本文へ移動
cccskills

「workshop」の検索結果

122 件 ・ 関連度順

概要と使いどころ

Agent fallback for CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup (auto-generated, category: func). Locate CDedicatedServerWorkshopManager::SwitchToWorkshopMapGroup in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup, CDedicatedServerWorkshopManager::SwitchToWorkshopMapGroup

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。

mrc4tt/CS2_VibeSignatures32026年10月10日 更新

Agent fallback for CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup-decompiles (auto-generated, category: func). Locate CDedicatedServerWorkshopManager::SwitchToWorkshopMapGroup in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CDedicatedServerWorkshopManager_SwitchToWorkshopMapGroup-decompiles, CDedicatedServerWorkshopManager::SwitchToWorkshopMapGroup

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。

mrc4tt/CS2_VibeSignatures32026年10月10日 更新

workshop

無料

Workshop coach for the Research Desk (SEC agents) workshop. Use when the user types /workshop, asks for a workshop act or module ("act 2", "next act", "where am I"), wants a TODO(workshop-N) implemented or explained, or asks for help following WORKSHOP.md.

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。

anthropics/cwc-workshops2,1652026年8月28日 更新

Hands-on workshop — the learner works through the course instead of watching it, with an exercise or a check every couple of pages, short slides that only set up the next task, guiding narration that asks more than it tells, and a closing page where the pieces come together in one small project. Use when the ask is a workshop, a bootcamp session, 「动手」「实操」「练中学」「边做边学」, or a skill the learner is meant to leave holding; also use when the user names this style. Not for a systematic explanatory course (that is `lecture-style`) and not for occupational procedure training with tools and safety gates (that is `vocational`).

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。

THU-MAIC/OpenMAIC4万2026年10月11日 更新

Migrate workloads from Heroku to AWS. Triggers on: migrate from Heroku, Heroku to AWS, move off Heroku, migrate Heroku Postgres to RDS, migrate Heroku Redis to ElastiCache, migrate Heroku Kafka to MSK, migrate dynos to Elastic Beanstalk, migrate dynos to Fargate, migrate Heroku Private Space, Heroku to ECS, leave Heroku, what-if workshop, compare migration scenarios, workshop mode. Runs a 6-phase process: discover Heroku resources live via the authenticated Heroku CLI (read-only, consent-gated) and/or from Terraform, Procfile/app.json, and billing exports, then clarify, design, estimate costs, generate artifacts, and collect feedback. Clarify must finish before Design, Estimate, or Generate. An optional post-Estimate what-if workshop reprices region/HA/compute/Graviton scenarios. Do not use for: GCP migrations (see gcp-to-aws), Azure migrations (see azure-to-aws), AWS-to-Heroku reverse migration, general AWS architecture advice without migration intent, or Heroku-to-Heroku refactoring.

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。

aws/agent-toolkit-for-aws2,8472026年10月10日 更新

Guide a workshop attendee through committing their starter-agent decomposition and opening a PR with their solution + workshop feedback. Invoke when the user says "submit", "I'm done", "open a PR", or asks how to share their solution.

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。

anthropics/cwc-workshops2,1652026年8月28日 更新

Design and facilitate structured workshops using Design Thinking and Liberating Structures. Produces detailed agendas with time blocks, facilitation notes, participant materials, and retrospective templates. Use when running ideation sessions, retrospectives, planning workshops, or collaborative problem-solving.

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。

hoavdc/CodexKit252026年10月11日 更新

A customer-success workshop onboarding users to a project-management app — the first-value path and the habits that retain. Built as a decision-grade professional training deck for new customers, CS team.

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。

nexu-io/open-design10.1万2026年10月12日 更新

Facilitate workshop sessions in a one-step, multi-turn flow. Use when an interactive skill needs consistent pacing, options, and progress tracking.

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。

deanpeters/Product-Manager-Skills7,2632026年9月2日 更新

Run a user story mapping workshop with adaptive questions and a structured map output. Use when you need backbone activities, tasks, and release slices for a workflow.

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。

deanpeters/Product-Manager-Skills7,2632026年9月2日 更新

Run a customer journey mapping workshop with adaptive questions and outputs. Use when you need to map stages, actions, emotions, pain points, and opportunities for a persona and scenario.

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。

deanpeters/Product-Manager-Skills7,2632026年9月2日 更新

Run a positioning workshop that surfaces target customer, unmet need, category, benefits, and differentiation. Use when your product messaging feels fuzzy, generic, or misaligned.

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。

deanpeters/Product-Manager-Skills7,2632026年9月2日 更新

Rigorous multi-pass editor for law review articles, student notes, seminar papers and other legal scholarship. Runs six specialized passes — structure, substantive critique, Bluebook citations, grammar and clarity, fact-checking against sources, and a synthesizing memo — and delivers an editorial memo with issues prioritized as critical, substantial or minor and keyed to specific footnotes and paragraphs. Handles articles of any length, including 50,000-word pieces, by chunking on section boundaries. Reads .docx directly. Use when editing, critiquing, workshopping or pre-submission-reviewing academic legal writing. Triggers on "edit my article," "review this draft," "critique my note," "check my Bluebook citations," "is my argument sound," "read my law review piece," "workshop this paper," "pre-submission review." Chunking needs Python 3; fact-checking needs web search; both degrade gracefully without.

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。

lawve-ai/awesome-legal-skills8562026年10月3日 更新

When the user wants to host a tech event, meetup, workshop, or community gathering — especially using Luma. Also use when the user mentions "host an event", "meetup", "workshop", "Luma event", or "community event".

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。

shawnpang/startup-founder-skills3472026年3月17日 更新

This skill should be used when the user asks to "brainstorm a story idea", "I have an idea for a story", "what if", "develop a premise", "is this idea strong enough", "workshop my logline", "premise", "story concept", "what should I write", "short story or novel", "novella or novel", "name my book", "title ideas", or has a spark (an image, a character, a setting, a question) and wants to turn it into a tested premise before starting a story project. NOT for the controlling idea or theme of an existing story (use theme-craft).

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。

danjdewhurst/story-skills2972026年10月12日 更新

Expert in live learning experiences - cohort-based courses, workshops, webinars, coaching sessions, and real-time facilitation. Covers designing for synchronous learning, building peer accountability, and creating transformative live experiences that self-paced courses can't match. Use when "cohort course, live course, workshop, webinar, group coaching, live session, cohort-based, " 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-antigravity1642026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 this skill when reviewing, designing, or improving a workshop, lesson, training session, facilitation plan, talk, or educational explanation. Use it when the user provides a topic, concept, or explanation and wants better framing questions, curiosity hooks, opening prompts, discussion questions, learner reflection prompts, or ways to make participants think before being taught.

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。

Jamie-BitFlight/claude_skills672026年10月9日 更新

Bouwt de audit- en workshop-producten waarmee juridische experts een machine-leesbare (regelrecht-YAML) vertaling van wet- en regelgeving valideren in een live sessie. Gebruik dit bij het voorbereiden van een expert-workshop of validatie-sessie over een dossier, het maken van een scope-/stelselanalyse, per-artikel audit-checklists, facilitator-materiaal, testcase-scenario's, of sessie-verslagen (intern + extern). Dossier-agnostisch; de regelrecht-methode (YAML, formules, untranslatables, source/override, legal_basis, engine-trace) is de vaste taal. Voor analytische desk-review van een corpus zonder live sessie (wetgevings-/stelselfouten, coverage, multi-agent review): zie de zusterskill regelrecht-stelselanalyse.

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。

NederlandseDigitaleDienst/regelrecht252026年10月12日 更新

Introduce people to AI, agentic AI, and AI skills with appropriate pedagogy for any audience. Covers LLM analogies, progressive complexity paths, aha-moment demos, audience-tailored explanations, workshop design, and overcoming emotional barriers to AI adoption. Activate on 'explain AI', 'introduce AI', 'AI workshop', 'AI demo', 'teach AI', 'AI literacy', 'onboard to AI', 'AI evangelism', 'explain agentic', 'explain skills to', 'AI training session', 'AI onboarding'. NOT for teaching ML engineering (use ai-engineer), not for building AI features (use ai-engineer), not for prompt engineering (use prompt-engineer), not for building training data pipelines.

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1日 更新

Use when a component library needs a workshop — one story per concept, JSDoc summaries the manifest can carry, stories run as tests, and an opt-in MCP channel that replaces guessing with querying.

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。

event4u-app/agent-config112026年10月12日 更新

workshop

無料

Workshop this idea with me

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。

beyondessential/tamanu92026年10月12日 更新

Workshop the shape of this project — audience, components, ambiguities — before drafting the PRD

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。

beyondessential/tamanu92026年10月12日 更新

Introduce people to AI, agentic AI, and AI skills with appropriate pedagogy for any audience. Covers LLM analogies, progressive complexity paths, aha-moment demos, audience-tailored explanations, workshop design, and overcoming emotional barriers to AI adoption. Activate on 'explain AI', 'introduce AI', 'AI workshop', 'AI demo', 'teach AI', 'AI literacy', 'onboard to AI', 'AI evangelism', 'explain agentic', 'explain skills to', 'AI training session', 'AI onboarding'. NOT for teaching ML engineering (use ai-engineer), not for building AI features (use ai-engineer), not for prompt engineering (use prompt-engineer), not for building training data pipelines.

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8日 更新