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Found 1,307 Skills
Scroll-based animations using GSAP ScrollTrigger plugin including pinning, scrubbing, snap points, and parallax effects. Use when creating scroll-driven animations, sticky sections, progress indicators, or parallax scrolling experiences.
Causal inference specialist for causal discovery, counterfactual reasoning, and effect estimationUse when "causal inference, causal discovery, counterfactual, intervention effect, confounder, structural causal model, SCM, dowhy, causal graph, causal, dowhy, scm, dag, counterfactual, intervention, causalnex, confounding, ml-memory" mentioned.
Bloom and glow effects using Three.js UnrealBloomPass with React Three Fiber. Use when implementing glow, bloom, luminance-based effects, selective bloom on specific meshes, or neon/ethereal lighting. Essential for cyberpunk aesthetics, energy effects, magic spells, and UI glow.
After Effects animation rendering for web and React applications. Use this skill when implementing Lottie animations, JSON vector animations, interactive animated icons, micro-interactions, or loading animations. Triggers on tasks involving Lottie, lottie-web, lottie-react, dotLottie, After Effects JSON export, bodymovin, animated SVG alternatives, or designer-created animations. Complements GSAP ScrollTrigger and Framer Motion for scroll-driven and interactive animations.
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and volumetric fog. Use when building 3D levels, modular tilesets, BSP-style geometry, or environmental effects. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, WorldEnvironment, Environment, Sky, ProceduralSkyMaterial, PanoramaSkyMaterial, fog_enabled, volumetric_fog_enabled.
Walk through decisions using a 3-part framework (first-principles, cost/benefit, second-order effects). Use when choosing between options, evaluating trade-offs, or making high-stakes decisions.
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.
Verify logic diagrams against source code. Check line-number accuracy, Mermaid syntax, node completeness, and side effect documentation. Runs as independent Critic in fork context. Use when: verify logic, check logic diagram, validate phase 2, re-verify-logic.
LOAD THIS SKILL when: implementing new features with TDD, user mentions 'TDD', 'test-first', 'red-green-refactor', 'failing test', or when building Effect services that need thorough testing. Covers TDD methodology, Red-Green-Refactor cycle, Effect service testing with mock layers, and test-first development workflow.
Guide for implementing the Syncfusion WinUI Shadow (SfShadow) control to add depth and elevation effects to UI elements. Use this skill when implementing shadow effects, applying shadows to buttons/images/shapes, creating visual depth and elevation, or adding drop shadows for UI layering in WinUI 3. Covers installation, basic usage, and customization options including shadow color, blur, offset, and corner radius for material design depth effects.
Decision framework for particle system projects. Routes to specialized particle skills (gpu, physics, lifecycle) based on task requirements. Use when building particle effects or needing guidance on which particle techniques to combine.
Use when building features with TCA (The Composable Architecture), structuring reducers, managing state, handling effects, navigation, or testing TCA features. Covers @Reducer, Store, Effect, TestStore, reducer composition, and TCA patterns.