Trending Skills
The hottest skills gaining momentum in the community right now.
rea-changelog-update
by morluto
Prepare or rewrite REA release changelogs and GitHub release notes from pinned Git history, with verified contributor thanks and Release Please synchronization.
rea-tool-design
by morluto
Design or change REA investigation tools, CLI/MCP contracts, provider capabilities, and Evidence semantics.
scenario-unreal-performance
by scenario-labs
'Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.'
hyperframes-registry
by heygen-com
About 450 ready-made HyperFrames blocks and components installed as editable source - transitions, overlays, titles, kinetic type, captions, charts, map overlays, 3D, camera moves. Use it before hand-building any named visual (CRT scanlines, glitch, film grain, a chart); also for hyperframes add and catalog.
cut-the-curve
by heygen-com
"The technique catalog: five velocity-matched SEAMS (zoom-through, INVERSE zoom-through, cut-the-curve, waterfall cut, rack-focus blur-cut) plus the two in-scene techniques — waterfall ENTRY (staggered arrival cascades for title cards / segment openers) and the nudge curve (slow-fast-slow three-phase group slides). Covers partial-travel (~12% of frame) velocity matching via mirrored power4 eases, the Z scale-sign rule, size-scaled blur (10px text / 18-20px full-frame), word-by-word staggered cuts, cascade pacing by element weight, and the 10/65/25 slide ratio. Read before authoring any transition, text-beat handoff, kinetic text entry, or group reposition. [depth, zoom, inverse-zoom, scale-sign, mirrored-zoom, rack-focus, pacing, velocity, cut-the-curve, waterfall, stagger, cascade, kinetic-text, title-card, segment-opener, nudge, slide, easing, group-motion, z-depth, motion-graphics, cinematic, transition, blur, directional-continuity]"
media-use
by heygen-com
Get or make any media for a HyperFrames video - music, sound effects, images, icons, logos, voiceover, avatar and generated video, transcripts, cutouts, colour grades and looks - with HeyGen or free local tools, and mix placed audio. Also for footage that looks dark, flat or dull, or should be stylized or hidden.
hyperframes
by heygen-com
Read first to make, edit, animate or render any video with HyperFrames (HTML rendered to video), including launch films, explainers, music videos, charts, maps, vertical clips, title cards, captions and overlays. Holds the render contract, the work loop and what each kind of video needs.
solo
by anthropics
"Work on one hard mathematics problem in this session yourself, with no sub-agents: reason in stages, record each settled step in a notes file so that nothing written is lost if a response is cut off, and end with a self-contained proof.md. Usage: /math-proof:solo <the problem, stated in full, or the path of a file holding it>."
diagram-design
by cathrynlavery
Create branded architecture, architecture delta, IT current-state, flowchart, sequence, state machine, ER/data model, timeline, swimlane, quadrant, radar/spider, polar chart (polar/radial lollipop), loop/flywheel, nested, tree, org chart, layer stack, exploded axonometric, axonometric plan, Venn, pyramid/funnel, treemap and marimekko, heatmap, bar and dumbbell, waterfall, line (slopegraph, ridgeline, streamgraph, bump), Gantt and scatter charts (bubble, beeswarm), high-level, process, medallion, data flow, DP integration, DP security matrix, Sankey, fishbone, Wardley map, kanban, user journey, service blueprint, deployment, dependency graph, UML class, story map, or database schema diagrams as HTML/SVG/PNG, with .drawio, Mermaid, and .excalidraw import, plus lifecycle phase maps, block decomposition trees, and onboarding guidance.
asset-pipeline
by rehan-remade
Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.
security-audit
by cloudflare
Security guidance and vulnerability review for codebases, APIs, services, CLI tools, libraries, and daemons. Use for security questions, focused reviews, vulnerability research, security audits, or pen tests. Run the complete workflow only for explicit codebase audit or pen-test requests, full/comprehensive/end-to-end reviews, or requested report artifacts.
GRADE-on-Ingest
by jmagly
@agentic/code/frameworks/sdlc-complete/skills/citation-guard/SKILL.md - Citation guard
mod-any-game
by rehan-remade
Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nuke to Terraria", "make a new civ for Age of Empires", "put Minecraft inside X", "can I mod this game?"). It covers recon (engine, loaders, anti-cheat), choosing the route, a safe lab, a first vertical slice, fal-generated assets, in-game verification and a showcase clip.
fal-assets
by rehan-remade
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.
remotion-captions
by remotion-dev
Transcribing, displaying and animating captions
linglu-discipline
by FuRongJun-1999
灵枢工作纪律与记忆操作规程。会话开始或任何任务动手前使用;命中「查记忆 / 写记忆 / 命令执行 / 入库提交 / 根因分析 / 敏感信息 / 公开产物」等触发词时必须先加载本 skill。
designer-perspective
by FuRongJun-1999
设计者视角 / 全局观测 / 条件空间声明 / 资格裁决 / 四态判定 / 条件层归因 / 方向判断 / 白箱三问——设计者视角(元技能)。用户提到这些词,或需要在动手前先判断「该不该做、为什么做、条件够不够」时使用本技能。 场景:在操作层执行之前切换到全局观测位置,声明条件空间(观测位置/观测工具/时间窗口/存在约束),对候选做四态资格裁决(ACCEPT/REJECT/DEFER/BLINDSPOT),失败时按三方条件空间与五失配维度归因,并从失败蒸馏可复用纪律。 【不适用】Not for 以下场景:条件不满足即不适用(负路由:观测位置与操作层执行互斥;本技能不执行具体操作、不替代验证单元裁决、不写入认知图事实层)
lingshu-browser
by FuRongJun-1999
灵枢白箱条件单元域入口:浏览器与网页(104 单元 / 14 子域)。触发词:浏览器、渲染、DOM、事件循环、Web存储、CSP、性能、PWA。 场景:任务命中本域任一子域主题时使用。先查下方路由表定位单元,语义模糊时经 mdcg cg op=route 路由; 单元正文在 units/<slug>/SKILL.md 按需回读(KCCS 四要素在各单元内,不随本入口加载)。 【不适用】Not for:任务不属于本域任何子域主题(负路由);跨域方向判断改用 designer-perspective 元技能。
linglu-discipline
by FuRongJun-1999
灵枢工作纪律与记忆操作规程。会话开始或任何任务动手前使用;命中「查记忆 / 写记忆 / 命令执行 / 入库提交 / 根因分析 / 敏感信息 / 公开产物」等触发词时必须先加载本 skill。
publish-mod
by rehan-remade
Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.
showcase-video
by rehan-remade
Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game's own audio, picks moments from contact sheets, and edits with one-line animated titles, creator credits, transitions, music, watermark and fade-out via an EDL JSON. Use when the user wants a demo video, trailer, clip or montage of a mod, or wants to combine existing clips into a styled video.
game-recon
by rehan-remade
Figure out how a specific installed game can be modded, before writing any mod code. Covers where it's installed, the engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community's modding route. Use when the user asks "can I mod <game>?", "what engine is <game>", "how do people mod <game>", or at the start of any modding task. Produces MODDING_PLAN.md.
share-field-notes
by rehan-remade
Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game ("has anyone modded X?"), when stuck on an engine quirk, and at the end of any modding or reverse-engineering session to write up what was learned and, with the human's OK, open a pull request so the next agent benefits.
image-to-ui-skill
by zhu-guli326
Use when the user asks for image2 生图, 调用 image2, image2 生成图片, gpt-image-2, AI 生图, 出图, 生成 UI 位图资产, 参考图生图, or image-to-UI. 将 UI 截图、设计稿、图片转换为可实现的前端代码和图片资产;also use for UI screenshot to code, clickable app demo, mobile prototype, iOS preview, high-fidelity UI recreation from reference images, automated UI output validation, design-spec enforcement, icon rules, and layout/typography quality checks. 分析哪些部分应该用代码实现,哪些部分应该生成位图资产。识别图片依赖区域、图标、按钮、字体、背景、首屏视觉、产品渲染图、抠图、透明 PNG 资产,生成提示词并回填到前端 UI 中。涉及生图时必须把系统内置 imagegen/image_gen 和项目 image2 命令都视为 native-image2 来源;如果 native-image2 不可用或失败,再走 Youtoken/OpenRouter ICU gpt-image-2 API 备案通道。普通系统生图和项目原生 image2 最终都可标记为 native-image2,但要记录来源 source=system-imagegen 或 source=project-image2;项目可复跑资产优先用 scripts/image2_asset.py,它会先尝试 native-image2,失败再备案到 youtoken-gpt-image-2 或 openrouter-icu-gpt-image-2,确保真实生成位图文件。当用户说“找不到 image2”“检索不到 image2 生图”“没有真的生图”时,先运行 image2-ui doctor 诊断系统 imagegen、项目 image2 命令和 API 备案入口,再落地真实图片。当用户要求做成 App 形式、手机 App、iOS 预览、可点击 App demo 或移动端原型时,必须生成带 iOS 手机外边框的可点击预览,并提供渲染截图。交付前应进行页面输出巡检和参考图对照,检查破图、文字溢出、低对比度、嵌套卡片、模板化渐变文字、单一 AI 配色、icon tile 模板化、无障碍标签、触摸目标、图标视觉错位、交互死区和响应式问题。