[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6AE6ZGCT6AP746KEYC8VBE9":3,"skill-same:01M6AE6ZGCT6AP746KEYC8VBE9":98},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":26,"publishedAt":42,"linkOnly":43,"markdownContent":44,"markdownBody":45,"frontMatter":46,"refName":48,"commitSha":49,"skillDirectory":50,"forksCount":51,"repositoryHtmlUrl":52,"repositoryHomepageUrl":53,"ownerHtmlUrl":54,"ownerBlogUrl":55,"ownerDescription":56,"updatedAt":57,"install":58,"resources":71},"01M6AE6ZGCT6AP746KEYC8VBE9","game-art",null,"Game art principles. Visual style selection, asset pipeline, animation workflow.","davila7\u002Fclaude-code-templates","davila7","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F6216945?v=4","01M6ADEWWFPS191NFM0Y1EX1JH","Daniel Avila","01M6ADJHGM78PHQRD3XZTFDVKK",33481,"MIT","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fcreative-design\u002Fgame-development\u002Fgame-art\u002FSKILL.md",[18,23],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000015","视觉设计","SCENARIO","使用场景",{"categoryNo":24,"categoryName":25,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000023","Skill与智能体开发",[27,28,29,30,31,32,33,34,35,36,37,38,39,40,41],"game art","game","Art","asset pipeline","workflow","pipeline","Animation","grep","read","selection","visual","style","visual style","asset","principles","2026-11-10 10:12:30",false,"---\nname: game-art\ndescription: Game art principles. Visual style selection, asset pipeline, animation workflow.\nallowed-tools: Read, Glob, Grep\n---\n\n# Game Art Principles\n\n> Visual design thinking for games - style selection, asset pipelines, and art direction.\n\n---\n\n## 1. Art Style Selection\n\n### Decision Tree\n\n```\nWhat feeling should the game evoke?\n│\n├── Nostalgic \u002F Retro\n│   ├── Limited palette? → Pixel Art\n│   └── Hand-drawn feel? → Vector \u002F Flash style\n│\n├── Realistic \u002F Immersive\n│   ├── High budget? → PBR 3D\n│   └── Stylized realism? → Hand-painted textures\n│\n├── Approachable \u002F Casual\n│   ├── Clean shapes? → Flat \u002F Minimalist\n│   └── Soft feel? → Gradient \u002F Soft shadows\n│\n└── Unique \u002F Experimental\n    └── Define custom style guide\n```\n\n### Style Comparison Matrix\n\n| Style | Production Speed | Skill Floor | Scalability | Best For |\n|-------|------------------|-------------|-------------|----------|\n| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |\n| **Vector\u002FFlat** | Fast | Low | Easy | Mobile, casual |\n| **Hand-painted** | Slow | High | Medium | Fantasy, stylized |\n| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |\n| **Low-poly** | Fast | Medium | Easy | Indie 3D |\n| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |\n\n---\n\n## 2. Asset Pipeline Decisions\n\n### 2D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | Paper, Procreate, Photoshop | Reference sheet |\n| **Creation** | Aseprite, Photoshop, Krita | Individual sprites |\n| **Atlas** | TexturePacker, Aseprite | Spritesheet |\n| **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |\n| **Integration** | Engine import | Game-ready assets |\n\n### 3D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | 2D art, Blockout | Reference |\n| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |\n| **Retopology** | Blender, ZBrush | Game-ready mesh |\n| **UV\u002FTexturing** | Substance Painter, Blender | Texture maps |\n| **Rigging** | Blender, Maya | Skeletal rig |\n| **Animation** | Blender, Maya, Mixamo | Animation clips |\n| **Export** | FBX, glTF | Engine-ready |\n\n---\n\n## 3. Color Theory Decisions\n\n### Palette Selection\n\n| Goal | Strategy | Example |\n|------|----------|---------|\n| **Harmony** | Complementary or analogous | Nature games |\n| **Contrast** | High saturation differences | Action games |\n| **Mood** | Warm\u002Fcool temperature | Horror, cozy |\n| **Readability** | Value contrast over hue | Gameplay clarity |\n\n### Color Principles\n\n- **Hierarchy:** Important elements should pop\n- **Consistency:** Same object = same color family\n- **Context:** Colors read differently on backgrounds\n- **Accessibility:** Don't rely only on color\n\n---\n\n## 4. Animation Principles\n\n### The 12 Principles (Applied to Games)\n\n| Principle | Game Application |\n|-----------|------------------|\n| **Squash & Stretch** | Jump arcs, impacts |\n| **Anticipation** | Wind-up before attack |\n| **Staging** | Clear silhouettes |\n| **Follow-through** | Hair, capes after movement |\n| **Slow in\u002Fout** | Easing on transitions |\n| **Arcs** | Natural movement paths |\n| **Secondary Action** | Breathing, blinking |\n| **Timing** | Frame count = weight\u002Fspeed |\n| **Exaggeration** | Readable from distance |\n| **Appeal** | Memorable design |\n\n### Frame Count Guidelines\n\n| Action Type | Typical Frames | Feel |\n|-------------|----------------|------|\n| Idle breathing | 4-8 | Subtle |\n| Walk cycle | 6-12 | Smooth |\n| Run cycle | 4-8 | Energetic |\n| Attack | 3-6 | Snappy |\n| Death | 8-16 | Dramatic |\n\n---\n\n## 5. Resolution & Scale Decisions\n\n### 2D Resolution by Platform\n\n| Platform | Base Resolution | Sprite Scale |\n|----------|-----------------|--------------|\n| Mobile | 1080p | 64-128px characters |\n| Desktop | 1080p-4K | 128-256px characters |\n| Pixel art | 320x180 to 640x360 | 16-32px characters |\n\n### Consistency Rule\n\nChoose a base unit and stick to it:\n- Pixel art: Work at 1x, scale up (never down)\n- HD art: Define DPI, maintain ratio\n- 3D: 1 unit = 1 meter (industry standard)\n\n---\n\n## 6. Asset Organization\n\n### Naming Convention\n\n```\n[type]_[object]_[variant]_[state].[ext]\n\nExamples:\nspr_player_idle_01.png\ntex_stone_wall_normal.png\nmesh_tree_oak_lod2.fbx\n```\n\n### Folder Structure Principle\n\n```\nassets\u002F\n├── characters\u002F\n│   ├── player\u002F\n│   └── enemies\u002F\n├── environment\u002F\n│   ├── props\u002F\n│   └── tiles\u002F\n├── ui\u002F\n├── effects\u002F\n└── audio\u002F\n```\n\n---\n\n## 7. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Mix art styles randomly | Define and follow style guide |\n| Work at final resolution only | Create at source resolution |\n| Ignore silhouette readability | Test at gameplay distance |\n| Over-detail background | Focus detail on player area |\n| Skip color testing | Test on target display |\n\n---\n\n> **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.\n","# Game Art Principles\n\n> Visual design thinking for games - style selection, asset pipelines, and art direction.\n\n---\n\n## 1. Art Style Selection\n\n### Decision Tree\n\n```\nWhat feeling should the game evoke?\n│\n├── Nostalgic \u002F Retro\n│   ├── Limited palette? → Pixel Art\n│   └── Hand-drawn feel? → Vector \u002F Flash style\n│\n├── Realistic \u002F Immersive\n│   ├── High budget? → PBR 3D\n│   └── Stylized realism? → Hand-painted textures\n│\n├── Approachable \u002F Casual\n│   ├── Clean shapes? → Flat \u002F Minimalist\n│   └── Soft feel? → Gradient \u002F Soft shadows\n│\n└── Unique \u002F Experimental\n    └── Define custom style guide\n```\n\n### Style Comparison Matrix\n\n| Style | Production Speed | Skill Floor | Scalability | Best For |\n|-------|------------------|-------------|-------------|----------|\n| **Pixel Art** | Medium | Medium | Hard to hire | Indie, retro |\n| **Vector\u002FFlat** | Fast | Low | Easy | Mobile, casual |\n| **Hand-painted** | Slow | High | Medium | Fantasy, stylized |\n| **PBR 3D** | Slow | High | AAA pipeline | Realistic games |\n| **Low-poly** | Fast | Medium | Easy | Indie 3D |\n| **Cel-shaded** | Medium | Medium | Medium | Anime, cartoon |\n\n---\n\n## 2. Asset Pipeline Decisions\n\n### 2D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | Paper, Procreate, Photoshop | Reference sheet |\n| **Creation** | Aseprite, Photoshop, Krita | Individual sprites |\n| **Atlas** | TexturePacker, Aseprite | Spritesheet |\n| **Animation** | Spine, DragonBones, Frame-by-frame | Animation data |\n| **Integration** | Engine import | Game-ready assets |\n\n### 3D Pipeline\n\n| Phase | Tool Options | Output |\n|-------|--------------|--------|\n| **Concept** | 2D art, Blockout | Reference |\n| **Modeling** | Blender, Maya, 3ds Max | High-poly mesh |\n| **Retopology** | Blender, ZBrush | Game-ready mesh |\n| **UV\u002FTexturing** | Substance Painter, Blender | Texture maps |\n| **Rigging** | Blender, Maya | Skeletal rig |\n| **Animation** | Blender, Maya, Mixamo | Animation clips |\n| **Export** | FBX, glTF | Engine-ready |\n\n---\n\n## 3. Color Theory Decisions\n\n### Palette Selection\n\n| Goal | Strategy | Example |\n|------|----------|---------|\n| **Harmony** | Complementary or analogous | Nature games |\n| **Contrast** | High saturation differences | Action games |\n| **Mood** | Warm\u002Fcool temperature | Horror, cozy |\n| **Readability** | Value contrast over hue | Gameplay clarity |\n\n### Color Principles\n\n- **Hierarchy:** Important elements should pop\n- **Consistency:** Same object = same color family\n- **Context:** Colors read differently on backgrounds\n- **Accessibility:** Don't rely only on color\n\n---\n\n## 4. Animation Principles\n\n### The 12 Principles (Applied to Games)\n\n| Principle | Game Application |\n|-----------|------------------|\n| **Squash & Stretch** | Jump arcs, impacts |\n| **Anticipation** | Wind-up before attack |\n| **Staging** | Clear silhouettes |\n| **Follow-through** | Hair, capes after movement |\n| **Slow in\u002Fout** | Easing on transitions |\n| **Arcs** | Natural movement paths |\n| **Secondary Action** | Breathing, blinking |\n| **Timing** | Frame count = weight\u002Fspeed |\n| **Exaggeration** | Readable from distance |\n| **Appeal** | Memorable design |\n\n### Frame Count Guidelines\n\n| Action Type | Typical Frames | Feel |\n|-------------|----------------|------|\n| Idle breathing | 4-8 | Subtle |\n| Walk cycle | 6-12 | Smooth |\n| Run cycle | 4-8 | Energetic |\n| Attack | 3-6 | Snappy |\n| Death | 8-16 | Dramatic |\n\n---\n\n## 5. Resolution & Scale Decisions\n\n### 2D Resolution by Platform\n\n| Platform | Base Resolution | Sprite Scale |\n|----------|-----------------|--------------|\n| Mobile | 1080p | 64-128px characters |\n| Desktop | 1080p-4K | 128-256px characters |\n| Pixel art | 320x180 to 640x360 | 16-32px characters |\n\n### Consistency Rule\n\nChoose a base unit and stick to it:\n- Pixel art: Work at 1x, scale up (never down)\n- HD art: Define DPI, maintain ratio\n- 3D: 1 unit = 1 meter (industry standard)\n\n---\n\n## 6. Asset Organization\n\n### Naming Convention\n\n```\n[type]_[object]_[variant]_[state].[ext]\n\nExamples:\nspr_player_idle_01.png\ntex_stone_wall_normal.png\nmesh_tree_oak_lod2.fbx\n```\n\n### Folder Structure Principle\n\n```\nassets\u002F\n├── characters\u002F\n│   ├── player\u002F\n│   └── enemies\u002F\n├── environment\u002F\n│   ├── props\u002F\n│   └── tiles\u002F\n├── ui\u002F\n├── effects\u002F\n└── audio\u002F\n```\n\n---\n\n## 7. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Mix art styles randomly | Define and follow style guide |\n| Work at final resolution only | Create at source resolution |\n| Ignore silhouette readability | Test at gameplay distance |\n| Over-detail background | Focus detail on player area |\n| Skip color testing | Test on target display |\n\n---\n\n> **Remember:** Art serves gameplay. If it doesn't help the player, it's decoration.\n",{"name":5,"description":7,"allowed-tools":47},"Read, Glob, Grep","main","2b749c82b5d11fac39d9a6e021ce3f5b8a541bd1","cli-tool\u002Fcomponents\u002Fskills\u002Fcreative-design\u002Fgame-development\u002Fgame-art",3931,"https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates","https:\u002F\u002Faitmpl.com","https:\u002F\u002Fgithub.com\u002Fdavila7","https:\u002F\u002Fdanielavila.me","Building AI dev tools with LLMs","2026-11-14 06:14:46",{"source":8,"skillName":5,"commands":59,"prompt":69,"zipAvailable":70},[60,63,66],{"tool":61,"command":62},"npx","npx skills add davila7\u002Fclaude-code-templates --skill game-art",{"tool":64,"command":65},"bunx","bunx skills add davila7\u002Fclaude-code-templates --skill game-art",{"tool":67,"command":68},"pnpm","pnpm dlx skills add davila7\u002Fclaude-code-templates --skill game-art","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fcreative-design\u002Fgame-development\u002Fgame-art\u002FSKILL.md",true,[72,78,82,86,90,94],{"path":73,"resourceType":74,"resourceTypeDesc":75,"sizeBytes":76,"sourceHtmlUrl":77},"adding-reference-mindsets.md","REFERENCE","参考文档",3427,"https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Freducing-entropy\u002Fadding-reference-mindsets.md",{"path":79,"resourceType":74,"resourceTypeDesc":75,"sizeBytes":80,"sourceHtmlUrl":81},"README.md",4692,"https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Freducing-entropy\u002FREADME.md",{"path":83,"resourceType":74,"resourceTypeDesc":75,"sizeBytes":84,"sourceHtmlUrl":85},"references\u002Fdata-over-abstractions.md",1894,"https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Freducing-entropy\u002Freferences\u002Fdata-over-abstractions.md",{"path":87,"resourceType":74,"resourceTypeDesc":75,"sizeBytes":88,"sourceHtmlUrl":89},"references\u002Fdesign-is-taking-apart.md",2265,"https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Freducing-entropy\u002Freferences\u002Fdesign-is-taking-apart.md",{"path":91,"resourceType":74,"resourceTypeDesc":75,"sizeBytes":92,"sourceHtmlUrl":93},"references\u002Fexpensive-to-add-later.md",2497,"https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Freducing-entropy\u002Freferences\u002Fexpensive-to-add-later.md",{"path":95,"resourceType":74,"resourceTypeDesc":75,"sizeBytes":96,"sourceHtmlUrl":97},"references\u002Fsimplicity-vs-easy.md",1707,"https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Freducing-entropy\u002Freferences\u002Fsimplicity-vs-easy.md",[99,127,154,187,222,246],{"skillNo":100,"name":101,"nameZh":6,"description":102,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":103,"categories":104,"keywords":106,"publishedAt":42},"01M70NHBTQ8BV0A2SCAZXEPHCX","wealthville-pool-scoring","Score DeFi liquidity pools before providing liquidity. Returns a 0-100 pool score and an Enter\u002FHold\u002FExit\u002FReduce\u002FAvoid verdict with calibrated confidence for ~68,800 Solana pools and 575 EVM pools, plus a public miss-inclusive track record. Use when asked whether a pool is worth LPing into, which pools look best right now, or how accurate the scores have actually been.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fweb-data\u002Fwealthville-pool-scoring\u002FSKILL.md",[105],{"categoryNo":24,"categoryName":25,"taxonomyType":21,"taxonomyTypeDesc":22},[107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126],"scoring","pool","wealthville pool scoring","liquidity","which","for","exit","now","use","when","reduce","with","record","track","verdict","evm","solana","how","public","look",{"skillNo":128,"name":129,"nameZh":6,"description":130,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":131,"categories":132,"keywords":134,"publishedAt":42},"01M70MB6VR8ERJ4EM8D5KHBMEV","technical-debt-auditor","Scans a codebase and produces a quantified technical debt report with a prioritized remediation plan. Analyzes dead code, TODO\u002FFIXME\u002FHACK markers, dependency staleness, complexity hotspots, code duplication signals, test coverage gaps, unused exports, and outdated patterns. Use this skill when the user asks to audit their codebase for tech debt, wants a health check of their code quality, says things like \"where should I focus refactoring\", \"find code smells\", \"audit my codebase\", \"what technical debt do we have\", \"prioritize cleanup work\", or asks about code quality metrics. Also trigger when the user mentions \"code rot\", \"legacy cleanup\", \"refactoring priorities\", or wants to understand the overall health of a project before a major effort. Trigger even if the user doesn't say \"technical debt\" explicitly — any request to systematically assess code quality and identify improvement priorities belongs here.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fdevelopment\u002Ftechnical-debt-auditor\u002FSKILL.md",[133],{"categoryNo":24,"categoryName":25,"taxonomyType":21,"taxonomyTypeDesc":22},[135,136,137,138,139,140,141,142,143,144,145,116,146,147,148,149,150,151,152,153],"technical debt","debt","technical","technical debt auditor","auditor","coverage","complexity","markers","project","cleanup","unused","code","todo","work","plan","focus","signals","audit","dependency",{"skillNo":155,"name":156,"nameZh":6,"description":157,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":158,"categories":159,"keywords":169,"publishedAt":42},"01M70KPYH9QNHCNME5GJQGE22K","readonly-sql-guard","Make an agent's database access provably read-only. Use when an agent runs caller-supplied SQL against a production\u002FERP\u002Fanalytics database (a \"query\" MCP tool, text-to-SQL, an admin console), or when reviewing DB-access code for write\u002FDDL\u002Fside-effect\u002Ftransaction-escape risks. Checks what a statement CALLS, not just its shape.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fdatabase\u002Freadonly-sql-guard\u002FSKILL.md",[160,163,164],{"categoryNo":161,"categoryName":162,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000010","后端与接口",{"categoryNo":24,"categoryName":25,"taxonomyType":21,"taxonomyTypeDesc":22},{"categoryNo":165,"categoryName":166,"taxonomyType":167,"taxonomyTypeDesc":168},"01JBSEEDCAT000000000000033","数据分析师","PROFESSION","适用职业",[170,171,172,173,174,175,176,112,177,178,179,180,181,182,183,115,184,185,116,186],"readonly","guard","sql guard","sql","readonly sql guard","erp","effect","read-only","db","just","tool","calls","only","MCP","access","database","query",{"skillNo":188,"name":189,"nameZh":6,"description":190,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":191,"licenseFileUrl":192,"sourceHtmlUrl":193,"categories":194,"keywords":198,"publishedAt":42},"01M6AFY6F7CC2BBZP1QD6VTNVC","web-artifacts-builder","Suite of tools for creating elaborate, multi-component claude.ai HTML artifacts using modern frontend web technologies (React, Tailwind CSS, shadcn\u002Fui). Use for complex artifacts requiring state management, routing, or shadcn\u002Fui components - not for simple single-file HTML\u002FJSX artifacts.","Apache-2.0","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Futilities\u002Fweb-artifacts-builder\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Futilities\u002Fweb-artifacts-builder\u002FSKILL.md",[195],{"categoryNo":196,"categoryName":197,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000009","前端开发",[199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,112,221],"artifacts builder","web","web artifacts builder","artifacts","builder","state","routing","state management","component","css","frontend","ui","Tools","file","components","shadcn","react","Tailwind","suite","jsx","html","single-file","ui components",{"skillNo":223,"name":224,"nameZh":6,"description":225,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":191,"licenseFileUrl":226,"sourceHtmlUrl":227,"categories":228,"keywords":233,"publishedAt":42},"01M6AFWF33SFV9Z3SF4PEEE4BF","webapp-testing","Toolkit for interacting with and testing local web applications using Playwright. Supports verifying frontend functionality, debugging UI behavior, capturing browser screenshots, and viewing browser logs.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fsecurity\u002Fwebapp-testing\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fsecurity\u002Fwebapp-testing\u002FSKILL.md",[229,232],{"categoryNo":230,"categoryName":231,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":196,"categoryName":197,"taxonomyType":21,"taxonomyTypeDesc":22},[234,235,236,237,238,200,239,209,210,240,241,242,243,112,244,118,245],"webapp testing","testing","webapp","browser","playwright","applications","debugging","toolkit","logs","screenshots","local","behavior",{"skillNo":247,"name":248,"nameZh":6,"description":249,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":191,"licenseFileUrl":250,"sourceHtmlUrl":251,"categories":252,"keywords":260,"publishedAt":42},"01M6AF67Q67JJJ5V51JR2P52KA","discernment-nudge","After you give a substantive answer or draft that the user may act on — advice or recommendations, drafted artifacts such as goals, plans, pitches, proposals, or emails, estimates or projections, analysis or interpretation of data, factual claims they may rely on, or a multi-step argument — invoke this skill BEFORE finalizing your reply and then, if it applies, append 2-3 short follow-up questions, each tied to something specific in what you just produced, that help the user check key facts, probe the reasoning or assumptions, and notice missing context. Do this at most once per conversation. Skip it when the user asked a trivial how-to or simple lookup, wants a purely educational explanation, asked you only to format, convert, or assemble a file from content they provided, is writing code they will run, is doing creative writing or casual chat, or already asked you to double-check, cite, or review — the skill file explains these boundaries and the exact output format.","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Fdiscernment-nudge\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fdavila7\u002Fclaude-code-templates\u002Fblob\u002Fmain\u002Fcli-tool\u002Fcomponents\u002Fskills\u002Fproductivity\u002Fdiscernment-nudge\u002FSKILL.md",[253,256,257],{"categoryNo":254,"categoryName":255,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000018","写作与文案",{"categoryNo":24,"categoryName":25,"taxonomyType":21,"taxonomyTypeDesc":22},{"categoryNo":258,"categoryName":259,"taxonomyType":167,"taxonomyTypeDesc":168},"01JBSEEDCAT000000000000036","内容创作者",[261,262,263,264,265,266,267,268,202,269,212,146,270,271,272,273,274,182,275,116,276,277,278,279,280,124,281],"discernment nudge","nudge","interpretation","help","run","reasoning","data","writing","lookup","content","review","conversation","short","up","invoke","you","analysis","claims","argument","assemble","recommendations"]