Skills
96,770 packaged capabilities and playbooks for agents. Install any of them with one command.
All
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, and the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
Use when audio already placed in a HyperFrames composition needs to be mixed: fade-in/fade-out, crossfade, track gain or volume, volume automation, ducking, a music bed that fights a voiceover (voiceover carve), effects on a track (EQ, compressor, limiter, gate, saturation, delay, reverb, chorus, phaser, bitcrush), automation envelopes drawn on a track's volume or any effect parameter, or one submix bus carrying a chain, a fader and an automation clock for several tracks at once (`<hf-audio-group>`). Don't use for sourcing or generating audio — finding BGM, SFX, or making a voiceover is `/media-use`. Don't use for clip timing or track layout, which is `/hyperframes-core`.
Use the HyperFrames CLI development loop: init, add, catalog, capture, lint, check, snapshot, compare, grade-compare, preview, play, present, beats, keyframes, single or batch render, publish, cloud, cloudrun, feedback, lambda, doctor, browser, info, upgrade, skills, compositions, timeline, history, clean, docs, benchmark, telemetry, transcribe, auth, tts, and remove-background. Also use when diagnosing build or render failures. validate, inspect, and layout are deprecated aliases; use check. Covers local, HeyGen-hosted cloud, AWS Lambda, and Google Cloud Run rendering.
The HyperFrames composition contract — build one renderable project. Use for composition structure, the `data-*` timing attributes, `class="clip"`, tracks, sub-compositions, variables, framework-owned media playback, deterministic-render rules, and validation. Read before writing composition HTML.
Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use `hyperframes-animation`.
Use when a HyperFrames composition needs a punch-in, punch-out, zoom, reframe, Ken Burns treatment, camera move, visual match/whip handoff, or other seek-safe 2D/3D keyframes; also for GSAP, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw, text trails, 3D depth, or `hyperframes keyframes` diagnostics. Don't use for broad scene strategy, brand design, media sourcing, captions, or general video planning.
Search, install, and wire registry blocks and components into HyperFrames compositions. Use BEFORE hand-building any named visual — whenever a brief, a user, or a storyboard names a look, effect, treatment, or transition such as CRT scanlines, glitch, chromatic aberration, film grain, a shimmer sweep, a chart, a code or terminal window, a map, or a confetti burst — because roughly 400 hosted items already cover many of them and the search ranks all of them with nothing installed, no project, and no account. Also use when running hyperframes add or hyperframes catalog, installing one item or every block matching a tag, wiring an installed item into index.html, or working with hyperframes.json. Covers discovery, install locations, block sub-composition wiring, component snippet merging, and authoring a new block or component to contribute upstream (idea → scaffold → validate → PR).
Mandatory entry point: read this first for any request to make, create, edit, animate, or render a video, animation, or motion graphic, including a promo, explainer, captioned clip, title card, overlay, slideshow or interactive deck, Remotion port, or any HyperFrames HTML composition. Also use it to inspect, diagnose, validate, preview, publish, or batch-render an existing HyperFrames project. Inputs may be a website URL, GitHub PR, Figma design or URL, text or brief, existing footage, or music. It resumes project state, captures intent when applicable, selects and installs the owning workflow, and routes domain capabilities. HyperFrames is the default output framework unless the user explicitly chooses another framework for the deliverable or asks only to record a browser session.
Use when working with a person on a HyperFrames project in Studio: first, whether their message asks for a change at all (questions, loose ideas and "don't change anything" get an answer and a plan, not an edit); for a new film, the plan, storyboard and build order that the HyperFrames launch films follow; and how the timeline should be laid out so it reads well (one caption track, one element kind per track, every scene a sub-composition) and where captions and key content may sit (safe zones). Don't use for how to perform an individual edit (split, trim, retime, volume, copy, swap): that is `creator-editing-recipes.md` in `/hyperframes-core`.
Analyze a game, find what needs work, and implement the highest-impact improvements. Use when the user says “improve my game,” “make my game better,” “fix my game,” “what's wrong with my game,” or “polish my game.” Run repeatedly—each pass finds the next most impactful thing to fix. Do NOT use for adding specific new features (use add-feature) or initial game creation (use viral-game for one-shot builds, make-game for milestone-driven projects)
Use when integrating the Lagged JavaScript SDK into an HTML5 game published on Lagged.com, adding Lagged leaderboards, handling Lagged ad placements, or setting up user authentication via the Lagged API. Initializes the Lagged SDK (window.LaggedAPI), retrieves player profile data, submits scores to native leaderboards, unlocks achievements, and integrates interstitial and rewarded ads for games on the Lagged.com game portal.
Agent Media OS for a HyperFrames project. Resolve BGM, SFX, image, icon, brand logo, voice, color grade, or LUT into a frozen local file or paste-ready block + ledger record (one verb, `resolve`); generate via TTS / music / image models when the catalog misses; produce voiceover, transcription, captions, and background removal through one shared audio engine; operate on media (cut / reframe / transform); and reuse assets across projects. Also use for vague feedback that real footage looks dark, flat, boring, should feel retro/camcorder/print/ASCII, needs privacy, or needs a media reveal. When the host app provides its own music or sound-effect tools, use those for music and sound effects; `resolve --type bgm` needs the heygen CLI, while `--type sfx` needs no account (Openverse, then a bundled library). When `HEYGEN_API_BASE` is set, HeyGen calls go through that host with no CLI sign-in.
Integrates the MSN JavaScript SDK (`window.$msstart`) into JavaScript games running on Microsoft Start. Handles SDK initialization, player authentication, cloud save key/value storage, display banner and interstitial/rewarded ad lifecycles, native sharing, leaderboard score submission, and in-app purchases. Use when the user mentions MSN SDK setup, MSN ads integration, game monetization with MSN, adding MSN features to a JavaScript game, `$msstart`, `msstart` script, MSN cloud save, or MSN IAP.
Integrates the Poki JavaScript SDK (PokiSDK) into JavaScript browser games. Initializes PokiSDK, configures interstitial and rewarded ad breaks (commercialBreak, rewardedBreak), manages gameplay lifecycle events (gameplayStart, gameplayStop), and sets up loading progress tracking (gameLoadingFinished). Use when the user mentions Poki, PokiSDK, web game monetization, game portal integration, ad breaks in browser games, or distributing an HTML5 game on the Poki platform
Review an existing game codebase for architecture, performance, and best practices. Use when the user says "review my game", "code review", "check my game architecture", "is my game well structured", or "audit my game code". Do NOT use for making changes — this is read-only analysis. Use improve-game to implement fixes.
Up-to-date security check of the project at hand. Your training data does not know the vulnerabilities, security releases and exploits published this week, and dependency audits (npm audit, composer audit, pip-audit) only see library advisories: they miss flaws in the runtime itself (PHP, Node.js, Python), Docker base images, self-hosted tools such as GitLab, and security releases announced but not yet out. This skill fetches the latest advisories from vendors, CVE databases and CERTs, matches them against the repository, and says what to update or patch first. Use it when the user runs /stackalarm, and BEFORE running any audit or outdated command whenever the user asks whether the project has security flaws to fix or security updates to apply ("des failles à corriger ?", "on est vulnérables ?", "anything to patch?", "any security news affecting us?"), wants a security check before a deployment, or mentions a vulnerability, CVE or security release by name.
Build a strategy-driven time-slot generator with availability in a Next.js App Router app: daily ranges, Nth-weekday-of-month rules, one-off slots and whole-day slots, authored in local wall-clock time and stored as UTC instants, with seats, bookings, blackouts, host busy time, shared resources and working hours subtracted, a listing route and a booking route that re-checks capacity in the write transaction. Use when: (1) an app needs appointment, class, rental or reservation slots generated from rules rather than stored one by one, (2) slot code gives wrong days around DST, wrong weekdays far from UTC, a week view with one day, or times that change with the server's time zone, (3) strategies must be validated, pinned to a zone, or moved off wall-clock-as-UTC storage, (4) two guests can book the last seat at once, (5) the user mentions: time slots, slot generator, availability, booking slots, opening hours, slot strategy, RANGE, PERIODICITY, DAY_RANGE, ONCE, slotInterval, slotDuration, slotsLimit, daysLimit, first Monday of the month, last Friday, overnight slots, lead time, booking window, timeOffset, IANA time zone, DST, fromZonedTime, storageVersion, slot ID, md5, overbooking, capacity check, book_slots, slot-no-longer-available, slot-has-not-enough-capacity. Carries a dependency-free engine on Intl with a 23-test suite run under four process time zones, slot IDs that stay stable for existing bookings, one availability map for listing and booking, and a capacity re-check inside the booking transaction on both backends. Next.js App Router route handlers on the Node.js runtime; Firestore or Supabase/Postgres behind the SlotStore seam. Not a calendar UI, not RRULE or iCalendar recurrence, not payments or booking-flow screens.
Updates cooked. to its newest version. Works out how it was installed and does the right thing for each. The official plugin from the marketplace gets the plugin update commands for ai-editor and creator-teardown. A fork the user owns (the power-user route, where they change the editor's own code) gets its new versions pulled from nextwork-projects/ai-video-editor-cooked and merged with their changes kept, after a backup branch, then the fast self-checks, with a rollback if they fail. A plain clone gets the fork route in three steps. Use when the user says "update the editor", "get the latest version", "sync my fork", "pull the new version", or asks how to stay up to date after changing the editor's code. Not for changing a style or a setting (that is taste or the home page), and not for maintainers turning feedback into fixes (that is improve).
Integrates the Y8 JavaScript SDK into JavaScript and HTML5 games. Covers SDK loading and initialization handshake, player authentication via Y8 login, cloud-backed user data storage, interstitial and rewarded ads through Google AdSense, native achievement unlocking and listing, and in-game leaderboard score submission and retrieval. Use when the user mentions Y8 SDK, Y8 API, Y8 integration, Y8 leaderboard, Y8 achievements, Y8 login, or adding Y8 features to a JavaScript or HTML5 game.
Integrates the Yandex Games JavaScript SDK (YaGames) into JavaScript games. Initializes the SDK and lifecycle hooks, manages player authentication and authorization, handles per-player cloud storage, controls ad placements (interstitial, rewarded video, sticky banner), implements in-app purchases and leaderboards, retrieves remote config flags, and supports social features such as review prompts and home-screen shortcuts. Use when the user mentions Yandex Games, YaGames, yandex sdk, deploying a game to the Yandex.Games platform, or integrating features like ads, leaderboards, in-app purchases, or player authentication into a Yandex-hosted JavaScript game.
Use this skill to initialize and integrate the YouTube Playables JavaScript SDK into an HTML5 game. Covers SDK bootstrapping, game lifecycle signaling, persistent save data management, interstitial and rewarded ads, leaderboard score submission, player language detection, and audio/pause lifecycle hooks. Use when the user asks about YouTube Playables, building or embedding games for YouTube, the YT game SDK, YT Playables integration, or making an interactive playable game on YouTube.
Create a new, isolated git worktree inside the repo's `.worktrees/` folder, with its own branch, from a brief requirement description or the explicit branch/folder name the user wants to use—so multiple tasks can be worked on in parallel without stashing or checking out within the same checkout. Use when the user asks to “create a worktree,” “new worktree,” “work in parallel,” “isolate this feature in its own folder,” “give me a separate checkout for X,” “set up a worktree for Y,” “work on multiple branches at once,” or “set up a parallel checkout,” or explicitly mentions the `.worktrees/` folder.
Tests in real browsers via Chrome DevTools MCP. Use when building or debugging anything that runs in a browser. Use when you need to inspect the DOM, capture console errors, analyze network requests, profile performance, or verify visual output with real runtime data. Requires the chrome-devtools MCP server to be configured.
Conducts multi-axis code review. Use before merging any change. Use when reviewing code written by yourself, another agent, or a human. Use when you need to assess code quality across multiple dimensions before it enters the main branch. Use when asked to review a diff or a pull request, even when the diff is pasted inline.
Review the changes since a fixed point (commit, branch, tag, or merge-base) along two axes: Standards (does the code follow this repo's documented coding standards?) and Spec (does the code match what the originating issue/spec asked for?). Runs both reviews in parallel sub-agents and reports them side by side. Use when the user wants to review a branch, a PR, work-in-progress changes, or asks to "review since X".
Shared vocabulary for designing deep modules. Use when the user wants to design or improve a module's interface, find deepening opportunities, decide where a seam goes, make code more testable or AI-navigable, or when another skill needs the deep-module vocabulary.
Bring the repository's documentation in line with the code — find where the docs and the code disagree, and fix the docs (or, in check mode, only report it). Use after a feature, fix, or architectural change; when the user asks to update or audit the docs; and from ship and end-session, which run it scoped to a branch's diff.
Subjects every non-trivial decision to a fresh-context adversarial review before it stands. Use when you want every assumption cross-examined before proceeding, when stress-testing a plan for hidden failure modes, when correctness matters more than speed, when working in unfamiliar code, when stakes are high (production auth, security-sensitive logic, a high-stakes migration, irreversible operations), or any time a confident output would be cheaper to verify now than to debug later.
New to MCP?
From what the protocol is to installing your first server, these answers cover most first questions.
An open protocol that defines how AI applications connect to external tools and data in a uniform way. Clients talk to the model; MCP servers provide tools, resources and prompt templates. They exchange standard messages, so one server can be reused by many clients.
