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.
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63,139 results · page 536 of 2,105
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roguelikeSkillWeb & browsing
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
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routerSkillProductivity
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels
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rpgSkillAI & models
Build 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.
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save-systemsSkillFiles & storage
Design 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. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or m
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shader-programmingSkillAI & models
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader,
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survival-craftingSkillAI & models
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
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threejs-gltf-loadingSkillAI & models
Load glTF/GLB models in three.js with GLTFLoader and play their skinned animations with AnimationMixer, including DRACO/Meshopt-compressed meshes and KTX2 textures. Use when importing 3D models into three.js — when the user mentions glTF, GLB, GLTFLoader, AnimationMixer, animation clips, DRACOLoader
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threejs-materials-lightingSkillAI & models
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — whe
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threejs-scene-setupSkillMedia
Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, Persp
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tower-defenseSkillAI & models
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
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unity-build-pipelineSkillWeb & browsing
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking buil
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unity-csharp-scriptingSkillAI & models
Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, S
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unity-navmeshSkillAI & models
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, Nav
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unity-scriptableobjectsSkillAI & models
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions S
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unity-tilemap-2dSkillAI & models
Build and script 2D tilemaps in Unity 6.3 LTS: the Grid + Tilemap components, the Tile Palette, tilemap colliders, rule tiles, and runtime SetTile/GetTile painting. Use when painting tile levels, adding a TilemapCollider2D, using rule or animated tiles, generating tilemaps from code, or when the use
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unreal-behavior-treesSkillProductivity
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blac
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unreal-blueprintsSkillAI & models
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints ta
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unreal-cpp-gameplaySkillAI & models
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing p
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unreal-enhanced-inputSkillAI & models
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the u
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unreal-packagingSkillAI & models
Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, c
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visual-novelSkillAI & models
Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.
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vibesec-skillSkillSecurity
This skill helps Claude write secure web applications. Use this when working on any web application or when a user requests a scan or audit to ensure security best practices are followed.
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xhs-visual-directorSkillMedia
Use this skill when planning, redesigning, or reviewing Xiaohongshu carousel visuals, covers, 3:4 image posts, page-by-page visual direction, image-generation prompts, style selection, layout critique, or XHS captions. It acts as a senior visual director for 小红书图文, not a generic copywriting assistan
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helmor-cliSkillFiles & storage
Use the Helmor CLI to remote-control Helmor from the terminal. Use when the user asks to inspect Helmor data/settings, manage repositories/workspaces/sessions/files, send prompts to agents, list models, use GitHub integration, inspect scripts, run Helmor as an MCP server, generate shell completions,
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ap-arbiterSkillAI & models
L4 terminal leaf - ARBITER. Independent decision-maker for forks the loop cannot resolve on its own. Under UNATTENDED mode it ALWAYS rules and continues, NEVER escalates to the user. Output is a binding ruling logged to the ledger.
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ap-execharness-resolverSkillProductivity
L3 executor - EXECHARNESS RESOLVE. Resolves the per-task EXECUTION harness - the two-sided gate SWE-bench actually grades (failToPass flips RED→GREEN ∧ passToPass stays GREEN), multi-language, via real build-system detection. Ingests shipped FAIL_TO_PASS/PASS_TO_PASS, else derives failToPass from th
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ap-feature-coordinatorSkillAI & models
L1 feature coordinator - drives approved ROADMAP.md lanes through their required build/review/verification gates and owns the run-wide feature frontier.
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ap-independent-checkerSkillAI & models
Independently review the exact result and run its real checks in one context, using isolated resources and without changing the deliverable.
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ap-intakeSkillAI & models
L3 legacy-resume compatibility reader - reconstructs old intake artifacts when explicitly resuming them; new runs use the useful-first roadmap author instead.
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ap-managerSkillAI & models
L2 optional manager - coordinates a multi-lane slice, builds compact pointer envelopes, and dispatches disjoint L3 work without executing it.
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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.
63,068 of the 63,139 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 workspace 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.