新
Knowledge base from the FAA Human Factors Design Standard (HF-STD-001B, 2016) — the FAA's consolidated human-factors / human-systems-integration design criteria for systems it manages, operates, or maintains. Use for requirement-level design rules on: general human-factors design principles; automation and function allocation; designing equipment for maintenance; displays, controls, and visual indicators; alarms, audio, and voice communications; the computer-human interface (information presentation, coding, interaction styles, windows, dialogue); keyboards, input devices, and workstation/workplace ergonomics; system security, personnel safety, environment, anthropometry, and user documentation; plus intended-use and tailoring guidance. It is a quantified, source-attributed synthesis (heavily citing MIL-STD-1472G, MIL-HDBK-759C, DOD-HFDG-ATCCS, NUREG-0700, NASA-STD-3000, ANSI, OSHA, ISO 9241). Complements nasa-hsi as a parallel HSI tradition from the civil-aviation domain. Scope limits: it is design criteria, NOT an HSI lifecycle/process model (use nasa-hsi, nasa-npr-7123, or dau-se-guidebook for process); it does NOT reproduce the third-party standards it cites; it is FAA-acquisition-oriented (ATC, towers, TRACONs, airway facilities), not a general consumer-UX guide; and it is thin on modern touchscreen/mobile, web, and AI-driven interface patterns and on quantitative human-reliability analysis.
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。
jgsystemsconsulting/jgs-se-knowledge-packs☆ 82026年10月9日 更新
Designs genomics experiments so technical nuisance variation (batch, lane, plate, flow cell, operator, reagent lot, processing day) is balanced against the biological variable of interest and therefore estimable rather than confounded, using constrained sample-to-batch assignment (designit, OSAT), the confounder/mediator/collider distinction, and the principle that no post-hoc correction recovers a fully confounded design. Covers detecting hidden batches with surrogate variable analysis, a decision table for downstream correction (ComBat-seq, RUVSeq, SVA) whose execution is deferred to differential-expression/batch-correction, and reproducibility metadata. Use when assigning samples to sequencing batches/lanes/plates, avoiding batch-condition confounding, deciding whether a design is salvageable by correction, choosing a correction method, or estimating the number of hidden batches. For the experimental unit, randomization, and blocking concepts see experimental-design/randomization-blocking.
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。
huang-sh/DeepScience☆ 42026年7月15日 更新
Designs genomics experiments so technical nuisance variation (batch, lane, plate, flow cell, operator, reagent lot, processing day) is balanced against the biological variable of interest and therefore estimable rather than confounded, using constrained sample-to-batch assignment (designit, OSAT), the confounder/mediator/collider distinction, and the principle that no post-hoc correction recovers a fully confounded design. Covers detecting hidden batches with surrogate variable analysis, a decision table for downstream correction (ComBat-seq, RUVSeq, SVA) whose execution is deferred to differential-expression/batch-correction, and reproducibility metadata. Use when assigning samples to sequencing batches/lanes/plates, avoiding batch-condition confounding, deciding whether a design is salvageable by correction, choosing a correction method, or estimating the number of hidden batches. For the experimental unit, randomization, and blocking concepts see experimental-design/randomization-blocking.
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。
peacezha/TRACE☆ 32026年10月11日 更新
Designs genomics experiments so technical nuisance variation (batch, lane, plate, flow cell, operator, reagent lot, processing day) is balanced against the biological variable of interest and therefore estimable rather than confounded, using constrained sample-to-batch assignment (designit, OSAT), the confounder/mediator/collider distinction, and the principle that no post-hoc correction recovers a fully confounded design. Covers detecting hidden batches with surrogate variable analysis, a decision table for downstream correction (ComBat-seq, RUVSeq, SVA) whose execution is deferred to differential-expression/batch-correction, and reproducibility metadata. Use when assigning samples to sequencing batches/lanes/plates, avoiding batch-condition confounding, deciding whether a design is salvageable by correction, choosing a correction method, or estimating the number of hidden batches. For the experimental unit, randomization, and blocking concepts see experimental-design/randomization-blocking.
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。
peacezha/HPClaw☆ 32026年10月11日 更新