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cccskills

「storytelling」の検索結果

111 件 ・ 関連度順

概要と使いどころ

The art and science of narrative-driven brand communication. This skill transforms brand messages into compelling stories that connect emotionally, build memory, and drive action. In a world of infinite content, story is the only thing that cuts through. Great brands don't sell products—they tell stories. Apple tells the story of creative rebels. Nike tells the story of human potential. Patagonia tells the story of environmental stewardship. This skill teaches you to find, craft, and tell your brand's story across every touchpoint. AI amplifies storytelling capability—generating variations, adapting across channels, maintaining consistency—but the human insight that identifies the true story remains essential. This skill bridges narrative craft with AI execution. Use when "story, storytelling, narrative, brand story, origin story, hero journey, emotional connection, customer story, testimonial, case study, brand film, about us, storytelling, narrative, brand-story, emotional, hero-journey, content" 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-antigravity1652026年1月22日 更新

Craft compelling narratives using story frameworks. Use when the user says "help me with storytelling" or "I want to create a narrative through 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。

bmad-code-org/bmad-module-creative-intelligence-suite1942026年9月29日 更新

The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" 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-antigravity1652026年1月22日 更新

World-class level design expertise - spatial storytelling, player flow, blockout methodology, and the invisible hand that guides players without them knowingUse when "level design, blockout, graybox, whitebox, player flow, level layout, combat arena, exploration space, map design, multiplayer map, pacing, weenie, landmark, gating, metroidvania, open world design, linear level, environmental storytelling, teaching through design, playtesting, heatmap, metrics, sightlines, level-design, game-development, spatial-design, blockout, graybox, player-flow, pacing, environmental-storytelling, combat-design, multiplayer-maps, open-world, linear-design, metroidvania" 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-antigravity1652026年1月22日 更新

Generate cinematic scrolltelling websites where scroll drives the narrative: Lenis smooth scroll, GSAP ScrollTrigger cinematic section reveals with fluid OKLCH color transitions, Three.js painted-texture shader backgrounds reactive to cursor, scroll, velocity, and chapter progress. Four modes — chapter-reveal (scroll-paced storytelling), painted-backdrop (reactive shader canvas), full-cinema (complete cinematic site), catalog (all shader presets side by side). This skill should be used when building storytelling websites, scroll-driven experiences, cinematic landing pages, or any page where sections reveal as chapters with color transitions and ambient 3D backgrounds. Triggers on scrollytelling, cinematic scroll, scroll-driven storytelling, Lenis smooth scroll, GSAP ScrollTrigger, scroll chapter reveal, scroll color transition, painted shader background, narrative scroll website, premium scroll experience, shader catalog.

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。

tdimino/claude-code-minoan412026年9月28日 更新

Designing data stories and narrative-driven analytics in Salesforce: structuring CRM Analytics dashboards for executive communication, text widgets and conditional highlights for annotation, sequential narrative in Tableau Story sheets, and Einstein Discovery narrative REST endpoints. Trigger keywords: data storytelling dashboard, executive analytics narrative, CRM Analytics text widget annotation, Tableau story sheet, smart data discovery narrative API. NOT for building the Einstein Discovery story or prediction definition - use admin/einstein-discovery-setup. NOT for choosing between Reports, CRM Analytics and Tableau - use admin/einstein-analytics-basics.

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/AwesomeSalesforceSkills192026年10月4日 更新

Expert in building immersive scroll-driven experiences - parallax storytelling, scroll animations, interactive narratives, and cinematic web experiences. Like NY Times interactives, Apple product pages, and award-winning web experiences. Makes websites feel like experiences, not just pages. Use when: scroll animation, parallax, scroll storytelling, interactive story, cinematic website.

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。

davila7/claude-code-templates3.3万2026年10月12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/Skills6,7432026年10月6日 更新

Build cinematic sticky product storytelling with GSAP ScrollTrigger, progressive UI reveals, scroll-synced animation, smooth interpolation, and immersive section transitions.

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/Skills6,7432026年10月6日 更新

branding

無料

When the user wants to define, audit, or apply brand strategy—purpose, values, positioning, storytelling, voice, narrative (not only visuals). Also use when the user mentions "brand strategy," "brand story," "brand storytelling," "brand voice," "brand identity," "brand guidelines," "brand purpose," "brand values," "origin story," "brand narrative," "brand personality," "brand archetype," "slide deck branding," "PPT brand colors," or "document style guide." For typography, colors, design tokens, and frontend visuals, use brand-visual-generator.

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-skills1,0322026年10月6日 更新

Generate brand storytelling and narrative video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants to create a brand story video, company origin story, mission video, about us video, brand film, corporate narrative, founder story, brand anthem, company culture video, or emotional brand content. Triggers on: brand story, brand video, company story, origin story, about us, mission video, brand film, brand anthem, corporate video, company culture, founder story, brand narrative, or any request for brand/company storytelling video. Use even for "tell our company story" or "make a video about our mission.

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。

beshuaxian/higgsfield-seedance2-jineng9642026年4月10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-skill1552026年9月6日 更新

Generate 5 different narrative scripts for visual slideshows from a single positioning angle. Each script uses a different storytelling framework (AIDA, PAS, BAB, Star-Story-Solution, Stat-Flip) producing genuinely different stories, not layout variations. Make sure to use this skill whenever the user wants slideshow scripts, TikTok content scripts, carousel copy, narrative frameworks for visual content, or says anything about writing scripts for slides or social media storytelling. Even 'write me some TikTok content' or 'I need carousel copy' should trigger this. Outputs structured YAML content specs that chain directly to /paper-marketing for visual 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。

MoizIbnYousaf/marketing-cli322026年9月12日 更新

Marketing analytics and data-driven optimization for B2B SaaS campaigns. Use this skill when analyzing marketing performance, optimizing conversion rates, running A/B tests, conducting customer research, creating marketing dashboards, building attribution models, analyzing funnel metrics, or storytelling with data. Also triggers on: marketing ops, performance analytics, CRO, A/B testing, data storytelling, customer insights, tracking plan, event taxonomy, UTM taxonomy, GA4 audit, consent mode, instrumentation contract, sample size calculation, minimum detectable effect, test duration, not enough traffic to A/B test, statistical significance, Bayesian vs frequentist, sample ratio mismatch, experiment feasibility, martech stack, marketing tech stack audit, tool consolidation, build vs buy, vendor evaluation, shadow IT tools, ESP/CRM/platform migration, switching cost, cutover plan, suppression list migration, data portability, customer interviews, survey design, sampling frame, non-response bias, how many people should I interview, thematic saturation, voice of customer, jobs-to-be-done, buyer persona research, is this finding real, data enrichment, which enrichment provider should we buy, waterfall enrichment, contact data quality, match rate, our list data is bad, email verification, catch-all domain, accept-all, bounce rate from bad data, B2B data decay, how often should we re-verify contacts, ZoomInfo vs Apollo vs Clearbit evaluation, cost per usable record, where did this list come from, GDPR Article 14 notice, purchased list compliance, suppression screening, TAM list building, demand planning, marketing plan, how many leads do we need, what pipeline target should marketing carry, funnel model, top-down vs bottom-up plan, plan of record, annual marketing planning, quarterly planning, pipeline coverage we have to create, sales cycle lag, our leads cannot close this quarter, carry-in pipeline, scenario planning, conservative moderate aggressive forecast, stretch target, reforecast, re-forecast triggers, assumption register, capacity ceiling, addressable audience ceiling, marginal cost per lead, blended CPL is wrong, we missed plan and nobody knows why, AI policy for the marketing team, AI governance, AI acceptable use policy, which AI tools are we allowed to use, can I paste customer data into ChatGPT, shadow AI, AI use register, human review of AI output, when can we stop reviewing every AI draft, can the agent send on its own, the AI made a mistake now what, pull back AI autonomy, AI evals, our AI vendor changed the model, AI output went out wrong, prompt injection, can our AI read prospect replies safely, lethal trifecta, the AI leaked internal notes, turn off auto-generated ad assets, auto-applied recommendations, AI literacy training, EU AI Act Article 4, duplicate records in the CRM, dedupe before import, which value wins in a merge, CRM cleanup.

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。

shalintripathi/saas-marketing-agents212026年10月13日 更新

Expert in narrative structure, character development, plot pacing, and compelling 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。

sandraschi/advanced-memory-mcp192026年10月13日 更新

Expert in turning data visualizations into compelling video and animation content for social media and marketing. Activate on: data commercial, animated chart, data storytelling video, chart animation, Remotion data video, Motion Canvas, Flourish animation, D3 animation, data viz social media, dashboard recording, data narrative video. NOT for: static data visualization (use data-viz-2025), general video editing (use video-processing-editing), full video production pipeline (use ai-video-production-master).

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-skills132026年10月12日 更新

Especialista em construir experiências imersivas baseadas em scroll - storytelling por paralaxe, animações de scroll, narrativas interativas e experiências web cinematográficas. Como as interativas do NY Times, páginas de produtos da Apple e experiências web premiadas. Torna websites em experiências, não apenas páginas. Use quando: animação de scroll, paralaxe, storytelling de scroll, história interativa, website cinematográfico.

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。

artubss/SKILLS-CLAUDE-CODE112026年5月17日 更新

Transforms data into compelling visual narratives by applying narrative structure, annotation techniques, scrollytelling patterns, and honest framing to data journalism, presentations, and infographics. Use when creating data-driven articles or reports, designing infographics with narrative, building scrollytelling experiences, annotating charts to guide interpretation, or when user mentions data storytelling, presentation design, annotated chart, narrative visualization.

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。

EthanYoQ/Skill-hub112026年10月5日 更新

Marketing analytics and data-driven optimization for B2B SaaS campaigns. Use this skill when analyzing marketing performance, optimizing conversion rates, running A/B tests, conducting customer research, creating marketing dashboards, building attribution models, analyzing funnel metrics, or storytelling with data. Also triggers on: marketing ops, performance analytics, CRO, A/B testing, data storytelling, customer insights, tracking plan, event taxonomy, UTM taxonomy, GA4 audit, consent mode, instrumentation contract, sample size calculation, minimum detectable effect, test duration, not enough traffic to A/B test, statistical significance, Bayesian vs frequentist, sample ratio mismatch, experiment feasibility, martech stack, marketing tech stack audit, tool consolidation, build vs buy, vendor evaluation, shadow IT tools, ESP/CRM/platform migration, switching cost, cutover plan, suppression list migration, data portability, customer interviews, survey design, sampling frame, non-response bias, how many people should I interview, thematic saturation, voice of customer, jobs-to-be-done, buyer persona research, is this finding real, data enrichment, which enrichment provider should we buy, waterfall enrichment, contact data quality, match rate, our list data is bad, email verification, catch-all domain, accept-all, bounce rate from bad data, B2B data decay, how often should we re-verify contacts, ZoomInfo vs Apollo vs Clearbit evaluation, cost per usable record, where did this list come from, GDPR Article 14 notice, purchased list compliance, suppression screening, TAM list building, demand planning, marketing plan, how many leads do we need, what pipeline target should marketing carry, funnel model, top-down vs bottom-up plan, plan of record, annual marketing planning, quarterly planning, pipeline coverage we have to create, sales cycle lag, our leads cannot close this quarter, carry-in pipeline, scenario planning, conservative moderate aggressive forecast, stretch target, reforecast, re-forecast triggers, assumption register, capacity ceiling, addressable audience ceiling, marginal cost per lead, blended CPL is wrong, we missed plan and nobody knows 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。

unempyd/revenueos72026年9月14日 更新

Creative director v2 — brand vision, campaigns, team leadership, client presentations, 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。

ziri22/agency-roster62026年7月1日 更新

Data analyst v2 — SQL, BI dashboards, statistical analysis, storytelling, DZ data

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。

ziri22/agency-roster62026年7月1日 更新

Product Inventor e Design Alchemist de nivel maximo — combina Product Thinking, Design Systems, UI Engineering, Psicologia Cognitiva, Storytelling e execucao impecavel nivel Jobs/Apple.

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。

bouclem/skills62026年5月31日 更新

Expert in building immersive scroll-driven experiences - parallax storytelling, scroll animations, interactive narratives, and cinematic web experiences. Like NY Times interactives, Apple product pages, and award-winning web experiences. Makes websites feel like experiences, not just pages. Use when: scroll animation, parallax, scroll storytelling, interactive story, cinematic website.

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。

AxelMrak/ai52026年2月20日 更新

Visual storytelling skill chain for DSH; use for narrative motion, scroll-driven UX, and stack-aware implementation rails.

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。

garochee33/DSH42026年10月12日 更新