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.
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omer-metin/skills-for-antigravity☆ 1692026年1月22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
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swaylq/master-skill☆ 1632026年9月6日 更新
AgentFlow workflow skill. Use this skill when the user needs Orchestrate autonomous AI development pipelines through your Kanban board (Asana, GitHub Projects, Linear). Manages multi-worker Claude Code dispatch, deterministic quality gates, adversarial review, per-task cost tracking, and crash-proof pipeline execution and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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diegosouzapw/awesome-omni-skills☆ 1622026年7月8日 更新
Dense, linear, status-at-a-glance UI for specialists who use a tool all day. Use when designing dispatch, warehouse, logistics, scheduling or other B2B operations tools.
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dembrandt/dembrandt-skills☆ 1362026年10月15日 更新
Use scipy.optimize.curve_fit for nonlinear least squares parameter estimation from experimental data.
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agentscope-ai/PawBench☆ 1192026年8月3日 更新
Encode Emil Kowalski's philosophy on UI polish, component design, animation decisions, and the invisible details that make software feel great. From the creator of Sonner (13M+ weekly npm downloads), Vaul, animations.dev, and Linear's web team. Use when user wants to polish UI, audit animations, review component interactions, add micro-feedback, or elevate motion quality.
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EliasOulkadi/shokunin☆ 1132026年10月5日 更新
Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use this skill even if the user does not say "animate" — also covers "spin it slowly", "make it wave", "fade in / out", "pulse", "facial expression".
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RobLe3/cc-blender-skill☆ 1092026年10月13日 更新
Maintain the durable, per-ticket run log that warp deploy/update skills append to at every milestone — a Linear-document-by-title primary with single-writer discipline and a local-file fallback, a machine-parseable per-chain row plus prose entry shape, and a surface-the-URL-as-proof hard gate. Referenced by any warp deploy/update skill that must leave a retrospective trail across worker restarts.
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hyperlane-xyz/hyperlane-monorepo☆ 772026年10月21日 更新
Add a new chain to an existing warp route owned by a customer. Reads a Linear ticket, adds the new chain to the deploy.yaml, builds a customer-specific strategy file for existing chains, runs warp apply, and outputs transaction files for the customer to sign via their multisig.
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hyperlane-xyz/hyperlane-monorepo☆ 772026年10月21日 更新
Generic update orchestrator for an already-deployed warp route. Reads a Linear ticket describing any combination of warp-fee changes / ISM changes / hook changes / owner-address changes / additional-collateral-chain additions, edits the registry deploy.yaml accordingly, builds a per-chain strategy file from the artifact-context owner classifications, runs `hyperlane warp apply`, fork-simulates the resulting receipts via `/warp-route-check`, and hands off to `/warp-update-propose` to land the proposals. Chain extension (adding a brand-new chain with new on-chain contracts) is a separate skill — see `/warp-update-extend`.
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hyperlane-xyz/hyperlane-monorepo☆ 772026年10月21日 更新
First step of deploying a new warp route (steps 1–9). Reads a Linear ticket to extract token details and chain configuration, looks up mailbox addresses from the local registry, generates the deploy.yaml, runs the deploy, and optionally runs a send test. Follow up with /warp-deploy-update-owners.
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hyperlane-xyz/hyperlane-monorepo☆ 772026年10月21日 更新
Pre-flight gas and balance check before deploying a warp route. Reads a Linear ticket, checks deployer wallet native gas balances per chain (warn if less than $10), and checks collateral token balance (need ~$1 for testing).
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hyperlane-xyz/hyperlane-monorepo☆ 772026年10月21日 更新
Find, describe, add, remove, rename, clone, or set metadata on columns of a Datagrok DataFrame via the datagrok_exec tool. Use whenever the user asks to locate "the X column", summarize a column, add a typed/empty/values-filled/virtual column, set semantic type / units / format / friendly name, apply linear or categorical or conditional color coding, drop or rename columns, or copy a DataFrame. Covers everything in DataFrame.columns and Column.meta — but not row filtering/selection (datagrok-filtering, datagrok-selection) and not formula-only columns (datagrok-calc-column).
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datagrok-ai/public☆ 742026年10月21日 更新
Contrapuntal writing and analysis covering species counterpoint, fugue structure, canon types, and imitative techniques. Covers Fux's five species, cantus firmus construction, consonance and dissonance treatment, invertible counterpoint, fugue anatomy (subject, answer, countersubject, episode, stretto), canon varieties, and contrapuntal practice from Palestrina through Shostakovich. Use when writing or analyzing counterpoint, studying fugue structure, or understanding the linear dimension of polyphonic music.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Symbolic manipulation, equation solving, and algebraic structures for mathematical reasoning. Covers distributive law, factoring, completing the square, linear through polynomial equation solving, systems of equations (substitution, elimination, Gaussian elimination, matrix methods), algebraic structures (groups, rings, fields), modular arithmetic, polynomial theory, and inequalities. Use when solving equations, simplifying expressions, working with algebraic structures, or performing symbolic manipulation.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Calculus, series, numerical methods, and optimization for computational mathematics. Covers limits (epsilon-delta, L'Hopital, squeeze theorem), derivatives (rules, optimization, related rates), integrals (Riemann sums, Fundamental Theorem of Calculus, integration techniques), series (convergence tests, Taylor and Maclaurin expansions), differential equations (separable, linear, exact), numerical methods (Newton-Raphson, Euler method, Simpson's rule), and computational pitfalls (floating-point arithmetic, catastrophic cancellation, numerical stability). Use when computing derivatives, integrals, limits, series, solving differential equations, or analyzing numerical accuracy.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Harmonic analysis, voice leading, chord function, and modulation techniques for tonal music. Covers triads, seventh chords, Roman numeral analysis, figured bass, voice leading rules, cadence types, secondary dominants, modulation techniques, chromatic harmony (Neapolitan, augmented sixth chords), jazz lead sheet notation, and functional vs. linear harmonic thinking. Use when analyzing chord progressions, writing voice leading, identifying key areas, or interpreting harmonic function in any tonal style.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Physical principles underlying diodes, bipolar junction transistors, and MOSFETs — carrier concentrations, drift and diffusion, the pn junction, forward and reverse bias, the Shockley diode equation, BJT operating regions, MOSFET threshold and saturation, small-signal models, and temperature effects. Use when reasoning about device-level behavior, designing bias networks, selecting transistor operating points, interpreting datasheets, or diagnosing nonlinear device failures.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Design of active analog circuits built around operational amplifiers and discrete gain stages — inverting, non-inverting, difference, and instrumentation topologies, negative feedback and loop stability (gain-bandwidth product, phase margin, compensation), active filters (Sallen-Key, multiple-feedback biquad), sinusoidal and relaxation oscillators, comparators and Schmitt triggers, voltage references (bandgap, shunt, series), and linear versus switching voltage regulators. Covers how to pick a topology, close a feedback loop that stays stable, set gain and bandwidth, and choose a power-conversion approach. Use when designing an amplifier, filter, oscillator, reference, comparator, or regulator, or when reasoning about feedback stability, loop gain, phase margin, or op-amp non-idealities.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Interpersonal communication theory and practice for one-on-one and small group interaction. Covers communication models (linear, transactional, constructivist), self-disclosure and Johari Window, relational dialectics, communication climate, supportive versus defensive communication, feedback models, and adapting style across relationships and contexts. Use when analyzing communication dynamics, improving relationships, giving feedback, or understanding communication breakdowns between individuals.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Algorithms and data structures from first principles through advanced analysis. Covers sorting (bubble, insertion, selection, merge, quick, heap, radix), searching (linear, binary, BFS, DFS, Dijkstra, A*), fundamental data structures (arrays, linked lists, stacks, queues, hash tables, trees, heaps, graphs, tries), complexity analysis (Big-O, Big-Omega, Big-Theta, amortized), recurrence relations, and algorithm design paradigms (divide-and-conquer, greedy, dynamic programming, backtracking). Use when analyzing, selecting, implementing, or comparing algorithms and data structures.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Linear algebra and higher-dimensional thinking. Vectors, matrices, transformations — the architecture of mathematical space.
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Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
Attiya-Bar-Noy-Dolev atomic register emulation over message-passing. Load when designing quorum-based distributed storage, proving linearizability, or reasoning about fault-tolerant shared memory.
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plurigrid/asi☆ 702026年7月10日 更新
ABD quorum-based linearizable registers for distributed storage — the canonical crash-tolerant read/write protocol with precise RTT and message complexity.
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plurigrid/asi☆ 702026年7月10日 更新