settlement-design
Design cities, towns, and settlements for fictional worlds. Use when creating urban environments, mapping city districts, or when settlements need realistic layered development and spatial logic.
sleep-story
Write stories designed to help listeners fall asleep. Use for bedtime podcasts, meditation content, calming narratives, or any content where the goal is gentle cognitive engagement that fades naturally into rest.
image-generator
This skill should be used when generating images for educational content. It provides multi-turn reasoning partnership methodology with Gemini for professional quality visual generation.
story-collaborator
Act as an active writing partner who contributes content alongside the human writer. Use when the writer wants a collaborator who generates prose, dialogue, alternatives, and builds on their ideas. Applies Story Sense frameworks while actively contributing to the creative work. Contrasts with story-coach which never writes.
nano-banana-visual
[OPTIONAL] AI-powered visual generation using Google Nano Banana Pro. For user flows, architecture diagrams, mockups.
godot-asset-generator
Generate game assets using AI image generation APIs (DALL-E, Replicate, fal.ai) and prepare them for Godot. Covers the full art pipeline from concept art and style guides to final sprites, sprite sheets, and import configuration. This skill should be used when creating game art, generating sprites, making tilesets, creating UI elements, or preparing assets for Godot import. Keywords: game assets, AI art, DALL-E, Replicate, fal.ai, sprite sheet, tileset, Godot, pixel art, character sprite, game art, texture, animation frames.
unity-game-ui-toolkit-design
Game UI design using Unity's UI Toolkit (USS/UXML/Flexbox). Includes game UI elements like HUD, health bars, inventory, skill bars, PanelSettings scaling, and Safe Area support. Use when: game UI design, HUD creation, USS/UXML styling, Flexbox layout, PanelSettings configuration
unity-asset-management
Supports creating, editing, and managing Unity assets (prefabs, materials, asset database, Addressables). Includes dependency analysis and import settings. Use when: prefab creation, material editing, asset search, dependency analysis, Addressables
unity-game-ugui-design
Game UI design using Unity's uGUI (Canvas/RectTransform/Anchors). Includes game UI elements like HUD, health bars, inventory, skill bars, mobile responsive design, and Safe Area support. Use when: game UI design, HUD creation, Canvas setup, mobile UI, Anchors configuration
world-fates
Manage long-term fate and fortune across a shared world. Use when powerful entities feel permanent, when the world becomes static, when you need probabilistic death/fall mechanics, or when campaigns need world-level consequences that persist. Operates above the game-facilitator level.
unity-editor-imgui-design
Unity IMGUI (Immediate Mode GUI) for editor tools and custom inspectors. Use for EditorWindow, Custom Inspector, Property Drawer development. NOT for game UI - use unity-game-ugui-design or unity-game-ui-toolkit-design instead.
unity-mcp
Expert guidance for Unity development using Unity MCP server. Use when making C# script changes, working with GameObjects, components, scenes, or Unity editor operations. Provides safe workflows for compilation monitoring, asset management, and error handling.
frameworkmakecollection
Génère classe Collection typée avec traits Atournayre
unity-console
Check Unity Editor console for errors, warnings, and logs. Use this to verify compilation status, diagnose issues, or monitor Unity state.
create-example
Create new publish/subscribe examples for ROS2 message types. Use when the user wants to add a new example, create pub/sub for a new message type, or add trajectory/sensor/geometry message examples.
example-framework-skill
Example of a properly self-contained skill following all best practices
abstract-strategy
Design abstract strategy games with perfect information, no randomness, and strategic depth. Use when designing a board game, exploring abstract strategy games, brainstorming game mechanics, or evaluating game balance. Keywords: board game, game design, strategy, mechanics, balance.
urdf-robot-model
Create robot models using URDF with proper links, joints, visual geometry, collision shapes, and physical properties
gazebo-world-builder
Design simulation worlds using SDF with ground planes, models, physics configuration, and lighting
unity-scene-management
Supports Unity scene and GameObject creation, management, and analysis. Efficiently performs hierarchy operations, component configuration, and scene analysis. Use when: scene creation, scene loading, GameObject creation, component addition, hierarchy retrieval, scene analysis
systemic-worldbuilding
Build worlds through cascading consequences from speculative changes. Use when introducing new technologies, species, or alternate histories and need to trace realistic societal transformations across multiple domains.