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Found 454 Skills
Implement 2D kinematic character movement in Godot 4.x with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D.
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
Use when creating motion that needs dimensional grounding, designing transforms that maintain object integrity, or ensuring animations feel structurally sound.
Use when reviewing, approving, or designing commercial motion — pricing models, deal review, discount approval, partnership economics, channel mix, commercial policy, RFP/RFI response, bookings forecast. Triggers on "review this deal", "should we discount", "pricing model", "partner economics", "RFP response", "bookings forecast", "channel mix". Forks context to route to one of seven Commercial sub-skills (pricing-strategist, deal-desk, partnerships-architect, channel-economics, commercial-policy, rfp-responder, commercial-forecaster) and returns a digest. Distinct from business-growth (sales execution) and c-level-advisor/cro-advisor (strategic CRO judgment).
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
Framework (OSS). Build and maintain a design system inside an Expo app - a reusable theme of design tokens (color, spacing, typography, radius, shadow, motion), reusable component structure with variant/size/state prop conventions, and rules for when to extract a repeated view into a shared component. Use when creating or organizing theme files and design tokens (theme.ts / theme/), extending an existing theme or styling library (NativeWind, Tamagui, Restyle, Unistyles) in its own idiom, standardizing styles so screens (including AI-generated ones) look consistent and polished, building an in-app component library, or auditing an app for design-system drift (hardcoded colors, spacing, fonts). For platform styling specifics (semantic colors, HIG rules, native controls) use expo-native-ui; for Tailwind/CSS setup use expo-tailwind-setup; for folder layout of a new app use expo-project-structure.
Use when designing go-to-market strategy, selecting GTM motion (PLG/sales-led), defining ICP, planning product launches, or implementing AI-powered GTM automation. Covers channel selection, growth loops, RevOps alignment, and market entry execution.
Modern web design trends, principles, and implementation patterns for 2024-2025. Use this skill when designing websites, creating interactive experiences, implementing design systems, ensuring accessibility, or building performance-first interfaces. Triggers on tasks involving modern design trends, micro-interactions, scrollytelling, bold minimalism, cursor UX, glassmorphism, accessibility compliance, performance optimization, or design system architecture. References animation skills (GSAP, Framer Motion, React Spring), 3D skills (Three.js, R3F, Babylon.js), and component libraries for implementation guidance.
Meta-skill for combining Three.js, GSAP ScrollTrigger, React Three Fiber, Motion, and React Spring for complex 3D web experiences. Use when building applications that integrate multiple 3D and animation libraries, requiring architecture patterns, state management, and performance optimization across the stack. Triggers on tasks involving library integration, multi-library architectures, scroll-driven 3D experiences, physics-based 3D animations, or complex interactive 3D applications.
Unity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.
Create a dynamic product showcase with explosive ingredient arrangements, followed by a realistic motion animation.
Generate a single continuous cinematic shot video — no cuts, one seamless flowing scene with dramatic lighting and motion.