Loading...
Loading...
Found 151 Skills
Use this skill whenever the user wants to use AI agents to work with Penpot design files via the Penpot MCP Server. Triggers include: using Penpot through an AI agent, design files, design systems, design tokens, Penpot MCP, design-to-code, generating UI from design, auditing a design system, creating components/variants, renaming layers, exporting assets from Penpot, adding flows, interactions, animations, overlays, or prototyping in Penpot, or prompting an AI agent to read/modify a Penpot file. Also triggers when the user wants to set up Penpot MCP, connect any MCP-compatible AI agent or IDE to Penpot, or produce production-ready HTML/CSS/React from a Penpot design. Use this skill for Penpot-agent workflows — design, code, audit, prototyping, or setup.
Search DigiKey for electronic components and download datasheets — primary source for prototype orders and the preferred API method for fetching datasheets. Find parts by keyword or MPN, check pricing/stock, download datasheets via API, analyze specifications. Sync and maintain a local datasheets directory — extract components from schematics, download missing datasheets, keep them up to date. Also supports batch MPN-list seeding (`--mpn-list`) for bulk workflows without a KiCad project. Use when the user asks about electronic components, part specs, datasheets, pricing, stock, footprints, or needs to download a datasheet — even without mentioning "DigiKey". Also for "sync datasheets", "download datasheets for my board/project", or mentions a datasheets directory. DigiKey is the default distributor for prototyping. For BOM workflows, see the bom skill.
Build a throwaway prototype to flush out a design before committing to it. Routes between two branches — a runnable terminal app for state/business-logic questions, or several radically different UI variations toggleable from one route. Use when the user wants to prototype, sanity-check a data model or state machine, mock up a UI, explore design options, or says "prototype this", "let me play with it", "try a few designs".
Use when the user wants to design a mobile app, create screens, build UI, or interact with their Sleek projects — whether high-level ("design an app that does X") or specific ("list my projects", "create a new project", "screenshot that screen").
Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own.
Apply when facing a novel UI interaction or architectural decision with no precedent in the codebase. Build 2-3 competing prototypes and compare side by side before committing.
Apply when product, UX, or feature-scope tradeoffs come up. Choose user delight over implementation convenience; ship fewer polished features over more rough ones.
Help users write effective specs and design documents. Use when someone is creating technical specs, feature specs, design docs, or trying to communicate product requirements to engineering and design teams.
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" mentioned.
Create a self-contained HTML file for whatever the user is describing, in the effective HTML style. Use when the user wants an HTML artifact that isn't specifically a diagram or a plan — a report, explainer, comparison, deck, prototype, or anything else best delivered as one HTML file.
General-purpose desktop web prototype. Single self-contained HTML file built by copying the seed `assets/template.html` and pasting section layouts from `references/layouts.md`. Default for any landing / marketing / docs / SaaS page when no more specific skill matches.
Use when the task asks for a visually strong landing page, website, app, prototype, demo, or game UI. This skill enforces restrained composition, image-led hierarchy, cohesive content structure, and tasteful motion while avoiding generic cards, weak branding, and UI clutter.