Expert in building custom tools that solve your own problems first. The best products often start as personal tools - scratch your own itch, build for yourself, then discover others have the same itch. Covers rapid prototyping, local-first apps, CLI tools, scripts that grow into products, and the art of dogfooding. Use when "build a tool, personal tool, scratch my itch, solve my problem, CLI tool, local app, automate my, build for myself, " mentioned.
中文简介正在准备中。当前显示原文说明。
omer-metin/skills-for-antigravity☆ 1682026年1月22日 更新
Comprehensive guide to using LLMs throughout the game development lifecycle - from design to implementation to testingUse when "ai game development, llm game dev, claude game, gpt game, ai coding games, vibe coding game, prompt game development, llm, ai, game-development, workflow, prompting, coding, prototyping, claude, gpt, cursor" mentioned.
中文简介正在准备中。当前显示原文说明。
omer-metin/skills-for-antigravity☆ 1682026年1月22日 更新
Master the AI tools that accelerate design work. From UI generation to image editing, create professional designs faster. Use when "design, UI, graphics, image editing, prototyping, design, ui, graphics, creative, visual" mentioned.
中文简介正在准备中。当前显示原文说明。
omer-metin/skills-for-antigravity☆ 1682026年1月22日 更新
Designing tabletop games - from core mechanics to manufacturing, from prototyping to KickstarterUse when "board game, tabletop, card game, worker placement, deck building, area control, playtesting, rulebook, kickstarter game, game balance, asymmetric factions, euro game, ameritrash, party game, dice game, prototype, game publisher, crowdfunding game, board-games, tabletop, game-design, mechanics, playtesting, kickstarter, manufacturing, rulebook, components, balance, player-interaction" mentioned.
中文简介正在准备中。当前显示原文说明。
omer-metin/skills-for-antigravity☆ 1682026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
中文简介正在准备中。当前显示原文说明。
swaylq/master-skill☆ 1632026年9月6日 更新
Choose the right prototyping fidelity and method for the design question.
中文简介正在准备中。当前显示原文说明。
Infrasity-Labs/dev-gtm-claude-skills☆ 1422026年6月29日 更新
Applies the reasoning, principles, and frameworks of Andrew Ng (machine learning pioneer, co-founder of Coursera and DeepLearning.AI, Stanford University, and former Google Brain lead). Use this skill whenever the user is navigating AI application development, agentic workflows, automation strategy, AI-native software engineering, or rapid prototyping. Trigger this skill when discussing career advice in the AI era, evaluating AI regulations, structuring machine learning projects, or deciding how to integrate AI into a business. It emphasizes task-based automation, data-centric ML, and driving the cost of proof-of-concepts to zero.
中文简介正在准备中。当前显示原文说明。
K-Dense-AI/mimeographs☆ 1292026年8月19日 更新
This skill channels the strategic thinking of Mark Zuckerberg, co-founder and CEO of Meta. Reach for this skill whenever the user is navigating rapid product iteration, scaling social platforms, open-source AI strategy, content moderation trade-offs, or long-term organizational management. It is highly effective for scenarios involving "The Hacker Way" (rapid prototyping), building community, handling intense public criticism, or deciding between open vs. closed ecosystems. Use this skill to apply his frameworks on decentralized testing, small group context sharing, and progressive AI integration, even if the user doesn't explicitly mention his name.
中文简介正在准备中。当前显示原文说明。
K-Dense-AI/mimeographs☆ 1292026年8月19日 更新
Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
中文简介正在准备中。当前显示原文说明。
striderZA/OpenCodeGameStudios☆ 992026年10月7日 更新
Pre-workflow rapid prototyping for exploring multiple game ideas before committing to a development workflow. Produces lightweight reports with no workflow commitment.
中文简介正在准备中。当前显示原文说明。
striderZA/OpenCodeGameStudios☆ 992026年10月7日 更新
Use when optimizing, auditing, or preparing to ship web animations or rendering performance work: frame loops, scroll/viewport reveals, mount/unmount transitions, canvas/WebGL lifecycles, reduced motion, lazy rendering, and deferred off-screen work. Use for jank, per-frame allocations, forced reflows, render loops, animations that do not pause off-screen, content-visibility, requestIdleCallback, analyzing Chrome DevTools performance traces for animation or rendering issues, or choosing between browser-driven CSS/WAAPI, minimal JS, phase, and Motion/GSAP. Use when the user explicitly asks about phase APIs or behavior. Do not use during exploratory animation ideation, prototyping, visual iteration, or trying variants, even when the code already imports phase; wait until the user asks for performance guidance, an audit, production implementation, ship-readiness review, or about phase itself.
中文简介正在准备中。当前显示原文说明。
vercel-labs/phase☆ 982026年10月9日 更新
Delegates coding tasks to Codex CLI for prototyping, debugging, and code review. Use when: (1) Backend/logic implementation, (2) Algorithm design and optimization, (3) Bug analysis and debugging, (4) API/database code generation, (5) Code quality review and refactoring. Triggers: "implement algorithm", "debug", "analyze code", "backend task", "API implementation", "optimize performance", "refactor", "generate prototype", "code review". IMPORTANT: Default sandbox="read-only" (analysis/review/patch generation); use sandbox="workspace-write" only when codex must run tests/builds to verify. Always request unified diff patches only. Supports multi-turn sessions via SESSION_ID.
中文简介正在准备中。当前显示原文说明。
Dianel555/DSkills☆ 652026年10月12日 更新
Delegates coding/research tasks to the Google Antigravity CLI (`agy`) for external-model execution (Gemini 3.x, Claude Sonnet/Opus 4.6, GPT-OSS). Replaces the broken `collaborating-with-gemini` skill. Use when: (1) External-model delegation via Antigravity, (2) Multi-model prototyping (switch model per call), (3) Backend/logic implementation, (4) Algorithm design and optimization, (5) Bug analysis and debugging, (6) API/database code generation, (7) Code review. Triggers: "delegate to agy", "use Antigravity", "external model", "agy", "Gemini 3.5", "Claude Sonnet 4.6", "GPT-OSS". IMPORTANT: Always request unified diff patches only. Supports multi-turn sessions via SESSION_ID.
中文简介正在准备中。当前显示原文说明。
Dianel555/DSkills☆ 652026年10月12日 更新
Build functional software prototypes and MVPs without deep technical skills by using AI agents as "developers in your pocket." Use this skill when you need to validate a new product concept, build custom back-office tools (e.g., a real estate data manager), or create high-fidelity demos to unblock engineering roadmaps.
中文简介正在准备中。当前显示原文说明。
diegosouzapw/awesome-omni-skill☆ 642026年3月2日 更新
Implement a generative diffusion model (DDPM or score-based) with noise scheduling, U-Net architecture, training loop, and sampling procedures including DDIM acceleration. Use when building a generative model for image, audio, or molecular synthesis; implementing DDPM from a research paper; adding a custom noise schedule or conditioning mechanism; replacing a GAN-based generator with a diffusion alternative; or prototyping before scaling with production frameworks like diffusers.
中文简介正在准备中。当前显示原文说明。
pjt222/agent-almanac☆ 422026年10月15日 更新
Meta-agent for creating new custom agents, skills, and MCP integrations. Expert in agent design, MCP development, skill architecture, and rapid prototyping. Activate on 'create agent', 'new skill', 'MCP server', 'custom tool', 'agent design'. NOT for using existing agents (invoke them directly), general coding (use language-specific skills), or infrastructure setup (use deployment-engineer).
中文简介正在准备中。当前显示原文说明。
majiayu000/claude-skill-registry-data☆ 272026年10月20日 更新
MATLAB R2026a robotics and autonomy workflow for ROS Toolbox, Robotics System Toolbox, Navigation Toolbox, UAV Toolbox, sensor fusion, trajectory planning, simulation, and reproducible robot experiments. Use for ROS/ROS 2 bags, robot models, path planning, SLAM, state estimation, and autonomy prototyping.
中文简介正在准备中。当前显示原文说明。
wzyn20051216/matlab-agent-skills☆ 262026年10月21日 更新
Master Figma workflows with auto layout, components, variables, prototyping, and team collaboration.
中文简介正在准备中。当前显示原文说明。
aicodedecode/awesome-muse-skills☆ 252026年10月10日 更新
Use when a task needs the judgment of a Commercial/Industrial Designer — designing the form, ergonomics, and manufacturability of a physical product, choosing between manufacturing processes at a given volume, selecting materials/finishes under a cost or durability constraint, or planning a prototyping sequence before tooling commitment.
中文简介正在准备中。当前显示原文说明。
wonsukchoi/domain-experts☆ 222026年10月19日 更新
Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
中文简介正在准备中。当前显示原文说明。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Rapid UI prototyping — generates 3 visually distinct HTML/CSS components from a text prompt and serves them in a live browser gallery. Use when user runs /prototype, asks to "prototype a UI", "mock up a component", "generate HTML mockups", "create UI variations", "design exploration", "quick UI concept", or wants to see multiple visual approaches to a component. Also trigger when user says "show me different ways to build...", "explore different designs for...", or wants rapid visual exploration of a UI idea — even without saying "prototype" explicitly.
中文简介正在准备中。当前显示原文说明。
joaquimscosta/arkhe-claude-plugins☆ 212026年10月16日 更新
Meta-agent for creating new custom agents, skills, and MCP integrations. Expert in agent design, MCP development, skill architecture, and rapid prototyping. Activate on 'create agent', 'new skill', 'MCP server', 'custom tool', 'agent design'. NOT for using existing agents (invoke them directly), general coding (use language-specific skills), or infrastructure setup (use deployment-engineer).
中文简介正在准备中。当前显示原文说明。
curiositech/windags-skills☆ 162026年10月19日 更新
Use this skill to generate well-branded interfaces and assets for MeowKit (AI Agent Toolkit for Claude Code), either for production or throwaway prototypes/mocks/etc. Contains essential design guidelines, colors, type, fonts, assets, and UI kit components for prototyping.
中文简介正在准备中。当前显示原文说明。
ngocsangyem/MeowKit☆ 152026年7月28日 更新
Generate several distinct UI directions for a screen or flow before committing to one. Produces 2-4 named interface directions with layout logic, component choices, and tradeoffs, optionally with generated mockup images. Use when the user says "ideate the UI", "give me layout options", "design directions for this screen", "explore the interface", or after context/research and before prototyping. Part of the Product Design set.
中文简介正在准备中。当前显示原文说明。
DKeken/codex-skills-alternative☆ 152026年6月3日 更新