Templates
Project and code templates
design
by Mike-Byrne-AI
Harness configuration review. Use when reviewing harness configuration, auditing the agent roster, evaluating the command set, checking hook coverage, or assessing docs freshness — also when the user asks to review setup, audit harness, check for stale agents, or when significant project changes warrant a configuration review. Delegates to the harness-config-advisor agent.
write-ticket
by Munyon-Canyon
Draft issue descriptions with the user's required structure, acceptance criteria, validation rules, labels, and MCP creation workflow. Use when the user asks to write, draft, create, save, or place Linear tickets, issues, sub-issues, ticket bodies, issue descriptions, or acceptance criteria.
blueprint-authoring
by Mike-Byrne-AI
Task-pack authoring conventions. Use when composing or refining a TP-N task pack, scoping a pack to a defect class, drafting code-fix instructions, structuring scope-in vs scope-out, or naming tasks within a pack — also when the user mentions task pack format, blueprint structure, RUNBOOK, or pack execution. Encodes Espalier-Harness's blueprint-authoring discipline.
isc-bench
by wuyoscar
Guide for running ISC-Bench jailbreak evaluation against any LLM. Use this whenever someone wants to evaluate LLM safety with ISC-Bench, run the TVD (Task-Validator-Data) benchmark pipeline, test model robustness against structural safety collapse, or compare safety scores across models and benchmarks (JailbreakBench, HarmBench, AdvBench, StrongREJECT). Also use when someone asks about ISC attack success rates, harmful content extraction, or safety scoring on the 1-5 scale.
product-code-map
by tin-computer
Read the founder's repository and record which product surfaces are wired, who reaches them, and how they are gated, as the Code map section of project memory.
audit-title-repair
by tin-computer
Repair one evidenced missing-title or missing-description finding in verified HTML sources.
hyperframes-core
by heygen-com
The HyperFrames composition contract — build one renderable project. Use for composition structure, the data-* timing attributes, class="clip", tracks, sub-compositions, variables, framework-owned media playback, deterministic-render rules, and validation. Also covers Tailwind projects and the STORYBOARD.md / SCRIPT.md plan formats. Read before writing composition HTML.
vibe-prd
by KhazP
Create a Product Requirements Document (PRD) for your MVP. Use when the user wants to define product requirements, create a PRD, or says "help me write requirements", "create PRD", or "define my product".
scenario-unreal-world-building
by scenario-labs
'Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.'
scenario-unreal-animation
by scenario-labs
'Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.'
scenario-unreal-cinematics
by scenario-labs
'Use when making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera cuts, spawnables, character animation in shots, per-shot lighting, Movie Render Graph or Movie Render Queue EXR renders, "render darker than the viewport", "first frames pop", "last frame missing", ACES or OCIO to DaVinci Resolve, the 180-degree rule, Sequencer Python, or reviewing a cut.'
scenario-unity-shaders
by scenario-labs
"Use when a Unity 6.3 URP task involves shaders: hand-written HLSL, Shader Graph water, toon, dissolve or outline, Custom Function nodes, a renderer feature or full-screen effect on Render Graph, compute shaders, shader variants, keywords, stripping, Shader Build Settings, PSO warm-up, or shader cost; or when a material turns pink or invisible, casts no shadow, ignores extra lights under Forward+, an effect 'does nothing', the game stutters the first time something appears, or builds bloat with variants."
scenario-unity-pipeline-automation
by scenario-labs
"Use when automating a Unity 6.3 content pipeline or build: importing an art drop (FBX, PNG) with AssetPostprocessor rules and naming conventions, generating prefabs or editing scenes from script with correct Undo and SetDirty, Addressables groups, labels and content builds, content-validation tests, batch-mode, command-line or CI builds (Build Profiles, GameCI, GitHub Actions, Accelerator), editor tools; or when textures import wrong or reimport every run, a scripted edit vanishes, bundles duplicate assets, a batch build ignores its defines, or CI cannot activate Unity."
scenario-unity-architecture
by scenario-labs
"Use when structuring Unity 6.3 C# code: ScriptableObject data vs runtime state, events and services, inventory, health, save and load, Input System actions and key rebinding, async with Awaitable, assembly definitions, Enter Play Mode and domain reload, .meta files, Git, Smart Merge and LFS. Also when 'my save works in the Editor but not in the build', statics keep values on the second Play, events fire twice or never, an await runs after its object died, rebinds are lost on relaunch, a renamed class loses its data, a scene merge breaks."
scenario-unreal-gameplay
by scenario-labs
'Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won''t activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.'
scenario-unity-expert
by scenario-labs
"Use when an agent drives Unity 6.3 (6000.3) on a Mac for any task: batch mode and -executeMethod jobs, a running editor (the user's GUI editor or a headless one), the Unity CLI and com.unity.pipeline, MCP servers, the Test Framework, command-line builds; when a batch run fails silently, 'Scripts have compiler errors', a capture comes back black or pink, or a result must be proven with numbers and a frame; or when a Unity brief must go to the right scenario-unity-* specialist."
scenario-unreal-vfx
by scenario-labs
'Use when a UE5 task involves Niagara or Chaos destruction: a Niagara fireball, projectile trail, impact explosion, muzzle flash, spell, smoke, sparks, debris, Niagara fluids or flipbooks; "Niagara is too expensive", stat NiagaraOverview, Effect Types, pooling, Data Channels, lightweight emitters, VFX scalability; judging an effect''s readability, value, color, timing, white blowout or strobing; or a wall that shatters, geometry collection fracture, Dataflow, damage thresholds, floating chunks, debris cost, Chaos Visual Debugger.'
scenario-maya-retopology-uv
by scenario-labs
'Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.'
scenario-godot-shaders
by scenario-labs
"Use when writing or fixing Godot 4.7 shaders: .gdshader code (spatial, canvas_item, particles, sky, fog), VisualShader graphs built in code, stylized or toon water, dissolve or burn effects, hit flash, outlines, X-ray or portals with the stencil buffer, depth or screen-texture post-processing, global or per-instance uniforms, compute shaders and Texture2DRD, the shader baker; or when 'shader compiles but looks wrong', 'black screen from my post effect', 'my Godot 3 shader breaks', 'colors look washed out', 'first-launch shader stutter'."
pr-summary
by scenario-labs
Refresh the current pull request description from its net changes, following the repository's PR template, when asked to update or write the PR summary. Works in any Scenario repository, whatever its default branch.
scenario-3d
by scenario-labs
Use when generating or handling 3D assets through the Scenario MCP server, including text-to-3D or image-to-3D meshes, GPT-6 Astra 3D or Claude Opus 5.5 3D, GLB, FBX, OBJ, STL, or VOX files, PBR-textured or game-ready models, voxel models, multi-view reconstruction, retexture, remesh, UV unwrap, auto-rigging a biped or quadruped, or retargeting an animation, previewing a mesh in the inline 3D viewer, or downloading a model for import into Unity, Unreal, Godot, or Blender.
crafting-effective-readmes
by pedronauck
Use when writing or improving README files. Not all READMEs are the same — provides templates and guidance matched to your audience and project type.
scenario-game-assets
by scenario-labs
"Use when creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal."
powerpoint
by NousResearch
"Use this skill any time a .pptx file is involved in any way — as input, output, or both. This includes: creating slide decks, pitch decks, or presentations; reading, parsing, or extracting text from any .pptx file (even if the extracted content will be used elsewhere, like in an email or summary); editing, modifying, or updating existing presentations; combining or splitting slide files; working with templates, layouts, speaker notes, or comments. Trigger whenever the user mentions \"deck,\" \"slides,\" \"presentation,\" or references a .pptx filename, regardless of what they plan to do with the content afterward. If a .pptx file needs to be opened, created, or touched, use this skill."