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cccskills

「system」の検索結果

7,473 件 ・ 関連度順

概要と使いどころ

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 design systems architecture - tokens, components, documentation, and governance. Design systems create the shared language between design and engineering that makes products feel cohesive at any scale. Use when "design system, component library, design tokens, atomic design, style guide, theme, theming, design scale, component api, variant, figma tokens, style dictionary, design-system, tokens, components, theming, documentation, figma, accessibility, versioning" 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

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-skill1492026年9月6日 更新

Use when the repository has no design system yet (no tokens, no component library - a new site/app, an "Apply design system" task, or a task that asks for one), before building any page section - writes the approved design system's generated files from get_design_system (files true) and builds the tokens on them when there is one.

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。

makifbaysal/tasktrooper1122026年10月12日 更新

This skill should be used before answering "does Genesis have X", "does Genesis lack X", auditing Genesis capabilities, comparing Genesis to an external system, or reviewing/summarizing the architecture. It routes to the canonical judgment-layer subsystem map so audits start from the map, not from a cold grep. Also fires after changing a subsystem's capabilities, to keep the map current.

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。

WingedGuardian/GENesis-AGI962026年10月13日 更新

Systems programming from memory management through networking. Covers memory models (stack vs heap, manual allocation, garbage collection, ownership/borrowing), concurrency (threads, mutexes, channels, async/await, actor model, data races vs race conditions), operating system concepts (processes, virtual memory, page tables, system calls, file descriptors, signals), compilation (lexing, parsing, code generation, linking, static vs dynamic libraries), networking fundamentals (TCP/IP, sockets, HTTP, DNS, TLS), and the hardware-software boundary (caches, cache lines, false sharing, memory-mapped I/O). Use when working with low-level code, diagnosing system-level bugs, understanding performance characteristics, or bridging between high-level languages and machine behavior.

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。

Tibsfox/gsd-skill-creator712026年7月20日 更新

heal

無料

AI self-healing through systematic subsystem assessment, rebalancing, and integration. Maps healing modalities to AI-internal processes: memory foundation, reasoning clarity, tool use accuracy, communication alignment, and creative coherence. Covers assessment triage, subsystem scanning, drift correction, and memory integration. Use mid-session when responses feel formulaic or disconnected, after a chain of errors suggesting subsystem drift, when context overload may have staled earlier assumptions, or as proactive maintenance between complex tasks.

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。

pjt222/agent-almanac372026年10月12日 更新

Decommission a validated computerized system at end-of-life. Covers data retention assessment by regulation, data migration validation (mapping, transformation, reconciliation), archival strategy, access revocation, documentation archival, and stakeholder notification. Use when a validated system is being replaced, reaching end-of-life without replacement, vendor support is discontinued, multiple systems are consolidating, or regulatory changes render a system obsolete.

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。

pjt222/agent-almanac372026年10月12日 更新

Design effective AI agent systems with clear architecture, capability planning, and tool integration. Use when building agent systems, designing agent workflows, planning tool ecosystems, defining agent roles and boundaries, or architecting multi-agent systems. Covers agent patterns, agentic loops, capability design, and system composition.

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。

majiayu000/claude-skill-registry-data262026年10月11日 更新

"Apply the DeLone and McLean Information Systems Success Model to evaluate IS effectiveness through six interdependent dimensions. Use this skill when the user needs to assess system quality, information quality, or service quality of an IS, diagnose why users are dissatisfied, measure net benefits of a system investment, or when they ask 'how do we measure IS success', 'why are users unhappy with this system', or 'is our system delivering value'.".

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。

charlieviettq/awesome-agent-skill262026年7月20日 更新

Create a complete feature module with folder structure, Assembly Definition (.asmdef), test assembly, and namespace. Use when adding a new feature, system, or module to a Unity project. Triggers on requests like "create a new feature", "scaffold a module", "add a combat system", "I need a health system", "set up inventory", "create a new module for X", "add a new system", "new feature folder", or any task requiring new folders, assemblies, or namespaces for a gameplay feature — even when the user just names a system they want to build from scratch. Reads ProjectConfig.yaml for folder_strategy and MCP availability.

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。

IdoCohen560/claude-unity-game-studio222026年7月8日 更新

Builds comprehensive design systems and design bibles with production-ready CSS. Expert in design tokens, component libraries, CSS architecture. Use for design system creation, token architecture, component documentation, style guide generation. Activate on "design system", "design tokens", "CSS architecture", "component library", "style guide", "design bible". NOT for typography deep-dives (use typography-expert), color theory mathematics (use color-theory-palette-harmony-expert), brand identity strategy (use web-design-expert), or actual UI implementation (use web-design-expert or native-app-designer).

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

Architect scalable styling systems with Tailwind v4, CSS Modules, design tokens, dynamic theming, and container queries. Activate on: design tokens, theming system, Tailwind config, CSS architecture, container queries, dark mode. NOT for: component library creation (use design-system-creator), animation systems (use animation-system-architect).

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

대화형 System-wide Refactoring — 변경 파일에서 Extract Method·Domain Logic 이동·Pull Up 등 클래스 경계를 넘는 구조 변경 후보를 찾아 승인 후 기법별 커밋으로 적용. "구조 리팩토링", "도메인 로직 이동", "클래스 분리", "system-wide", "/system-wide-refactoring" 요청 시 사용. 단, 메서드 내부 정돈(guard clause·extract variable 등)은 /tdd-tidy가 적합. /system-wide-refactoring [commit-ref]로 호출.

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。

msbaek/msbaek-claude-plugins82026年10月1日 更新

nist-sse

無料

Knowledge base from NIST SP 800-160 Vol 1 (Engineering Trustworthy Secure Systems) and Vol 2 (Developing Cyber-Resilient Systems). Use for systems security engineering (SSE): the three SSE framework contexts (problem/solution/trustworthiness), the 30+ design principles for trustworthy secure design, trustworthiness and assurance/assurance cases, security across the ISO/IEC/IEEE 15288 life-cycle process groups, and the Vol 2 cyber-resiliency engineering framework — 4 goals (anticipate/withstand/recover/adapt), objectives, 14 techniques, implementation approaches, and design principles for the APT/adverse-conditions threat model. Bridges systems engineering and the NIST security cluster (CSF/SSDF/RMF). Does not reproduce ISO/IEC/IEEE 15288 process text, nor cover SP 800-53 control catalogs in depth.

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。

jgsystemsconsulting/jgs-se-knowledge-packs82026年10月9日 更新

Knowledge base from MIL-HDBK-516C (Airworthiness Certification Criteria). Use for DoD air-system airworthiness planning: tailoring a certification basis, systems engineering criteria, and domain clusters for structures, flight technology, propulsion/installation, avionics/electrical/E3/diagnostics, computer systems/software, and crew systems (including applicable UAS control-station elements). Qualitative guidance handbook — not raw contractual requirements. Does not replace service airworthiness authority policy, civil FAA certification rules as authorities, or detailed JSSG/MIL performance specs.

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。

jgsystemsconsulting/jgs-se-knowledge-packs82026年10月9日 更新

design-system-workflow

無料日本語概要

Swift Design Systemを使用したiOS UI実装スキル。デザイントークン、UIコンポーネント(Button、Card、Chip、FAB、Snackbar、Picker等15種)、レイアウトパターンのベストプラクティスを提供。「デザイン」「UI」「テーマ」「カラー」「タイポグラフィ」「スペーシング」「ボタン」「カード」「FAB」「Snackbar」「Picker」「SwiftUI」「DesignSystem」などで自動適用。

no-problem-dev/claude-code-plugins52026年3月15日 更新

Maxim Design System Intelligence — token architecture (primitive→semantic→component), component library governance, CSS variable systems, Tailwind integration, design-to-code handoff, Storybook, Figma token export. Activate for design system creation, token audits, component specs, dark mode systems, brand-to-token sync. Powered by Maxim behavioral science + Atomic Design + TOGAF governance.

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。

DrNabeelKhan/maxim22026年9月17日 更新

Builds comprehensive design systems and design bibles with production-ready CSS. Expert in design tokens, component libraries, CSS architecture. Use for design system creation, token architecture, component documentation, style guide generation. Activate on "design system", "design tokens", "CSS architecture", "component library", "style guide", "design bible". NOT for typography deep-dives (use typography-expert), color theory mathematics (use color-theory-palette-harmony-expert), brand identity strategy (use web-design-expert), or actual UI implementation (use web-design-expert or native-app-designer).

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/port-daddy22026年10月12日 更新

Architect scalable styling systems with Tailwind v4, CSS Modules, design tokens, dynamic theming, and container queries. Activate on: design tokens, theming system, Tailwind config, CSS architecture, container queries, dark mode. NOT for: component library creation (use design-system-creator), animation systems (use animation-system-architect).

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/port-daddy22026年10月12日 更新

latency-critical-systems

無料日本語概要

リアルタイム画面やデータ配信の遅延、情報の鮮度、処理待ちを個別に測り、イベント発生から画面表示までの経路を改善して、稼働環境で結果を確かめるスキル。

  • リアルタイム画面の遅延調査
  • 配信データの鮮度を確認したいとき
  • キューの滞留を減らしたいとき
affaan-m/ECC27.8万2026年10月12日 更新

enterprise-agent-ops

無料日本語概要

常時稼働するAIエージェントの起動・停止、ログ監視、権限管理、段階的な更新と切り戻しを整理し、障害対応や成功率・コストの評価を支えるスキル。

  • 常時稼働エージェントの運用設計
  • 失敗が増えた際の障害対応
  • 更新と切り戻しの手順整備
affaan-m/ECC27.8万2026年10月12日 更新

system-atlas

無料日本語概要

システムの構成やデータの流れを、クリックして詳しく読める立体的なHTMLマップに整理します。同じデータから説明文も生成し、設計上の判断や未解決の質問を管理します。

  • システム構成とデータの流れの説明
  • 新しい設計をチームで検討したいとき
  • レビュー中の未解決の質問の管理
NousResearch/hermes-agent25.3万2026年10月12日 更新

Evaluate and carry out non-trivial software-system changes from first principles. Use when assessing RFCs, issues, designs, features, refactors, migrations, dependency changes, or proposed fields, events, APIs, modules, and services whose need, consumers, system fit, validation, or rollback require scrutiny. Read the actual system, identify the concrete problem and named semantic consumers, choose the smallest sufficient solution, reject pseudo-requirements and speculative abstractions, and require evidence proportional to risk. Do not use for mechanical edits, source-code explanation, or a dedicated review of an already-complete diff.

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。

bytedance/deer-flow8.4万2026年10月13日 更新