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Found 3,349 Skills
Coordinates skills, frameworks, and workflows throughout the project lifecycle using pattern-based sequencing, goal decomposition, phase-gate validation, and multi-agent orchestration. Use when starting multi-phase projects, sequencing frameworks, decomposing goals into capability plans, validating phase-gate readiness, coordinating subagents, or designing MCP-based tool orchestration.
Transform users' requirements for developing operators based on CATLASS into specific design documents
Socratic book-learning tutor for any book or course. Teaches chapter-by-chapter using guided questioning, ~200-word explanations, and comprehension checks. Tracks progress and writes durable concept notes to a vault. Reads book config from project CLAUDE.md. Use when the user says "chapter N", "let's study", "teach me X", or when a project CLAUDE.md declares a learning context.
Redis Cluster and replication guidance covering hash tags for multi-key operations, avoiding CROSSSLOT errors, and reading from replicas to scale read-heavy workloads. Use when designing keys for a sharded Redis Cluster, debugging CROSSSLOT errors on MGET / SDIFF / pipelines, configuring a multi-key transaction in a cluster, or routing reads to replicas for caches, analytics, or dashboards.
Single-pass feature implementation using Explore → Code → Test. Ships focused changes at maximum speed, with a built-in circuit breaker that stops and recommends `/apex` or `/forge` when the task turns out more complex than it looked. Use this whenever the user wants a quick win on a single, focused task — even when they don't say "oneshot" (e.g. "just", "quickly", "small change", "#42", or a GitHub issue URL for a small fix).
Principle-engineering posture for production-grade code: reads the repo first, plans before code, matches conventions, pulls latest docs over training recall, and ships the simplest correct change that holds the bar — proper algorithms and data structures, idempotent writes, schema+queries+indexes as one artefact, typed errors, tests in the same diff. Substrate-agnostic; defers to peer skills on their lanes. Use for non-trivial planning, design, implementation, review, or refactoring; RCA and debugging; performance and optimization work; changes touching a database schema, security, infrastructure, or a public API; hardening inherited, vibe-coded, or LLM-generated code (dependency/CVE and migration audits); and over-engineering cleanup ("simplest solution," "YAGNI," "what can we delete").
Guide non-technical ART+COM users from an idea to a shareable internal web prototype. Use when a user wants to create or extend a prototype, choose its target display and input, check or install web-development tools, create a GitLab project under gitlab.artcom.de/prototypes, connect a Netlify site, keep a deployed prototype private with a password and out of search engines, choose between Astro, React, React Three Fiber, or optionally add MQTT.
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
Publish and update a game on itch.io: create the project page and upload builds with the butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows/macOS/Linux/HTML5, versioning uploads, or shipping a jam or release build to itch.io.
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
Add AI navigation in Unity 6: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
Drive Unity 6 character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.