Media skills.

6,651 media skills, including grill-with-docs, prototype and hyperframes, are listed on ahel today. Each one has a page of its own that says what it does and whether ahel can serve it in Claude, Claude Code, ChatGPT, Codex and Cursor.

Category: Media

6,651 results · page 58 of 222

  • figure-ground-overlays-and-modalsSkillMedia

    Apply figure-ground separation specifically for overlays — modals, dialogs, drawers, popovers, dropdowns, toasts. Use when designing or auditing the moments when a UI element appears over the underlying page and needs to clearly come forward. The most common figure-ground design problem; getting it

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  • forgivenessSkillMedia

    Use this skill whenever a design lets users do something they might regret — delete, send, publish, charge, transfer, archive, overwrite, irrecoverably commit. Trigger when designing destructive actions, undo systems, confirmation dialogs, soft-delete recovery, draft-saving, transaction reversal, "a

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  • form-follows-function-success-criteriaSkillMedia

    Use this skill when the team is in a form-vs-function debate and needs to step back to define what "success" actually means for the design. Trigger when stakeholders disagree about visual treatment, when a design feels off and no one can articulate why, or when reviewing a design against an unclear

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  • frontend-math-foundationsSkillMedia

    Explain and apply foundational math for front-end development, including arithmetic, algebra, ratios, exponents, roots, linear equations, inequalities, geometry, trigonometry, coordinates, and choosing CSS versus JavaScript math. Use when a web design calculation needs first-principles explanation b

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  • funnel-architectSkillMedia

    Lets your agent design or diagnose a marketing funnel with stages, journey maps, KPIs, and an optimization plan.

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  • game-interface-feedbackSkillMedia

    Design or audit game controls, HUD, menus, feedback, input mapping, transparency, juiciness, channels, modes, and metaphors. Use when implementing UI, controls, camera, tutorials, status displays, accessibility feedback, or when players are confused about what happened.

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  • game-mechanics-designSkillMedia

    Design, inspect, or repair game mechanics, core loops, rules, goals, actions, state, chance, secrets, skills, and emergent dynamics. Use when building gameplay systems, combat, puzzles, progression, simulations, board/card mechanics, or any feature where rules create player behavior.

    Ready to connect★ 1k

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  • game-mesh-voxel-conversionSkillMedia

    Plan and implement conversions between game meshes, SDFs, voxels, images, contours, and smooth curves while preserving enough gameplay and rendering data. Use when repairing meshes, extracting meshes from fields, voxelizing geometry, contouring, denoising voxel data, generating LODs, or moving geome

    Ready to connect★ 1k

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  • game-prototype-loopSkillMedia

    Turn a game idea into a focused design problem, risk-first prototype plan, and iteration loop. Use when starting a game, choosing what to build first, scoping an MVP, defining design questions, planning prototypes, or deciding whether an idea is ready for production.

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  • game-responsibility-reviewSkillMedia

    Review a game for player impact, ethics, transformation, inclusion, monetization pressure, community risk, dark patterns, and hidden design agendas. Use before shipping manipulative loops, social systems, ads, monetization, retention mechanics, UGC, or player-generated communities.

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  • game-smooth-curves-and-motionSkillMedia

    Design smooth game motion with splines, Bezier curves, interpolation, derivative continuity, path parameterization, and speed control. Use when implementing camera rails, waypoint paths, vehicle routes, projectile trails, animation curves, roads, rivers, or any motion/path system that must feel smoo

    Ready to connect★ 1k

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  • game-spatial-queriesSkillMedia

    Design and review game spatial query code for raycasts, picking, collision predicates, containment tests, orientation tests, and point/line/plane distances. Use when implementing or debugging ray-triangle hits, point-in-triangle checks, barycentric constraints, signed distance tests, or geometry pre

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  • game-story-world-characterSkillMedia

    Design or evaluate game story, world, characters, spaces, presence, aesthetics, and indirect control. Use when adding narrative, quests, levels, environments, character arcs, worldbuilding, environmental storytelling, or emotional context to gameplay.

    Ready to connect★ 1k

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  • game-transform-systemsSkillMedia

    Design and debug game transform systems, coordinate spaces, local/world/view/projection matrices, homogeneous coordinates, camera constraints, and inverse transforms. Use when implementing object transforms, camera math, parent-child transforms, projection/unprojection, or coordinate-space conversio

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  • game-vector-math-primitivesSkillMedia

    Apply vector math primitives for game rendering, collision, orientation, lighting, steering, and geometry predicates. Use when working with dot products, cross products, triple products, normals, projections, signed areas, signed volumes, facing checks, or vector normalization.

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  • go-cli-command-designSkillMedia

    Design and review predictable Go command-line interfaces with canonical names and flags; explicit inputs and precedence; human, plain, and structured output; safe prompting; stdout and stderr contracts; help; errors; exit codes; cancellation; dependency injection; and platform behavior. Use when cre

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  • go-cli-release-automationSkillMedia

    Design, implement, and review secure Go CLI release automation with versioned tags, GoReleaser, GitHub Actions, checksums, signing, provenance, changelogs, Homebrew distribution, least-privilege credentials, verification, and recovery. Use when publishing CLI artifacts, configuring release CI, addin

    Ready to connect★ 1k

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  • go-cli-terminal-experienceSkillMedia

    Design and review adaptive Go CLI terminal experiences with explicit human, plain, and structured modes; per-stream TTY detection; color and accessibility controls; prompts; progress; secret input; cancellation; and broken-pipe handling. Use when a Go CLI must work safely for people, scripts, AI age

    Ready to connect★ 1k

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  • go-concurrency-pipelinesSkillMedia

    Design, implement, test, and review bounded in-process Go concurrency using goroutines, channels, iterators, mutexes, shared collections, WaitGroup, errgroup, backpressure, ordering, cancellation, and deterministic lifecycle checks. Use when building worker pools, streaming pipelines, concurrent bat

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  • go-http-server-applicationsSkillMedia

    Design, build, test, and review production Go HTTP servers covering inbound adapters, modern ServeMux routing, middleware, strict bounded request decoding, response commitment, transparent ResponseWriter wrapping, server timeouts, health semantics, graceful shutdown, shared-state safety, and httptes

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  • go-idiomatic-api-designSkillMedia

    Design and review stable, idiomatic Go package APIs covering naming, exported declarations, embedding, receivers, typed-nil interfaces, generics, functional options, method sets, errors, wire contracts, compatibility, and examples. Use when creating a reusable Go package, reviewing its public surfac

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  • grillSkillMedia

    Use when the user wants a plan, design, or PRD stress-tested before any build — relentlessly interrogates one decision at a time, grounds every question in the codebase, hunts contradictions against the domain language and the code, and challenges the load-bearing assumptions. Triggered by "grill me

    Ready to connect★ 1k

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  • hero-ui-craftSkillMedia

    Use when Codex works on any front-end implementation, UI polish, dashboard, product screen, internal tool, design system, React component, Tailwind CSS v4 surface, HeroUI React v3 setup, shadcn-to-HeroUI migration, or any task that should use HeroUI. Enforces official HeroUI context, Pencil/Figma co

    Ready to connect★ 1k

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  • hicks-lawSkillMedia

    Lets your agent apply Hick's Law to simplify user choices and reduce decision time.

    Ready to connect★ 1k

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  • htmx-endpoint-designSkillMedia

    Design and review htmx endpoint contracts for server-rendered HTML fragments. Use when adding or debugging hx-get, hx-post, hx-put, hx-patch, hx-delete, hx-target, hx-swap, hx-select, out-of-band swaps, HX-Trigger events, partial template responses, redirects, retargeting, or response headers.

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  • iconic-arbitrary-and-symbolicSkillMedia

    Apply arbitrary and symbolic icon design — using forms with no inherent meaning that depend on convention to communicate (the hamburger menu, the kebab menu, the AI sparkle, app brand-mark icons). Use when a function has no clear visual referent, when working within a domain that has its own icon vo

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  • immersion-flowSkillMedia

    Design for flow specifically — calibrate challenge to skill, provide immediate feedback, set clear goals, foreground the activity. Use when designing tools for skilled work (writing, drawing, programming, music), games, learning experiences, or any context where sustained engagement is the goal. Flo

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  • interaction-routerSkillMedia

    Use this skill whenever a design task involves what users *can do* and what happens when they do it — affordances, feedback, errors, undo, confirmation, target sizing, keyboard handling, modal vs. non-modal decisions, destructive actions, validation. Trigger when the user mentions buttons, forms, va

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  • journey-designSkillMedia

    Lets your agent design customer journeys across channels as state machines and test them with simulation before build.

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  • legibilitySkillMedia

    Apply the principle of Legibility — the visual clarity of individual characters and short phrases, determined by typeface, size, weight, contrast, and spacing. Use when picking type for UI elements (buttons, labels, navigation), evaluating typography against rendering conditions (small sizes, low-co

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