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Found 2,814 Skills
Hyprland - Dynamic tiling Wayland compositor with stunning animations and GPU-accelerated effects. Use when configuring Hyprland window manager, keybinds, monitors, workspaces, animations, window rules, or working with the Hypr ecosystem tools. Keywords: hyprland, wayland, compositor, tiling, window-manager, keybinds, dispatchers, monitors, workspaces, animations, window-rules, hyprctl, hyprlang, nvidia, xwayland, plugins, gestures, decorations.
Configure .conductor/settings.toml, migrate legacy conductor.json, and set up local/cloud Conductor workspace scripts, env vars, files, and caches.
World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.
Container escape playbook. Use when operating inside a Docker container, LXC, or Kubernetes pod and need to escape to the host via privileged mode, capabilities, Docker socket, cgroup abuse, namespace tricks, or runtime vulnerabilities.
Kinetica SQL query knowledge. Activate when the user is writing analytical queries for Kinetica, asking about Kinetica-specific functions, or working with geospatial, time-series, graph, or vector data.
Use this skill when implementing game programming patterns - state machines for character/AI behavior, object pooling for performance-critical spawning, event systems for decoupled game communication, or the command pattern for input handling, undo/redo, and replays. Triggers on game architecture, game loop design, entity management, finite state machines, object pools, observer/event bus, command queues, and gameplay programming patterns.
Split a large ***plain module into smaller modules grouped by logical domain. The resulting modules are connected via a requires chain so that functionality is 100% preserved. Use when a module has grown too large and its functional specs span multiple distinct concerns that would be clearer as separate modules.
Plans and configures multi-tenancy on GKE. Covers namespace isolation, RBAC planning for teams, resource quotas, LimitRanges, network isolation, and cost allocation. Use when designing GKE multi-tenancy, configuring GKE namespaces, setting up resource quotas, or isolating GKE teams. Don't use for single-tenant cluster configuration or general deployment instructions (use gke-basics or gke-app-onboarding instead).
Generate headcount, attrition, diversity, or org health reports. Use when pulling a headcount snapshot for leadership, analyzing turnover trends by team, preparing diversity representation metrics, or assessing span of control and flight risk across the org.
Relentlessly critiques code against classic software engineering principles (SOLID, separation of concerns) to prevent "clever process shenanigans" and spaghetti code. Use before finalizing a feature or opening a PR.
Unity UI development with UGUI and UI Toolkit. PROACTIVELY activate for: (1) building Unity user interfaces, (2) UGUI (Canvas, RectTransform, anchors), (3) UI Toolkit (USS, UXML, VisualElement), (4) EventSystem and input handling, (5) common UI components (buttons, scroll views, dropdowns), (6) inventory UIs, HUDs, health bars, menu systems, (7) TextMeshPro setup and rich text, (8) responsive UI (anchors, layout groups), (9) runtime UI generation, (10) world-space canvases for in-game UI. Provides: UGUI vs UI Toolkit comparison, RectTransform patterns, USS/UXML examples, layout group recipes, and TextMeshPro templates.
Computational pathology toolkit for analyzing whole-slide images (WSI) and multiparametric imaging data. Use this skill when working with histopathology slides, H&E stained images, multiplex immunofluorescence (CODEX, Vectra), spatial proteomics, nucleus detection/segmentation, tissue graph construction, or training ML models on pathology data. Supports 160+ slide formats including Aperio SVS, NDPI, DICOM, OME-TIFF for digital pathology workflows.