[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill-openai-phaser-2d-game":3,"mdc-375ya5-key":36,"related-repo-openai-phaser-2d-game":458,"related-org-openai-phaser-2d-game":580},{"slug":4,"name":4,"fn":5,"description":6,"org":7,"tags":11,"stars":25,"repoUrl":26,"updatedAt":27,"license":28,"forks":29,"topics":30,"repo":31,"sourceUrl":34,"mdContent":35},"phaser-2d-game","implement 2D browser games with Phaser","Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},"openai","OpenAI","https:\u002F\u002Fpexgzepcugksgbtrxkhf.supabase.co\u002Fstorage\u002Fv1\u002Fobject\u002Fpublic\u002Forg-logos\u002Fopenai.png",[12,16,19,22],{"name":13,"slug":14,"type":15},"Game Development","game-development","tag",{"name":17,"slug":18,"type":15},"TypeScript","typescript",{"name":20,"slug":21,"type":15},"Engineering","engineering",{"name":23,"slug":24,"type":15},"Frontend","frontend",3992,"https:\u002F\u002Fgithub.com\u002Fopenai\u002Fplugins","2026-04-06T18:42:26.821037",null,465,[],{"repoUrl":26,"stars":25,"forks":29,"topics":32,"description":33},[],"OpenAI Plugins","https:\u002F\u002Fgithub.com\u002Fopenai\u002Fplugins\u002Ftree\u002FHEAD\u002Fplugins\u002Fgame-studio\u002Fskills\u002Fphaser-2d-game","---\nname: phaser-2d-game\ndescription: Implement 2D browser games with Phaser. Use when the user wants a Phaser, TypeScript, and Vite stack for scenes, gameplay systems, cameras, sprite animation, and DOM-overlay HUD patterns.\n---\n\n# Phaser 2D Game\n\n## Overview\n\nUse this skill for the main execution path in this plugin. Phaser is the default stack for 2D browser games here because it handles rendering, timing, sprites, cameras, and scene orchestration well without forcing gameplay rules into the framework.\n\nPreferred stack:\n\n- Phaser\n- TypeScript\n- Vite\n- DOM-based HUD or menus layered over the game canvas\n\n## Architecture\n\n1. Keep gameplay state outside Phaser scenes.\n   - Systems own rules, turn order, movement, combat, inventory, objectives, and progression.\n   - Phaser scenes adapt system state into sprites, camera motion, animation playback, and effects.\n2. Make scenes thin.\n   - Boot and asset preload\n   - Menu or shell scene\n   - Gameplay scene\n   - Optional overlay or debug scene\n3. Keep renderer-facing objects disposable.\n   - Sprite containers, emitters, tweens, and camera rigs are view state, not source of truth.\n4. Favor stable asset manifest keys over direct file-path references throughout gameplay code.\n\n## Implementation Guidance\n\n- Use one integration boundary where the scene reads simulation state and emits input actions back.\n- Prefer deterministic system updates over scene-local mutation.\n- Treat HUD and menus as DOM when text, status density, or responsiveness matter.\n- Keep animation state derived from gameplay state rather than ad hoc sprite flags.\n\n## 2D Modes Covered Well\n\n- Turn-based grids and tactics\n- Top-down exploration\n- Side-view action platformers\n- Character-action combat with sprite animation\n- Lightweight management or deck-driven battle scenes\n\n## Camera and Presentation\n\n- Choose the camera model early: locked, follow, room-based, or tactical-pan.\n- Keep camera logic separate from game rules.\n- Use restrained screen shake, hit-stop, and parallax. Effects should improve readability, not obscure it.\n\n## UI Integration\n\n- Use DOM overlays for HUD, command menus, settings, and narrative panels.\n- Keep the canvas responsible for the world, combat readability, and motion.\n- Avoid shoving dense text or complex settings UIs into Phaser unless the project explicitly needs an in-canvas presentation.\n\n## Asset Organization\n\n- `characters\u002F`\n- `environment\u002F`\n- `ui\u002F`\n- `fx\u002F`\n- `audio\u002F`\n- `data\u002F`\n\nKeep manifest keys human-readable and stable.\n\n## Default Directory Shape\n\nSee `..\u002F..\u002Freferences\u002Fphaser-architecture.md` for a concrete module split.\n\n## Anti-Patterns\n\n- Game rules inside `update()` loops without a system boundary\n- Scene-to-scene state passed through mutable global objects\n- HUD text rendered in the game canvas just because it is convenient\n- Asset paths embedded everywhere instead of a manifest layer\n- Overusing generic React dashboard patterns for game UI\n\n## References\n\n- Shared architecture: `..\u002Fweb-game-foundations\u002FSKILL.md`\n- Frontend direction: `..\u002Fgame-ui-frontend\u002FSKILL.md`\n- Sprite workflow: `..\u002Fsprite-pipeline\u002FSKILL.md`\n- Phaser structure: `..\u002F..\u002Freferences\u002Fphaser-architecture.md`\n",{"data":37,"body":38},{"name":4,"description":6},{"type":39,"children":40},"root",[41,49,56,62,67,91,97,165,171,194,200,228,234,252,258,276,282,340,345,351,364,370,406,412],{"type":42,"tag":43,"props":44,"children":45},"element","h1",{"id":4},[46],{"type":47,"value":48},"text","Phaser 2D Game",{"type":42,"tag":50,"props":51,"children":53},"h2",{"id":52},"overview",[54],{"type":47,"value":55},"Overview",{"type":42,"tag":57,"props":58,"children":59},"p",{},[60],{"type":47,"value":61},"Use this skill for the main execution path in this plugin. Phaser is the default stack for 2D browser games here because it handles rendering, timing, sprites, cameras, and scene orchestration well without forcing gameplay rules into the framework.",{"type":42,"tag":57,"props":63,"children":64},{},[65],{"type":47,"value":66},"Preferred stack:",{"type":42,"tag":68,"props":69,"children":70},"ul",{},[71,77,81,86],{"type":42,"tag":72,"props":73,"children":74},"li",{},[75],{"type":47,"value":76},"Phaser",{"type":42,"tag":72,"props":78,"children":79},{},[80],{"type":47,"value":17},{"type":42,"tag":72,"props":82,"children":83},{},[84],{"type":47,"value":85},"Vite",{"type":42,"tag":72,"props":87,"children":88},{},[89],{"type":47,"value":90},"DOM-based HUD or menus layered over the game canvas",{"type":42,"tag":50,"props":92,"children":94},{"id":93},"architecture",[95],{"type":47,"value":96},"Architecture",{"type":42,"tag":98,"props":99,"children":100},"ol",{},[101,119,147,160],{"type":42,"tag":72,"props":102,"children":103},{},[104,106],{"type":47,"value":105},"Keep gameplay state outside Phaser scenes.\n",{"type":42,"tag":68,"props":107,"children":108},{},[109,114],{"type":42,"tag":72,"props":110,"children":111},{},[112],{"type":47,"value":113},"Systems own rules, turn order, movement, combat, inventory, objectives, and progression.",{"type":42,"tag":72,"props":115,"children":116},{},[117],{"type":47,"value":118},"Phaser scenes adapt system state into sprites, camera motion, animation playback, and effects.",{"type":42,"tag":72,"props":120,"children":121},{},[122,124],{"type":47,"value":123},"Make scenes thin.\n",{"type":42,"tag":68,"props":125,"children":126},{},[127,132,137,142],{"type":42,"tag":72,"props":128,"children":129},{},[130],{"type":47,"value":131},"Boot and asset preload",{"type":42,"tag":72,"props":133,"children":134},{},[135],{"type":47,"value":136},"Menu or shell scene",{"type":42,"tag":72,"props":138,"children":139},{},[140],{"type":47,"value":141},"Gameplay scene",{"type":42,"tag":72,"props":143,"children":144},{},[145],{"type":47,"value":146},"Optional overlay or debug scene",{"type":42,"tag":72,"props":148,"children":149},{},[150,152],{"type":47,"value":151},"Keep renderer-facing objects disposable.\n",{"type":42,"tag":68,"props":153,"children":154},{},[155],{"type":42,"tag":72,"props":156,"children":157},{},[158],{"type":47,"value":159},"Sprite containers, emitters, tweens, and camera rigs are view state, not source of truth.",{"type":42,"tag":72,"props":161,"children":162},{},[163],{"type":47,"value":164},"Favor stable asset manifest keys over direct file-path references throughout gameplay code.",{"type":42,"tag":50,"props":166,"children":168},{"id":167},"implementation-guidance",[169],{"type":47,"value":170},"Implementation Guidance",{"type":42,"tag":68,"props":172,"children":173},{},[174,179,184,189],{"type":42,"tag":72,"props":175,"children":176},{},[177],{"type":47,"value":178},"Use one integration boundary where the scene reads simulation state and emits input actions back.",{"type":42,"tag":72,"props":180,"children":181},{},[182],{"type":47,"value":183},"Prefer deterministic system updates over scene-local mutation.",{"type":42,"tag":72,"props":185,"children":186},{},[187],{"type":47,"value":188},"Treat HUD and menus as DOM when text, status density, or responsiveness matter.",{"type":42,"tag":72,"props":190,"children":191},{},[192],{"type":47,"value":193},"Keep animation state derived from gameplay state rather than ad hoc sprite flags.",{"type":42,"tag":50,"props":195,"children":197},{"id":196},"_2d-modes-covered-well",[198],{"type":47,"value":199},"2D Modes Covered Well",{"type":42,"tag":68,"props":201,"children":202},{},[203,208,213,218,223],{"type":42,"tag":72,"props":204,"children":205},{},[206],{"type":47,"value":207},"Turn-based grids and tactics",{"type":42,"tag":72,"props":209,"children":210},{},[211],{"type":47,"value":212},"Top-down exploration",{"type":42,"tag":72,"props":214,"children":215},{},[216],{"type":47,"value":217},"Side-view action platformers",{"type":42,"tag":72,"props":219,"children":220},{},[221],{"type":47,"value":222},"Character-action combat with sprite animation",{"type":42,"tag":72,"props":224,"children":225},{},[226],{"type":47,"value":227},"Lightweight management or deck-driven battle scenes",{"type":42,"tag":50,"props":229,"children":231},{"id":230},"camera-and-presentation",[232],{"type":47,"value":233},"Camera and Presentation",{"type":42,"tag":68,"props":235,"children":236},{},[237,242,247],{"type":42,"tag":72,"props":238,"children":239},{},[240],{"type":47,"value":241},"Choose the camera model early: locked, follow, room-based, or tactical-pan.",{"type":42,"tag":72,"props":243,"children":244},{},[245],{"type":47,"value":246},"Keep camera logic separate from game rules.",{"type":42,"tag":72,"props":248,"children":249},{},[250],{"type":47,"value":251},"Use restrained screen shake, hit-stop, and parallax. Effects should improve readability, not obscure it.",{"type":42,"tag":50,"props":253,"children":255},{"id":254},"ui-integration",[256],{"type":47,"value":257},"UI Integration",{"type":42,"tag":68,"props":259,"children":260},{},[261,266,271],{"type":42,"tag":72,"props":262,"children":263},{},[264],{"type":47,"value":265},"Use DOM overlays for HUD, command menus, settings, and narrative panels.",{"type":42,"tag":72,"props":267,"children":268},{},[269],{"type":47,"value":270},"Keep the canvas responsible for the world, combat readability, and motion.",{"type":42,"tag":72,"props":272,"children":273},{},[274],{"type":47,"value":275},"Avoid shoving dense text or complex settings UIs into Phaser unless the project explicitly needs an in-canvas presentation.",{"type":42,"tag":50,"props":277,"children":279},{"id":278},"asset-organization",[280],{"type":47,"value":281},"Asset 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boundary",{"type":42,"tag":72,"props":387,"children":388},{},[389],{"type":47,"value":390},"Scene-to-scene state passed through mutable global objects",{"type":42,"tag":72,"props":392,"children":393},{},[394],{"type":47,"value":395},"HUD text rendered in the game canvas just because it is convenient",{"type":42,"tag":72,"props":397,"children":398},{},[399],{"type":47,"value":400},"Asset paths embedded everywhere instead of a manifest layer",{"type":42,"tag":72,"props":402,"children":403},{},[404],{"type":47,"value":405},"Overusing generic React dashboard patterns for game UI",{"type":42,"tag":50,"props":407,"children":409},{"id":408},"references",[410],{"type":47,"value":411},"References",{"type":42,"tag":68,"props":413,"children":414},{},[415,426,437,448],{"type":42,"tag":72,"props":416,"children":417},{},[418,420],{"type":47,"value":419},"Shared architecture: ",{"type":42,"tag":289,"props":421,"children":423},{"className":422},[],[424],{"type":47,"value":425},"..\u002Fweb-game-foundations\u002FSKILL.md",{"type":42,"tag":72,"props":427,"children":428},{},[429,431],{"type":47,"value":430},"Frontend direction: ",{"type":42,"tag":289,"props":432,"children":434},{"className":433},[],[435],{"type":47,"value":436},"..\u002Fgame-ui-frontend\u002FSKILL.md",{"type":42,"tag":72,"props":438,"children":439},{},[440,442],{"type":47,"value":441},"Sprite workflow: ",{"type":42,"tag":289,"props":443,"children":445},{"className":444},[],[446],{"type":47,"value":447},"..\u002Fsprite-pipeline\u002FSKILL.md",{"type":42,"tag":72,"props":449,"children":450},{},[451,453],{"type":47,"value":452},"Phaser structure: ",{"type":42,"tag":289,"props":454,"children":456},{"className":455},[],[457],{"type":47,"value":361},{"items":459,"total":579},[460,479,495,507,527,547,567],{"slug":461,"name":461,"fn":462,"description":463,"org":464,"tags":465,"stars":25,"repoUrl":26,"updatedAt":478},"accessibility-and-inclusive-visualization","make data visualizations accessible","Make data visualizations accessible and inclusive. Use when the user needs chart or diagram accessibility guidance, text alternatives for complex visuals, color and contrast review, keyboard support, reduced-motion behavior for animation or parallax, or an accessibility QA workflow for exported figures, UML-like diagrams, and dashboards.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[466,469,472,475],{"name":467,"slug":468,"type":15},"Accessibility","accessibility",{"name":470,"slug":471,"type":15},"Charts","charts",{"name":473,"slug":474,"type":15},"Data Visualization","data-visualization",{"name":476,"slug":477,"type":15},"Design","design","2026-06-30T19:00:57.102",{"slug":480,"name":480,"fn":481,"description":482,"org":483,"tags":484,"stars":25,"repoUrl":26,"updatedAt":494},"agent-browser","automate browser interactions for agents","Browser automation CLI for AI agents. Use when the user needs to interact with websites, verify dev server output, test web apps, navigate pages, fill forms, click buttons, take screenshots, extract data, or automate any browser task. Also triggers when a dev server starts so you can verify it visually.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[485,488,491],{"name":486,"slug":487,"type":15},"Agents","agents",{"name":489,"slug":490,"type":15},"Browser Automation","browser-automation",{"name":492,"slug":493,"type":15},"Testing","testing","2026-04-06T18:41:03.44016",{"slug":496,"name":496,"fn":497,"description":498,"org":499,"tags":500,"stars":25,"repoUrl":26,"updatedAt":506},"agent-browser-verify","verify dev server output with automated browser","Automated browser verification for dev servers. Triggers when a dev server starts to run a visual gut-check with agent-browser — verifies the page loads, checks for console errors, validates key UI elements, and reports pass\u002Ffail before continuing.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[501,502,505],{"name":489,"slug":490,"type":15},{"name":503,"slug":504,"type":15},"Local Development","local-development",{"name":492,"slug":493,"type":15},"2026-04-06T18:41:17.526867",{"slug":508,"name":508,"fn":509,"description":510,"org":511,"tags":512,"stars":25,"repoUrl":26,"updatedAt":526},"agents-sdk","build AI agents on Cloudflare Workers","Build AI agents on Cloudflare Workers using the Agents SDK. Load when creating stateful agents, durable workflows, real-time WebSocket apps, scheduled tasks, MCP servers, or chat applications. Covers Agent class, state management, callable RPC, Workflows integration, and React hooks. Biases towards retrieval from Cloudflare docs over pre-trained knowledge.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[513,514,517,520,523],{"name":486,"slug":487,"type":15},{"name":515,"slug":516,"type":15},"Cloudflare Workers","cloudflare-workers",{"name":518,"slug":519,"type":15},"SDK","sdk",{"name":521,"slug":522,"type":15},"Serverless","serverless",{"name":524,"slug":525,"type":15},"WebSockets","websockets","2026-04-06T18:39:51.717063",{"slug":528,"name":528,"fn":529,"description":530,"org":531,"tags":532,"stars":25,"repoUrl":26,"updatedAt":546},"ai-elements","build chat UIs with AI Elements","AI Elements component library guidance — pre-built React components for AI interfaces built on shadcn\u002Fui. Use when building chat UIs, message displays, tool call rendering, streaming responses, reasoning panels, or any AI-native interface with the AI SDK.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[533,534,537,540,543],{"name":23,"slug":24,"type":15},{"name":535,"slug":536,"type":15},"React","react",{"name":538,"slug":539,"type":15},"shadcn\u002Fui","shadcn-ui",{"name":541,"slug":542,"type":15},"UI Components","ui-components",{"name":544,"slug":545,"type":15},"Vercel","vercel","2026-04-06T18:40:59.619419",{"slug":548,"name":548,"fn":549,"description":550,"org":551,"tags":552,"stars":25,"repoUrl":26,"updatedAt":566},"ai-gateway","configure Vercel AI Gateway","Vercel AI Gateway expert guidance. Use when configuring model routing, provider failover, cost tracking, or managing multiple AI providers through a unified API.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[553,556,559,562,565],{"name":554,"slug":555,"type":15},"AI Infrastructure","ai-infrastructure",{"name":557,"slug":558,"type":15},"Cost Optimization","cost-optimization",{"name":560,"slug":561,"type":15},"LLM","llm",{"name":563,"slug":564,"type":15},"Performance","performance",{"name":544,"slug":545,"type":15},"2026-04-06T18:40:44.377464",{"slug":568,"name":568,"fn":569,"description":570,"org":571,"tags":572,"stars":25,"repoUrl":26,"updatedAt":578},"ai-generation-persistence","implement persistence patterns for AI generations","AI generation persistence patterns — unique IDs, addressable URLs, database storage, and cost tracking for every LLM generation",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[573,574,577],{"name":557,"slug":558,"type":15},{"name":575,"slug":576,"type":15},"Database","database",{"name":560,"slug":561,"type":15},"2026-04-06T18:41:08.513425",600,{"items":581,"total":778},[582,603,626,643,659,676,695,707,721,735,747,762],{"slug":583,"name":583,"fn":584,"description":585,"org":586,"tags":587,"stars":600,"repoUrl":601,"updatedAt":602},"prior-auth-packet-builder","build healthcare prior authorization packets","Build a concise prior authorization packet from local case files and payer policy docs.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[588,591,594,597],{"name":589,"slug":590,"type":15},"Documents","documents",{"name":592,"slug":593,"type":15},"Healthcare","healthcare",{"name":595,"slug":596,"type":15},"Insurance","insurance",{"name":598,"slug":599,"type":15},"Regulatory Compliance","regulatory-compliance",28169,"https:\u002F\u002Fgithub.com\u002Fopenai\u002Fopenai-agents-python","2026-04-16T05:11:39.180399",{"slug":604,"name":604,"fn":605,"description":606,"org":607,"tags":608,"stars":623,"repoUrl":624,"updatedAt":625},"aspnet-core","build ASP.NET Core web applications","Build, review, refactor, or architect ASP.NET Core web applications using current official guidance for .NET web development. Use when working on Blazor Web Apps, Razor Pages, MVC, Minimal APIs, controller-based Web APIs, SignalR, gRPC, middleware, dependency injection, configuration, authentication, authorization, testing, performance, deployment, or ASP.NET Core upgrades.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[609,612,614,617,620],{"name":610,"slug":611,"type":15},".NET","dotnet",{"name":613,"slug":604,"type":15},"ASP.NET Core",{"name":615,"slug":616,"type":15},"Blazor","blazor",{"name":618,"slug":619,"type":15},"C#","csharp",{"name":621,"slug":622,"type":15},"Web Development","web-development",23787,"https:\u002F\u002Fgithub.com\u002Fopenai\u002Fskills","2026-04-12T05:07:02.819491",{"slug":627,"name":627,"fn":628,"description":629,"org":630,"tags":631,"stars":623,"repoUrl":624,"updatedAt":642},"chatgpt-apps","build ChatGPT Apps SDK applications","Build, scaffold, refactor, and troubleshoot ChatGPT Apps SDK applications that combine an MCP server and widget UI. Use when Codex needs to design tools, register UI resources, wire the MCP Apps bridge or ChatGPT compatibility APIs, apply Apps SDK metadata or CSP or domain settings, or produce a docs-aligned project scaffold. Prefer a docs-first workflow by invoking the openai-docs skill or OpenAI developer docs MCP tools before generating code.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[632,635,638,641],{"name":633,"slug":634,"type":15},"Apps SDK","apps-sdk",{"name":636,"slug":637,"type":15},"ChatGPT","chatgpt",{"name":639,"slug":640,"type":15},"MCP","mcp",{"name":9,"slug":8,"type":15},"2026-04-12T05:07:05.468097",{"slug":644,"name":644,"fn":645,"description":646,"org":647,"tags":648,"stars":623,"repoUrl":624,"updatedAt":658},"cli-creator","build CLIs from API docs","Build a composable CLI for Codex from API docs, an OpenAPI spec, existing curl examples, an SDK, a web app, an admin tool, or a local script. Use when the user wants Codex to create a command-line tool that can run from any repo, expose composable read\u002Fwrite commands, return stable JSON, manage auth, and pair with a companion skill.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[649,652,655],{"name":650,"slug":651,"type":15},"API Development","api-development",{"name":653,"slug":654,"type":15},"CLI","cli",{"name":656,"slug":657,"type":15},"Codex","codex","2026-04-12T05:07:04.132762",{"slug":660,"name":660,"fn":661,"description":662,"org":663,"tags":664,"stars":623,"repoUrl":624,"updatedAt":675},"cloudflare-deploy","deploy projects to Cloudflare","Deploy applications and infrastructure to Cloudflare using Workers, Pages, and related platform services. Use when the user asks to deploy, host, publish, or set up a project on Cloudflare.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[665,668,671,672],{"name":666,"slug":667,"type":15},"Cloudflare","cloudflare",{"name":669,"slug":670,"type":15},"Cloudflare Pages","cloudflare-pages",{"name":515,"slug":516,"type":15},{"name":673,"slug":674,"type":15},"Deployment","deployment","2026-04-12T05:07:14.275118",{"slug":677,"name":677,"fn":678,"description":679,"org":680,"tags":681,"stars":623,"repoUrl":624,"updatedAt":694},"define-goal","define and set measurable project goals","Help the user define a concrete, measurable goal before starting work, especially when they ask to use the goal tool, create a goal, set an objective, clarify success criteria, or turn a fuzzy intention into a quantitative outcome. Use this skill for goal creation and goal refinement only; it does not manage durable snapshots, decision logs, or long-running execution artifacts.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[682,685,688,691],{"name":683,"slug":684,"type":15},"Productivity","productivity",{"name":686,"slug":687,"type":15},"Project Management","project-management",{"name":689,"slug":690,"type":15},"Strategy","strategy",{"name":692,"slug":693,"type":15},"Task Management","task-management","2026-05-23T06:17:16.870838",{"slug":696,"name":696,"fn":697,"description":698,"org":699,"tags":700,"stars":623,"repoUrl":624,"updatedAt":706},"figma","translate Figma designs into code","Use the Figma MCP server to fetch design context, screenshots, variables, and assets from Figma, and to translate Figma nodes into production code. Trigger when a task involves Figma URLs, node IDs, design-to-code implementation, or Figma MCP setup and troubleshooting.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[701,702,704,705],{"name":476,"slug":477,"type":15},{"name":703,"slug":696,"type":15},"Figma",{"name":23,"slug":24,"type":15},{"name":639,"slug":640,"type":15},"2026-04-12T05:06:47.939943",{"slug":708,"name":708,"fn":709,"description":710,"org":711,"tags":712,"stars":623,"repoUrl":624,"updatedAt":720},"figma-code-connect-components","connect Figma designs to code components","Connects Figma design components to code components using Code Connect mapping tools. Use when user says \"code connect\", \"connect this component to code\", \"map this component\", \"link component to code\", \"create code connect mapping\", or wants to establish mappings between Figma designs and code implementations. For canvas writes via `use_figma`, use `figma-use`.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[713,714,717,718,719],{"name":476,"slug":477,"type":15},{"name":715,"slug":716,"type":15},"Design System","design-system",{"name":703,"slug":696,"type":15},{"name":23,"slug":24,"type":15},{"name":541,"slug":542,"type":15},"2026-05-10T05:59:52.971881",{"slug":722,"name":722,"fn":723,"description":724,"org":725,"tags":726,"stars":623,"repoUrl":624,"updatedAt":734},"figma-create-design-system-rules","generate design system rules from Figma","Generates custom design system rules for the user's codebase. Use when user says \"create design system rules\", \"generate rules for my project\", \"set up design rules\", \"customize design system guidelines\", or wants to establish project-specific conventions for Figma-to-code workflows. Requires Figma MCP server connection.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[727,728,729,732,733],{"name":476,"slug":477,"type":15},{"name":715,"slug":716,"type":15},{"name":730,"slug":731,"type":15},"Documentation","documentation",{"name":703,"slug":696,"type":15},{"name":23,"slug":24,"type":15},"2026-05-16T06:07:47.821474",{"slug":736,"name":736,"fn":737,"description":738,"org":739,"tags":740,"stars":623,"repoUrl":624,"updatedAt":746},"figma-implement-design","translate Figma designs into application code","Translates Figma designs into production-ready application code with 1:1 visual fidelity. Use when implementing UI code from Figma files, when user mentions \"implement design\", \"generate code\", \"implement component\", provides Figma URLs, or asks to build components matching Figma specs. For Figma canvas writes via `use_figma`, use `figma-use`.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[741,742,743,744,745],{"name":476,"slug":477,"type":15},{"name":703,"slug":696,"type":15},{"name":23,"slug":24,"type":15},{"name":541,"slug":542,"type":15},{"name":621,"slug":622,"type":15},"2026-05-16T06:07:40.583615",{"slug":748,"name":748,"fn":749,"description":750,"org":751,"tags":752,"stars":623,"repoUrl":624,"updatedAt":761},"hatch-pet","create animated pets for Codex","Create, repair, validate, visually QA, and package Codex-compatible animated pets and pet spritesheets from character art, generated images, company or prospect brand cues, or visual references. Use when a user wants a lightweight-worker Codex pet workflow, a non-pixel custom pet style, a prospect or company mascot pet, or a full 8x9 animated pet atlas with transparent unused cells, QA contact sheets, and pet.json packaging. This skill composes the installed $imagegen system skill for visual generation and uses bundled scripts for deterministic spritesheet assembly.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[753,756,757,760],{"name":754,"slug":755,"type":15},"Animation","animation",{"name":656,"slug":657,"type":15},{"name":758,"slug":759,"type":15},"Creative","creative",{"name":476,"slug":477,"type":15},"2026-05-02T05:31:48.48485",{"slug":763,"name":763,"fn":764,"description":765,"org":766,"tags":767,"stars":623,"repoUrl":624,"updatedAt":777},"imagegen","generate and edit raster images","Generate or edit raster images when the task benefits from AI-created bitmap visuals such as photos, illustrations, textures, sprites, mockups, or transparent-background cutouts. Use when Codex should create a brand-new image, transform an existing image, or derive visual variants from references, and the output should be a bitmap asset rather than repo-native code or vector. Do not use when the task is better handled by editing existing SVG\u002Fvector\u002Fcode-native assets, extending an established icon or logo system, or building the visual directly in HTML\u002FCSS\u002Fcanvas.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":8},[768,769,770,773,776],{"name":758,"slug":759,"type":15},{"name":476,"slug":477,"type":15},{"name":771,"slug":772,"type":15},"Image Generation","image-generation",{"name":774,"slug":775,"type":15},"Images","images",{"name":9,"slug":8,"type":15},"2026-05-15T06:23:24.312127",675]