1,669 skills found · Page 15 of 56
internet-court / intelligent-oracleDesign, deploy, and monitor a GenLayer Intelligent Oracle prediction market from any coding agent
internet-court / magicblockDesign, implement, and debug MagicBlock applications on Solana. Covers Ephemeral Rollups with delegated state; ER/PER architecture and settlement; private payments and token flows; oracles and randomness; scheduling and temporary authority; security and local validation.
internet-court / genlayer-erc7710-connectorConnect GenLayer Intelligent Contract decisions to ERC-7710-style delegated authority
SnailSploit / offensive-advanced-redteamComprehensive red team operations methodology covering full engagement lifecycle from planning through reporting. Addresses engagement scoping and rules of engagement negotiation, multi-tier C2 infrastructure design with redirectors and domain fronting, malleable traffic profiles and beacon tradecra…
SnailSploit / offensive-keylogger-archLow-level keylogger architecture design: kernel driver hooks (WH_KEYBOARD_LL, SetWindowsHookEx), ETW-based input capture, user-mode vs kernel-mode approaches, stealth techniques, and data exfiltration.
JetBrains / brainstormingUse before implementing a feature, a change in behavior, or a bug fix — however small. Not for questions, checks, or edits that change no behavior (typos, documentation or configuration only, mechanical refactors).
irinabuht12-oss / programmatic-seo-builderCreate scalable programmatic SEO page templates with title patterns, internal linking logic, schema markup, and thin content avoidance strategies
irinabuht12-oss / ab-test-setup-and-analysisDesigns statistically valid split tests for ads, audiences, landing pages, or bid strategies. Calculates required sample sizes before you start, monitors results during the test, and calls winners when statistical significance is actually reached — not when you feel like one is winning.
gamedev-skills / audio-designImplement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral
gamedev-skills / game-aiDesign NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API
gamedev-skills / game-ui-uxDesign and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates.
gamedev-skills / save-systemsDesign save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral
gamedev-skills / ebitengine-gameCreate, improve, debug and package playable 2D games in Go with Ebitengine (github.com/hajimehoshi/ebiten/v2). Use for Ebitengine game requests: game design translated into a complete loop, input, rendering, text, audio, scenes, gameplay tests and desktop, browser or mobile builds.
gamedev-skills / level-designDesign and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice
gamedev-skills / platformerBuild a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, wall slide and wall jump, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
gamedev-skills / rpgBuild an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
gamedev-skills / roblox-networkingDesign and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation.
gamedev-skills / godot-nodes-scenesStructure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons
gamedev-skills / godot-resourcesDesign data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading)
gamedev-skills / unity-scriptableobjectsArchitect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries
gamedev-skills / roblox-simulator-economyDesign, balance, and implement the economy of a Roblox simulator, tycoon, clicker, or idle game in Luau: upgrade cost curves, buy max, income per second, rebirth/prestige requirements and multipliers, offline earnings, big-number display (1.5K, 3.4M, 2.0Qa), server-authoritative purchases, repairing…
czlonkowski / n8n-workflow-patternsProven workflow architectural patterns from real n8n workflows
czlonkowski / using-n8n-mcp-skillsUse when building, editing, validating, testing, or debugging an n8n workflow through the n8n-mcp MCP server — designing a flow, configuring a node, writing an expression or Code node, wiring credentials, or fixing one that misbehaves.
czlonkowski / n8n-agentsDesign n8n AI agents the right way
czlonkowski / n8n-subworkflowsBuild reusable, composable n8n sub-workflows
MengTo / illustration-isometric-monoDraws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit.
MengTo / globe-particlesCreate a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc
MengTo / mesh-gradient-dark-blue-cleanCreate a futuristic, premium, clean dark-blue mesh-gradient design system across background rendering, hero shell, navigation, floating nodes, framed sections, CTAs, and motion
MengTo / illustration-flatDraws flat vector illustrations as SVG cards (480x360): slim, long-limbed people acting out one design or coding moment with one hero prop.
MengTo / illustration-grainy-gouacheDraws original cosy animal scenes as hand-authored SVG cards (480x360) in a grainy gouache, risograph-like style. Identifying traits are flat shapes with no outlines on a hot-pink card; soft 3-4 stop gradient shading on every rounded form, darker toward edges and base; a fine dark multiply grain tha…