Loading...
Loading...
Found 22 Skills
Orchestrate the full edge research pipeline from candidate detection through strategy design, review, revision, and export. Use when coordinating multi-stage edge research workflows end-to-end.
Configurable pipeline orchestrator for sequencing stages
Master orchestrator that chains all Remotion video creation skills together in a single automated pipeline. Takes a creative brief and produces a complete, production-ready Remotion video project. Use when starting a new video from scratch, when asked to "create a video", "make a video", "build a complete video", or "video from idea to code".
Orchestrate the full paper pipeline end-to-end. Manage state propagation between phases (literature → plan → code → experiments → figures → tables → writing → review), support checkpointing and resumption. Use for assembling a complete paper from components.
Meta-orchestrator (L0): reads kanban board, lets user pick ONE Story, drives it through pipeline 300->310->400->500 via TeamCreate. User-confirmed merge to develop after quality gate PASS.
Master orchestrator: brand-init → brand-compile → brand-assets. One command to go from zero to full brand system.
Rate-limit-resilient pipeline with checkpoint/resume for long multi-phase sessions. Saves progress to .claude/pipeline-state.json after each phase. Use when starting a complex multi-phase task that risks hitting rate limits, when resuming an interrupted session, or when orchestrating work spanning commits, GitHub issues, and large file changes.
Use when designing software architecture for bioinformatics pipelines, defining data structures, planning scalability, or making technical design decisions for complex systems.
Autonomous build-phase orchestrator. Manages slice queue, TDD pair dispatch, full-team code review, mutation testing, CI integration, and auto-merge with quality gates. Replaces manual coordinator overhead during build phase. Activate when running factory mode with ensemble-team.
Full pipeline audio system generator. Use when building complete game audio systems that span MetaSounds + Blueprint + Wwise layers, generating AAA project structures, or orchestrating multi-layer audio from a natural language description.