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Found 154 Skills
Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords procedural, generation, FastNoiseLite, Perlin noise, BSP, drunkard walk, Wave Function Collapse, seeding.
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
Expert blueprint for GDSkills skill discovery and indexing system. Enables AI agents to find relevant skills by topic/keyword. Use when building skill libraries OR implementing search functionality. Keywords skill discovery, indexing, search, metadata, skill registry.
Choose and implement Clay validated architecture blueprints for different scales. Use when designing new Clay integrations, choosing between monolith/service/microservice architectures, or planning migration paths for Clay applications. Trigger with phrases like "clay architecture", "clay blueprint", "how to structure clay", "clay project layout", "clay microservice".
Research a specific system and create or update its blueprints/ documentation
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.
Expert knowledge for Azure Policy development including troubleshooting, best practices, decision making, security, configuration, integrations & coding patterns, and deployment. Use when authoring Machine Configuration packages, deploying via ARM/Bicep/Terraform, mapping to CIS/NIST/ISO, migrating from DSC/Automanage, or querying compliance with Resource Graph, and other Azure Policy related development tasks. Not for Azure Blueprints (use azure-blueprints), Azure Role-based access control (use azure-rbac), Azure Resource Manager (use azure-resource-manager), Azure Security (use azure-security).
Expert blueprint for First-Person Shooters (Doom, Quake, Battlefield, Overwatch) focusing on physics-based movement, acceleration/friction, camera sway, weapon bobbing, and high-precision hit registration. Use when building tight, responsive FPS combat with advanced camera mechanics. Keywords FPS, movement physics, weapon bobbing, camera sway, hitscan, ground detection, air control.
Design holistic user experiences using systems thinking, service design, and psychological principles. Triggers on: UX design, user experience, journey map, service blueprint, user flow, wireframe, accessibility, WCAG, design critique, heuristic review, cognitive load, design thinking, holistic design, JTBD, jobs to be done, user research synthesis.
Paragraph-level structural blueprint for 10-12 page systems papers targeting OSDI, SOSP, ASPLOS, NSDI, and EuroSys. Provides page allocation, paragraph templates, and writing patterns. Use when user says "写系统论文", "systems paper structure", "OSDI paper", "SOSP paper", or wants fine-grained structural guidance for a systems conference submission.
A cross-cutting cognitive mode for sitting with design problems before rushing to solve them. Part of the Intent design strategy system. Activates expansive brainstorming: hyperassociativity, beginner's mind, cross-domain pattern recognition, and suppression of premature idea-dismissal. Works alongside every Intent skill — strategize uses it to reframe briefs, blueprint to question structural assumptions, journey to rethink interaction models, and specify to stress-test specs. Trigger when the user invokes "expansive mode", "philosopher mode", "sit with this", "brainstorm", "explore this problem", or says things like "go weird with it", "don't filter yourself", "what connections are you not making", "think about this differently", or "I'm stuck". This is a reasoning protocol, not a persona — Claude's voice stays grounded but the cognitive process changes significantly.