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Found 157 Skills
Guide for creating Agent Skills: structure, best practices, and SKILL.md format for Claude Code, Codex, Gemini CLI, and other AI agents.
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
Create, improve, and manage Droid skills. Use when the user wants to: - Create new skills from scratch or from session learnings - Improve existing skills based on user preferences - Analyze sessions to identify patterns worth codifying - Understand best practices for agentic skill design This is a meta-skill for self-improvement and continuous learning.
Use this skill whenever creating, updating, or reviewing a skill file. Do not wait for an explicit request — if a skill is being created or edited, this skill applies.
This skill should be used when the user asks to "create a skill", "write a new skill", "add a skill", "SKILL.md format", "skill frontmatter", or needs guidance on skill structure, progressive disclosure, or OpenCode skill development.
Step-by-step guide for creating your own Claude Skills, from deciding whether a skill is the right tool to writing the SKILL.md file, structuring reference material, and making it trigger reliably. Use when you want to package a workflow, framework, or repeated task into a reusable Skill, when an existing skill is not triggering or not loading the right context, when you are auditing a skill that is underperforming, or when you want to publish a skill for others. Also triggers when someone asks "how do I make a skill" or "what makes a good skill". Useful for individuals, teams, and anyone publishing skills publicly.
The element-animation craft layer that makes Remotion output look designed instead of default — everything that moves WITHIN the shot (camera movement is the companion skill klik-cam). Read and obey this WHENEVER producing, editing, or reviewing any animation built in Remotion — brand films, product promos, launch videos, UI motion, kinetic type, mascot/character rigs, or any frame-based motion graphic. It assumes Remotion's official skills (remotion-create, remotion-best-practices, remotion-docs, …) as the mechanical prerequisite and upgrades what they build: non-negotiable craft laws for easing, timing, determinism, choreography, visual hierarchy, negative space, gaze path and eye-trace, reading-hold arithmetic, the anti-repetition device ledger, boundary continuity, depth, the anti-robotic kit, beat-sync, material & finish (plug-and-play treatment recipes in references/effects.md), and the render-and-look discipline. Aesthetic choices that vary by look (pacing, transition vocabulary, visual motifs, finish stack) are locked WITH the user before any code via the style interview and dials in Part C. No motion ships without passing the §PRE-FLIGHT checklist. Trigger on any request mentioning Remotion, motion graphics, "animate this", "make a promo/launch video", or work inside a `src/Composition.tsx` / `Root.tsx` / `remotion.config.ts` project.
The Klik production method — takes a user from prompt to COMPLETE animated video (motion graphics + typography) in Remotion. Runs a fixed discovery questioning sequence into a single source of truth, then a visual storyboard the user approves as PIXELS, then a frozen execution plan built on Opus. Trigger whenever the user asks to produce a full video — "make a promo/launch/brand video", "create an animated video for X", "turn this script into a video" — or when a project contains *_animation_SSOT.md / *_storyboard.html / *_execution_plan.md / PROGRESS.md artifacts (at the root or in a klik/ planning folder) mid-production, or the user asks to update or check progress on such a project. Do NOT run the full method for single-scene tweaks or one-off animation edits — the klik-anim skill (with klik-cam for camera work) alone covers those. This method decides WHAT gets made and in what order; klik-anim governs HOW every frame moves and klik-cam governs the camera.
The camera-movement craft layer for Remotion motion graphics — the companion to klik-anim (which governs everything moving WITHIN the shot; this skill governs the shot itself). Read and obey this WHENEVER a Remotion piece moves, or considers moving, its camera: pushes, dollies, orbits, pans, parallax and 2.5D depth moves, "camera shake", momentum handoffs between shots, or any request mentioning camera work, camera energy, or a moving/locked camera. It owns the Camera Motion Dial (C0, 1–5) that sets a video's camera energy as a branding decision, and the camera grammar: anti-AI-camera move pairing, monotone-spline pose interpolation, shutter blur at velocity peaks, camera signature variation scene to scene, focus discipline (the focal plane sits on the words), and 3D-space hygiene. klik-anim's base laws (determinism, thin-peak easing, pacing dial C0.5) still bind every camera parameter. No camera move ships without passing the CAM checklist at the end.
Create custom Skills for lark-cli. Use this when you need to package Feishu API operations into reusable Skills (wrapping atomic APIs or orchestrating multi-step workflows).
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
Use when creating new skills, editing existing skills, or verifying skills work before deployment