Skills.
Give your AI a better way to work.
A skill is a set of written instructions that teaches an AI how to do one job the way it should be done: review a pull request, plan a migration, write the release notes.
Install one here and it travels with your account into Claude, Claude Code, Cursor and every other client you sign in with.
Category: Media
5,297 results · page 132 of 177
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cache-componentsSkillMedia
Expert guidance for Next.js Cache Components and Partial Prerendering (PPR). Use when implementing 'use cache' directive, configuring cache lifetimes with cacheLife(), tagging cached data with cacheTag(), invalidating caches with updateTag()/revalidateTag(), optimizing static vs dynamic content boun
Ready to connect★ 62
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collect_game_item_dataSkillMedia
A helper for Gumballs & Dungeons (不思议迷宫) built on a brand-new architecture. Image recognition + simulated controls to free your hands! Powered by MaaFramework!
Ready to connect★ 62
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design-red-team-auditSkillMedia
Adversarial design audit that stress-tests a game feature, system, pitch, roadmap item, or product idea by assuming failure and identifying the most credible reasons it would fail. Use when pressure-testing a concept before production, performing a pre-mortem, challenging a feature that sounds good
Ready to connect★ 62
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design-vibeSkillMedia
Use this skill when the user wants to discover, define, or refine their product's aesthetic identity. Triggers on "what should this feel like?", "help me figure out the vibe", "something feels off visually", "I want it to feel like [X]", "define the visual language", or when a project has no establi
Ready to connect★ 62
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find-design-agencySkillMedia
Use whenever the user wants to find, shortlist, vet, or enrich US design and creative agencies — graphic design, UX/UI, product design, brand identity, packaging, illustration, motion design, and creative direction. Triggers on "find me a UX/UI design agency for our SaaS product", "shortlist three b
Ready to connect★ 62
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find-service-providersSkillMedia
Use whenever the user wants to find, shortlist, vet, enrich, or research US professional-services firms — law, marketing, consulting, accounting, IT services, architecture, engineering, HR, PR, design, and similar B2B service providers. Triggers on requests like "find me a PPC agency in California",
Ready to connect★ 62
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frontend-ux-engineerSkillMedia
Use for frontend features, Next.js/React/Vue/Svelte UI, accessibility, responsive layout, design polish, state handling, forms, visual QA, or product workflow improvements.
Ready to connect★ 62
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game-design-attribution-auditSkillMedia
Audit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players explain success and failure. Use when evaluating whether players will blame themselves, the system, luck, or hidden rules; diagnosing percei
Ready to connect★ 62
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game-design-bartle-archetype-auditSkillMedia
Audit a game, feature, event, progression system, social system, live-ops loop, or onboarding flow through the lens of Bartle player archetypes: Achievers, Explorers, Socializers, and Killers. Use when evaluating who a design motivates, who it neglects, whether a feature over-serves one archetype at
Ready to connect★ 62
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game-design-big-five-personality-auditSkillMedia
Audit a game, feature, progression system, social system, live-ops loop, onboarding flow, monetization surface, or multiplayer space through the lens of the Big Five personality traits (OCEAN): Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism. Use when evaluating which perso
Ready to connect★ 62
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game-design-brainstorm-methodsSkillMedia
Apply established brainstorming and ideation methodologies to game design problems, features, systems, UX flows, live-ops ideas, content concepts, and stuck team discussions. Use when the user wants a specific brainstorming method rather than generic ideation, or when you should choose and run a met
Ready to connect★ 62
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game-design-core-loop-extractorSkillMedia
Extract the actual core loop from a game, feature set, or pitch based on repeated player actions, feedback, rewards, and renewed motivation. Use when a team can list mechanics but cannot clearly articulate the repeatable loop that drives engagement, when a pitch sounds like disconnected features, wh
Ready to connect★ 62
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game-design-craft-critiqueSkillMedia
Critically analyze an existing, shipped, third-party or competitor game for craft lessons, using a layered method (adapted from Raph Koster's "How I Analyze a Game") that separates a game's systems from its surface experience, guesses the intent behind each layer, and checks whether those intents ac
Ready to connect★ 62
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game-design-creative-unblockerSkillMedia
Break game design creative block with oblique prompts, sideways reframing, and deliberately non-linear workflow moves. Use when a feature, mechanic, live-ops idea, UX flow, FTUE, economy layer, or prototype feels stale, overthought, equally uninspired in every direction, or trapped in circular discu
Ready to connect★ 62
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game-design-design-pillars-extractorSkillMedia
Extract 3 to 5 actionable design pillars from a game, feature, loop, or system based on what the design actually rewards and prioritizes. Use when a team can describe mechanics but cannot clearly articulate the principles those mechanics serve, when pillars are vague, generic, or contradictory, or w
Ready to connect★ 62
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game-design-emotional-canvasSkillMedia
Define, refine, and evaluate the emotional identity, feeling, atmosphere, and vibe of a game, feature, event, region, or content theme. Use when shaping a game's emotional core, building a moodboard brief, clarifying the intended player feeling, checking whether a concept feels emotionally hollow, a
Ready to connect★ 62
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game-design-failure-loop-auditSkillMedia
Audit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what happens after the player fails, what they learn, what they lose, and why they would or would not try again. Use when diagnosing whether failure
Ready to connect★ 62
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game-design-fairness-frustration-auditSkillMedia
Audit a game, feature, failure loop, combat encounter, reward system, progression wall, or high-variance mechanic for perceived fairness and frustration. Use when diagnosing whether players feel cheated, whether difficulty feels deserved, whether randomness, feedback, and challenge interact badly, o
Ready to connect★ 62
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game-design-fantasy-extractorSkillMedia
Extract the core player fantasy from a game, feature, loop, or pitch based on what the design actually lets the player do, feel, and become. Use when a team can describe mechanics but cannot clearly articulate the fantasy those mechanics are supposed to deliver, when a concept feels emotionally vagu
Ready to connect★ 62
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game-design-feature-prioritizationSkillMedia
Prioritize game design feature options by comparing expected impact, implementation cost, strategic fit, and roadmap context. Use when choosing between competing feature ideas, deciding what to do now versus later, ranking solution paths after ideation, or identifying which option is best immediatel
Ready to connect★ 62
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game-design-five-optionsSkillMedia
Generate and compare at least five game design solution options for a feature, system, UX issue, live-ops problem, or design challenge. Use when several ideas already exist, when a team needs broader comparison before choosing, or when one favorite answer is dominating too early and better alternati
Ready to connect★ 62
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game-design-flow-auditSkillMedia
Audit a game, feature, level sequence, combat loop, progression curve, onboarding path, event structure, or return-player journey through the lens of Flow theory. Use when evaluating whether challenge and skill stay aligned over time, diagnosing boredom, anxiety, frustration spikes, difficulty cliff
Ready to connect★ 62
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game-design-fogg-behavior-auditSkillMedia
Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature ad
Ready to connect★ 62
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game-design-friction-journey-auditSkillMedia
Audit a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation. Use when diagnosing where players stall, disengage, churn, or feel overloaded; when distinguishing productive challenge from harmful friction; or when eva
Ready to connect★ 62
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game-design-ftue-hero-journey-auditSkillMedia
Audit a game's FTUE (First Time User Experience) through the lens of the Hero's Journey / monomyth. Use when reviewing onboarding, tutorial flow, first-session retention, first 30 seconds, early-session emotional hooks, mentor/tutorial character usage, first meaningful action, or whether an FTUE mak
Ready to connect★ 62
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game-design-goal-density-and-immediacy-auditSkillMedia
Audit a game, feature, progression loop, return-player experience, metagame layer, or session structure for density of goals, immediacy of goals, safe stopping points, and return triggers. Use when evaluating whether players can quickly find something meaningful to do, whether the game offers enough
Ready to connect★ 62
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game-design-goal-framingSkillMedia
Turn a vague feature idea or design direction into a clear game design goal with purpose, scope, fit, success criteria, and constraints. Use when a feature sounds promising but fuzzy, when a team cannot explain why something should exist, when success is unclear, or when a concept needs a stronger g
Ready to connect★ 62
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game-design-granular-player-motivation-auditSkillMedia
Audit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motivation archetypes a design strongly serves, neglects, or actively repels; when comparing a concept aga
Ready to connect★ 62
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game-design-grow-designSkillMedia
Evaluate game features, feature pitches, live-ops ideas, UX changes, economy changes, roadmap choices, retention initiatives, monetization initiatives, and ambiguous design problems using the GROW model: Goal, Reality, Options, Will. Use when a team needs structure, clearer decision-making, better o
Ready to connect★ 62
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game-design-ideal-outcome-backcastingSkillMedia
Start from the ideal player-facing result and work backward to the design steps, systems, and decisions required to reach it. Use when a team knows the kind of experience it wants but not how to structure the path there, when redesigning a feature around a stronger destination, or when clarifying wh
Ready to connect★ 62
What is a skill?
A skill is plain text, usually a SKILL.md file and the scripts it refers to, written for an AI rather than for a person. It carries the steps, the house rules and the examples a good answer needs, so you stop pasting the same briefing into every new chat.
54,764 of the 55,196 skills listed here can be served through ahel today, and they come from public repositories. Each one has its own page with the instructions themselves on it, so you can read what a skill will tell your AI to do before you install it.
Install one and every AI you use gets it
Installing a skill adds it to your gateway and turns it on in the same step. Claude Code surfaces it as a slash command; any client can read the full instructions with the skill_read tool.
Nothing is copied into a project folder. The instructions are served from your account, so the same skill is there in every AI you connect, and turning it off removes it from all of them at once.