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jarrod-claude-skills
jarrod-claude-skills contient 10 skills collectées depuis jarrodmedrano, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
This skill should be used when working on Solito projects (Expo + Next.js with shared navigation). It provides specialized knowledge for cross-platform navigation, monorepo structure, shared component patterns, platform-specific code handling, and common pitfalls. Use this skill when building universal apps, implementing navigation, creating shared UI components, or debugging cross-platform issues.
Use when reviewing React/frontend code for performance issues, before optimization work, when page load is slow (>3s), when users report UI lag, or when preparing production deployments requiring performance validation
Interactive visual debugging using Playwright browser automation. Use when asked to visually inspect websites/apps, test UI elements, verify button functionality, check responsive design, debug layout issues, monitor console errors, or perform any browser-based visual testing. Common triggers include requests to check if buttons work, verify page loading, test forms, inspect elements, debug pages, navigate to URLs and verify behavior, or any request involving visual browser inspection and testing.
This skill should be used when working on Valdi framework projects. Valdi is Snapchat's cross-platform UI framework that compiles TypeScript/TSX components into native views for iOS, Android, and macOS. It provides specialized knowledge for component architecture, Bazel build system, native bindings, TSX elements, and cross-platform development. Use this skill when implementing Valdi components, debugging build issues, or creating new Valdi projects.
Create interactive guitar fretboard visualizations for scales, chords, CAGED system, triads, intervals, and note positions. Use this skill when users ask to build guitar learning tools, visualize scales/modes/pentatonics on the fretboard, show chord shapes, display CAGED patterns, create interval diagrams, or build any guitar theory visualization as React artifacts. Supports standard tuning, custom tunings, and comprehensive music theory for guitar.
Comprehensive guitar theory consulting based on the Fret Science system by Keith Martin. Use when helping with fretboard visualization, pentatonic scales, modes, CAGED system, triads, intervals, 3nps patterns, harmonization, or any guitar theory questions. Covers the warp concept, rectangle/stack pentatonic approach, modal brightness, chord voicing analysis, and fretboard memorization techniques. Philosophy: Understand more, memorize less.
This skill should be used when working on Godot Engine projects. It provides specialized knowledge of Godot's file formats (.gd, .tscn, .tres), architecture patterns (component-based, signal-driven, resource-based), common pitfalls, validation tools, code templates, and CLI workflows. The `godot` command is available for running the game, validating scripts, importing resources, and exporting builds. Use this skill for tasks involving Godot game development, debugging scene/resource files, implementing game systems, or creating new Godot components.
Game feel consulting based on Steve Swink's "Game Feel: A Game Designer's Guide to Virtual Sensation" (Morgan Kaufmann, 2009). Use when helping with control responsiveness, input mapping, physics tuning, avatar movement, jump mechanics, polish effects, or analyzing why controls feel "floaty", "tight", "responsive", or "sluggish". Covers the psychology of real-time control, metrics for measuring feel, and practical tuning guidance. NOT for general game design - focused specifically on the tactile sensation of controlling virtual objects.
Game design consulting based on Richard Rouse III's Game Design Theory and Practice. Use when helping with game design decisions, player psychology, gameplay systems, storytelling, playtesting, or evaluating fun. Provides frameworks for understanding what players want, creating engaging gameplay mechanics, balancing challenge and fun, non-linear design, in-game storytelling, and effective playtesting practices. NOT for coding or programming - focused on design philosophy and player experience.
Level design consulting based on "Level Design: Processes and Experiences" (CRC Press). Use when helping with spatial game design, environment layout, player guidance, pacing, open-world planning, hiding linearity, themed environments, procedural vs handmade content, play-personas, or evaluating level quality. Covers horror level design, indie game practices, and AAA open-world techniques. NOT for coding - focused on design philosophy and player spatial experience.