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nt-canvas-operations
Use for canvas:// refs and Canvas project, screen, group, element, region, export, history, or Chat operations.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use for canvas:// refs and Canvas project, screen, group, element, region, export, history, or Chat operations.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
| name | nt-canvas-operations |
| description | Use for canvas:// refs and Canvas project, screen, group, element, region, export, history, or Chat operations. |
Canvas is owned by ai_studio/assets/canvas/. Start at its short
README.md, then load only the contract matching the request:
contracts/operations.mdcontracts/alpha-and-cleanup.mdcontracts/recipe-pack.mdcontracts/generation-and-export.mdcontracts/history.mdcontracts/browser-ui.mdcontracts/storage.mdcontracts/chat.mdcontracts/validation.mdFor an operation, run node ai_studio/assets/canvas/cli.mjs without arguments
to discover the current command surface. Never hand-edit project.json or
files; all mutations go through the CLI/ops facade and journal path.
Resolve public refs as canvas://<projectId>[/group/<id>|/element/<id>[/region/<id>]].
Resolve store-qualified private refs as canvas://game/<gameId>/<projectId>/...
and pass --store game:<gameId> on every CLI call. Ignore the human-readable
tail after —.
Before undo, redo, or history jump, run history-list immediately and pass its
current head as --expect-head <n>. Source files are immutable; operations
must remain non-destructive and page/CLI behavior must stay in parity.
Use for the items catalog CLI, ownership API, reason tags, quarantine/reconcile, or items state and migrations.
Use for layout-affecting in-game UI work in this repository: new or changed HUDs, game screens, modal/dialogue sheets, menus, bottom navigation, responsive PC/phone layout, floating layers, clipping/scrolling/overflow, hit targets, or visual proof for a changed game UI surface. Forces a short widget/mode inventory before non-trivial edits so agents reuse existing Neotolis UI APIs. Skip for pure copy tweaks, asset swaps, or runtime automation tasks that do not change layout.
Use ONLY after a source-first search (shared asset library + free CC0/OFL sources) finds no fit, to generate real raster art for AI Studio asset workflows: fake shots, icon/source sheets, sprites, UI art, or source images for later asset tools. Generation is the last resort, not the default. Prefer Codex CLI imagegen via `codex exec` and `scripts/codex_imagegen.sh`; use Antigravity/agy CLI only as fallback. Owns raster creation only; nt-asset-workflow coordinates asset tools, catalog/intake handoff, and ai_studio/quality visual acceptance.
Use when the user asks for a full retrospective or analysis of an AI-assisted work session, chat history, agent run, long task, profiling data, slow progress, repeated failures, weak tool/subagent use, context loss, planning gaps, quality risks, or process improvements. Produces one comprehensive evidence-based session review with bottlenecks, causes, better workflow, and concrete changes for future runs.
Use for layout-affecting in-game UI work in this repository: new or changed HUDs, game screens, modal/dialogue sheets, menus, bottom navigation, responsive PC/phone layout, floating layers, clipping/scrolling/overflow, hit targets, or visual proof for a changed game UI surface. Forces a short widget/mode inventory before non-trivial edits so agents reuse existing Neotolis UI APIs. Skip for pure copy tweaks, asset swaps, or runtime automation tasks that do not change layout.
Use when starting or revising a game concept, first GDD, visual GDD, fake gameplay shot, gameplay loop, design pillars, reference pack, implementation handoff, or design-source cleanup for a specific game. Also use when converting loose ideas into scoped first playable requirements, gameplay data, UI flow, risks, and next implementation steps.