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cccskills

「progression」の検索結果

73 件 ・ 関連度順

概要と使いどころ

Synthesise completed KUD charts into a developmental progression matrix and per-competency narrative sections. Use when you need a programme-level view of how knowledge, understanding, and performance develop across bands.

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。

GarethManning/education-agent-skills8502026年8月29日 更新

Build a learning progression showing prerequisite-to-mastery steps for a target skill or understanding. Use when sequencing content, designing diagnostics, or mapping prerequisite gaps.

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。

GarethManning/education-agent-skills8502026年8月29日 更新

Expert blueprint for roguelikes including procedural generation (Walker method, BSP rooms), permadeath with meta-progression (unlock persistence), run state vs meta state separation, seeded RNG (shareable runs), loot/relic systems (hook-based modifiers), and difficulty scaling (floor-based progression). Use for dungeon crawlers, action roguelikes, or roguelites. Trigger keywords: roguelike, procedural_generation, permadeath, meta_progression, seeded_RNG, relic_system, run_state.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Synthesise completed KUD charts into a developmental progression matrix and per-competency narrative sections. Use when you need a programme-level view of how knowledge, understanding, and performance develop across bands.

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。

nota-america/forgecat-agent-profiles902026年9月24日 更新

Build a learning progression showing prerequisite-to-mastery steps for a target skill or understanding. Use when sequencing content, designing diagnostics, or mapping prerequisite gaps.

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。

nota-america/forgecat-agent-profiles902026年9月24日 更新

This skill recommends regularly evaluating for corticotroph tumor progression using pituitary MRIs and ACTH levels in patients with known Cushing's disease who underwent bilateral adrenalectomy and in patients undergoing this procedure for presumed occult ectopic ACTH secretion. Triggers include postoperative follow‑up after bilateral adrenalectomy, rising ACTH levels, or new pituitary lesion on MRI suggestive of tumor progression.

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。

dromlakhani/MD2SKILL132026年10月5日 更新

Author learning targets for a competency across developmental bands with precise, observable progression language. Use when writing 'I can' statements for competency-based programmes.

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。

GarethManning/education-agent-skills8502026年8月29日 更新

Design a scope and sequence showing vertical and horizontal curriculum coherence across a programme or year. Use when building new programmes, restructuring subjects, or ensuring progression.

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。

GarethManning/education-agent-skills8502026年8月29日 更新

Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Design a scope and sequence showing vertical and horizontal curriculum coherence across a programme or year. Use when building new programmes, restructuring subjects, or ensuring progression.

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。

nota-america/forgecat-agent-profiles902026年9月24日 更新

Author learning targets for a competency across developmental bands with precise, observable progression language. Use when writing 'I can' statements for competency-based programmes.

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。

nota-america/forgecat-agent-profiles902026年9月24日 更新

gr-community-ambassador

無料日本語概要

You launched an ambassador program. 3 applications. One ghosted after week 2. Should you lower the bar? Offer more perks? Spam influencers? This gives you the complete community & ambassador operations SOP — from pre-launch checklist to recruitment to tiered management to retention to governance. Built from Notion (20M users, real ambassador interviews), AFFiNE (60K stars), Asana, and ClickUp programs. By @WeiYipei. What's inside: • Pre-launch readiness checklist (6 conditions that must be true before starting) • 6-step community setup SOP (platform selection → rules → admin standards → monitoring → wiki → metrics) • Ambassador recruitment system (A+B qualification, application form design, scoring rubric) • 4-tier progression system (Bronze → Silver → Gold → Platinum with point thresholds) • 5-pillar incentive framework (Product quality → Beta access → Founder access → KOL path → Full engagement) • Churn early-warning system + retention playbook • Event operations SOP (6 event types × full lifecycle) • Health metrics dashboard (6 core KPIs + 5 ambassador-specific indicators) • Governance & risk control (behavior code, escalation matrix) • Real templates: recruitment post, welcome email, annual calendar 🇨🇳 你搞了个大使计划。来了3个申请。一个第二周就消失了。该降门槛?加福利?群发KOL?这份SOP给你从启动前置条件到招募到留存到治理的完整社区/大使运营方法论。基于 Notion(2000万用户,大使真实访谈)、AFFiNE(60K stars)、Asana、ClickUp 实战案例。 🇯🇵 アンバサダープログラムを立ち上げた。応募3件。1人は2週間で消えた。基準を下げる?特典を増やす?このSOPは、事前チェックリストから採用、段階管理、リテンション、ガバナンスまでの完全なコミュニティ&アンバサダー運営フレームワークを提供します。Notion(2000万ユーザー)、AFFiNE(60K stars)の実例から構築。 🇰🇷 앰배서더 프로그램을 시작했습니다. 지원 3건. 하나는 2주 만에 사라졌습니다. 기준을 낮출까요? 이 SOP는 사전 체크리스트부터 모집, 단계별 관리, 리텐션, 거버넌스까지 완전한 커뮤니티 & 앰배서더 운영 프레임워크를 제공합니다. Notion(2000만 사용자), AFFiNE(60K stars) 실전 사례에서 구축. Triggers: "ambassador program" | "community building" | "community management" | "DevRel" | "developer relations" | "community growth" | "大使计划" | "社区运营" | "社区搭建" | "コミュニティ運営" | "アンバサダー" | "커뮤니티 운영" | "앰배서더" | "open source community" | "user retention"

Gingiris-1031/gingiris-skills842026年10月8日 更新

Use when tuning the numbers in a game — economy curves, progression rates, difficulty pacing, drop tables, win/loss odds, time-to-X targets, and currency velocities. Triggers on "balance pass", "tune the economy", "progression curve", "difficulty curve", "drop rate", "XP curve", "TTK", "time-to-content", "balance the economy", "spreadsheet model", "economy sim", or a system spec from game-systems-designer with `TBD` placeholders. Produces an economy spreadsheet, balance pass plan, sim outputs, and per-system balance tables. Stops at the numbers — does not change system rules or pricing. For systems design see game-systems-designer; for store catalog see iap-manager.

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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression design", "level design", "MDA", or "design the systems". Produces a design doc plus per-system specs that game-balancer numbers, iap-manager stocks, and godot-engineer builds. Stops at design — no number tuning, pricing, or engine code. For balance numbers see game-balancer; for the engine implementation see godot-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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Use this skill when building or modifying Minecraft server plugins for Paper, Spigot, or Bukkit, including plugin.yml setup, commands, listeners, schedulers, player state, team or arena systems, persistent progression, economy or profile data, configuration files, Adventure text, and version-safe API usage. Trigger for requests like "build a Minecraft plugin", "add a Paper command", "fix a Bukkit listener", "create plugin.yml", "implement a minigame mechanic", "add a perk or quest system", or "debug server plugin behavior".

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。

github/awesome-copilot4万2026年10月12日 更新

Find and own a defensible market position. Use when messaging sounds like competitors, conversion is weak despite awareness, repositioning a product, or testing positioning claims. Includes Crawl-Walk-Run rollout methodology and the word change that improved enterprise deal progression.

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。

github/awesome-copilot4万2026年10月12日 更新

Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.

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。

Donchitos/Claude-Code-Game-Studios2.6万2026年10月8日 更新

Create cinematic scroll-driven landing pages with Lenis smooth scrolling, GSAP ScrollTrigger, scroll-linked progression, staggered text reveals, sticky card stacks, parallax backgrounds, scroll-scrubbed transitions, footer reveals, and immersive preloaders. Use when analyzing or building premium editorial scroll experiences, sticky project stacks, kinetic typography, or section-by-section storytelling.

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。

MengTo/Skills6,7372026年10月6日 更新

Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.

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。

MengTo/Skills6,7372026年10月6日 更新

Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.

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。

MengTo/Skills6,7372026年10月6日 更新

Codebase health audit scoring 7 categories with progression plan

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。

FlorianBruniaux/claude-code-ultimate-guide6,1492026年10月11日 更新

Tracks ctDNA dynamics over time for treatment response monitoring using serial liquid biopsy samples. Analyzes tumor fraction trends, mutation clearance kinetics, and defines molecular response criteria. Use when monitoring patients during therapy or detecting molecular relapse before clinical progression.

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。

FreedomIntelligence/OpenClaw-Medical-Skills3,0632026年7月21日 更新

Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isnt working", "rewards arent working", "autonomy", "mastery", "purpose-driven", "my team is disengaged", or "how do I motivate people". Also trigger when designing onboarding progression, fixing broken gamification, or building team structures that sustain high performance. Covers why carrot-and-stick fails and how to build progress systems. For habit-forming product loops, see hooked-ux. For retention behavior design, see improve-retention.

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。

wondelai/skills2,3972026年9月11日 更新

Concentrates marketing and sales effort on a named set of accounts rather than on volume — qualifying whether the model fits your economics at all, building the account list and the buying group inside each, tiering effort against account value, coordinating so the account experiences one campaign rather than several, and measuring account progression instead of leads. Use this to decide whether to run an account-based program, build one, or work out why an existing one produces activity and no pipeline.

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。

cbrock84/headcount2,0422026年9月18日 更新