Anima SDK Patterns
Apply production-ready patterns for the Anima SDK design-to-code pipeline.
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Apply production-ready patterns for the Anima SDK design-to-code pipeline.
Execute Webflow secondary workflows \u2014 Sites management, Pages API,\
Choose and implement Canva Connect API architecture blueprints for different scales. Use when designing new Canva integrations, choosing between monolith/service/microservice architectures, or planning migration paths. Trigger with phrases like "canva architecture", "canva blueprint", "how to str...
Configure CI/CD pipelines for Canva Connect API integrations with GitHub Actions. Use when setting up automated testing, configuring CI pipelines, or integrating Canva API tests into your build process. Trigger with phrases like "canva CI", "canva GitHub Actions", "canva automated tests", "CI can...
Identify and avoid Canva Connect API anti-patterns and common integration mistakes. Use when reviewing Canva code, onboarding developers, or auditing existing Canva integrations for best practices violations. Trigger with phrases like "canva mistakes", "canva anti-patterns", "canva pitfalls", "ca...
Configure Canva Connect API local development with hot reload and mock server. Use when setting up a development environment, testing OAuth flows locally, or establishing a fast iteration cycle for Canva integrations. Trigger with phrases like "canva dev setup", "canva local development", "canva ...
Systematic abstraction discovery using Commonality Variability Analysis. Build matrix of what varies vs what's constant, then let patterns emerge. Prevents wrong abstractions by deferring pattern selection until requirements are analyzed. Use when facing multiple similar requirements and need to ...
Execute major Canva Connect API integration migrations with strangler fig pattern. Use when migrating to Canva from another design platform, re-platforming existing integrations, or performing major architectural changes. Trigger with phrases like "migrate to canva", "canva migration", "switch to...
Design tool integration specialist covering Figma MCP, Pencil renderer, and Pencil-to-code export. Use when fetching design context from Figma, rendering Pencil DNA codes to .pen frames, exporting .pen designs to React/Tailwind code, or choosing design-to-code workflows. Supports design fetching ...
A large collection of reusable Claude skill templates (design,
Every League of Legends aggregator, plus a local SQLite for cross-champion queries no single page surfaces. Trigger phrases: `look up the build for {champion}`, `what's the tier list for {role}`, `who counters {champion} in {role}`, `compare {champion1} and {champion2}`, `what changed in the meta...
Parse and analyze Sims DBPF (Database Packed File) format for Sims 2, 3, and 4 save files. Extract package structure, resource metadata, and format information. Use when processing Sims game saves for validation, analysis, or extraction.
Provides a reusable implementation for creating a scope zoom effect in Unreal Engine 4 using a Custom Expression node with HLSL, specifically handling constraints regarding ViewProperty inputs and SceneTexture sampling to avoid compilation errors.
Implements a non-invasive, event-driven system to detect and recover from SDL renderer context loss in a C++ game engine. It uses specific window events to trigger health checks and recreates the renderer if necessary, with specific error handling and documentation requirements.
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
Unreal Engine Gameplay Ability System (GAS) skill for attributes, abilities, and gameplay effects.
Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.
Unreal Engine Chaos physics skill for destruction, vehicle simulation, and cloth physics.
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
Generates SQF code for Arma 3 minefields that spawn dynamically based on player proximity, utilizing parameterized arrays for positions and mine types, ensuring dedicated server compatibility.
Design a modular UE5 C++ system for Gameplay Abilities that integrates with Niagara effects. The system must handle varying parameters per ability, support runtime updates, and avoid monolithic data structures by using inheritance and polymorphism.
Fix Unity C# compilation errors and refactor scripts (e.g., merging classes), ensuring the output is always the complete, copy-paste ready file content without omissions.
Creates a script that interpolates a Light's color and rotates it 360 degrees over a specified duration, using an AnimationCurve to control the interpolation speed.
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