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Claude Skills

The open format is called Agent Skills and works in Claude Code, Codex, Cursor and other agents — most people know it as Claude Skills.

Every Agent Skill we could find on GitHub, deduplicated by content. 79 566 files from 1 758 authors, of which 61 913 are unique — the rest is the same skill repackaged into someone else's repository. For each one: what it weighs in tokens, whether it ships runnable scripts, and which MCP servers it needs.

61 913
unique skills
out of 79 566 files found on GitHub
17 653
are copies
same content, someone else's repository
1 739
tokens, median
what a typical skill costs you in context
7 886
name collisions
two skills with one name cannot sit side by side

16 561–16 620 of 61 913

page 277 of 1 032
Ln 71 System Design Baseline Builder
by levnikolaevich

Creates a project baseline of architecture drivers and constraints. Use before design or planning; not for target design, plan review, implementation, or architecture audit.

2k tokens
Ln 75 Architecture Diagram Builder
by levnikolaevich

Creates evidence-backed current or target architecture diagrams when the diagram is the primary deliverable. Not for UI design, architecture audit, or invented structure.

2k tokens
Ln 73 System Design Proposal Builder
by levnikolaevich

Creates a decision-complete target system design from requirements and constraints. Use before implementation planning; not for requirements baselines, reviews, audits, or code changes.

2k tokens
Ln 74 Architecture Decision Recorder
by levnikolaevich

Records one architecture decision with context, alternatives, tradeoffs, and consequences. Use for a significant choice; not for broad design, audit, or implementation.

2k tokens
Ln 62 Repository Publisher
by levnikolaevich

Validates, commits, pushes, and remotely verifies approved repository changes. Use when publication is requested; not for releases, package publishing, or announcements.

2k tokens
Ln 25 Persistence Auditor
by levnikolaevich

Audits queries, transactions, data-path performance, and persistence resource lifecycle. Use when data correctness or scalability is at risk; not for general performance tuning.

3k tokens
Ln 61 Skill Reviewer
by levnikolaevich

Reviews standalone skills and their configured distribution surfaces before publication. Use for skill release readiness; not for product code or implementation-plan review.

2k tokens
Ln 24 Architecture Auditor
by levnikolaevich

Audits implemented architecture fitness, boundaries, contracts, dependencies, and configuration ownership. Use for system structure; not for current-state documentation, diagrams, or plan review.

3k tokens
Ln 63 Release Publisher
by levnikolaevich

Prepares and publishes a tagged GitHub release from repository evidence. Use for an explicit release request; not for ordinary commits, packages, or community news.

2k tokens
Ln 23 Test Suite Auditor
by levnikolaevich

Audits whether an existing test suite proves important product behavior with strong, isolated tests. Use when test confidence is uncertain; not to design or implement new tests.

3k tokens
Ln 64 Community Announcer
by levnikolaevich

Drafts and publishes fact-checked GitHub Discussions announcements. Use for releases, updates, or project news; not for release creation or issue responses.

2k tokens
Ln 31 Performance Optimizer
by levnikolaevich

Optimizes a measured latency, throughput, memory, CPU, or I/O problem through profiling and keep-or-discard experiments. Use for a known bottleneck; not unbiased A/B comparison.

3k tokens
Ln 32 Dependency Upgrader
by levnikolaevich

Upgrades dependencies across package managers with breaking-change research and rollback-safe verification. Use for dependency maintenance; not general code modernization.

3k tokens
Ln 51 Opportunity Evaluator
by levnikolaevich

Evaluates new product directions using current demand, acquisition, competition, economics, and validation evidence. Use before commitment; not for backlog or implementation planning.

2k tokens
Ln 33 Code Modernizer
by levnikolaevich

Modernizes a bounded capability by removing obsolete custom mechanisms or reducing bundle and maintenance cost. Use for proven modernization value; not routine upgrades or tuning.

3k tokens
Ln 34 Benchmark Comparator
by levnikolaevich

Compares tools or implementations through reproducible A/B workloads, correctness oracles, and controlled measurements. Use to choose alternatives; not to optimize a known bottleneck.

3k tokens
Ln 11 Plan Reviewer
by levnikolaevich

Reviews implementation plans against repository evidence and current authoritative guidance. Use before execution to expose gaps and risks; not for completed delivery review.

5k tokens
Ln 42 Acceptance Test Builder
by levnikolaevich

Creates and runs reproducible acceptance tests for stated requirements using project-native tooling. Use when executable acceptance evidence is needed; not for audits or product fixes.

2k tokens
Ln 12 Delivery Reviewer
by levnikolaevich

Reviews a completed scoped change and its affected runtime and contract paths. Use to find change-caused defects and verify readiness; not for codebase audit, implementation, or repair.

6k tokens
Ln 41 Test Strategy Planner
by levnikolaevich

Designs a risk-based test strategy and prioritized scenarios without changing code. Use when requirements need a test plan; not for auditing or implementing tests.

2k tokens
Threejs Exposure Color Grading
by scottstts

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

2k tokens
Threejs Precipitation Surfaces
by scottstts

Build coupled precipitation and affected surfaces in Three.js. Use for falling snow, snow accumulation, model snow caps, wet asphalt puddles, procedural ripple normals, splash flipbooks, rain streaks, shared weather envelopes, and surface wetness or coverage transitions.

2246k tokens scripts
Threejs Camera Direction
by scottstts

Direct advanced Three.js camera systems. Use for scale-aware chase rigs, thrust lag, side/orbit cameras, body-relative up vectors, quaternion handoffs, authored cinematic framing, floating origins, pointer-look controls, camera collision constraints, projection ownership, and lifecycle restoration.

3k tokens
Threejs Bloom
by scottstts

Implement production bloom in advanced Three.js scenes. Use for HDR signal ordering, bloom-node controls, dual selective bloom with guaranteed material restoration, scene-relative emissive hierarchy, and effect-isolation diagnostics.

2k tokens
Threejs Image Pipeline
by scottstts

Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.

2k tokens
Threejs Atmosphere Aerial Perspective
by scottstts

Implement physically motivated sky and aerial-perspective systems in Three.js. Use for planetary atmospheres, ground-to-space transitions, Rayleigh/Mie scattering, precomputed LUTs, depth-based transmittance and inscattering, sun/moon discs, and atmosphere-aware lighting.

3219k tokens scripts
Threejs Procedural Animation
by scottstts

Build advanced procedural animation in Three.js. Use for launch kinematics, gravity turns, staging, spin docking, target-frame decomposition, spring-follow motion, rotating-frame alignment, peeling debris, analytic transform timelines, frame-rate-independent response, and quaternion control.

3k tokens
Threejs Parallax Occlusion Mapping
by scottstts

Build silhouette-aware parallax occlusion mapping in Three.js WebGPU and TSL. Use for height-field ray marching, relief UVs, clipped flat or curved silhouettes, inflated shells, self-shadowing, relief-aware shadow depth, and height-derived normals.

13k tokens scripts
Threejs Procedural Architecture
by scottstts

Build authored procedural buildings and architectural kits in Three.js. Use for massing grammars, exposed-edge analysis, façade bays, profiles, arches, cornices, roofs, ornaments, material-slot mesh compilation, deterministic variants, and procedural city assets.

3091k tokens scripts
Threejs Procedural Fields
by scottstts

Build coherent procedural scalar and vector fields for Three.js materials and geometry. Use for terrain, planets, wear, biomes, clouds, water masks, displacement, roughness, normals, domain warping, and any visual where several channels must derive from shared causes.

2k tokens
Threejs Procedural Vegetation
by scottstts

Generate authored procedural trees, grass, ivy, and vegetation in Three.js. Use for surface-following vines, painted ivy paths, stylized or GPU grass, trunks, recursive branches, roots, canopies, leaf cards, species presets, deterministic growth, and rooted blade or petiole-hinge wind.

711k tokens scripts
Threejs Procedural Geometry
by scottstts

Build production procedural mesh systems in Three.js. Use for complete hard-surface object assemblies, tilted shell lofts, UV-owned apertures, sculpted rail and frame profiles, oriented branch rings, semantic mesh writers, deliberate skins and caps, fin lofts, custom normals, material slots, instancing decisions, and close-inspection geometry budgets.

153k tokens scripts
Threejs Procedural Vfx
by scottstts

Author production real-time VFX in Three.js. Use for raymarched aurora curtains, finite-footprint emissive slabs, uniform volume integration, equirectangular radiance probes, WebGPU voxel fire and smoke, coupled volumetric fluid fields, mesh-surface emitters, signed-distance fire collisions, ship-conforming reentry plasma, generated capsule wakes, instanced analytic sparks, timed dissolving debris, dense-swap effect pools, additive holographic projections, Fresnel rim shells, scanline banding, glitch displacement, swept shape-to-shape handovers, and explicit scene-relative HDR emission hierarchy.

45k tokens scripts
Threejs Procedural Planets
by scottstts

Author procedural planetary bodies in Three.js. Use for spherical terrain, continents, ridges, craters, biome masks, coastlines, material variation, analytic normals, altitude LOD, and bodies that must hold up from orbit through close approach.

8k tokens scripts
Threejs Procedural Materials
by scottstts

Author production procedural materials in Three.js. Use for hybrid texture-backed PBR soil and moss with procedural displacement and masks, upward-facing model moss accumulation, atlas filtering, specular AA, planet-space fields, terrain wetness, lava and emissive surfaces, per-instance dissolve, authored PBR identities, derivative normals, and custom direct-light shadow modulation.

2949k tokens scripts
Threejs Raymarched Space Effects
by scottstts

Build raymarched space phenomena in Three.js. Use for black-hole lensing, accretion disks, wormholes, curved-ray integration, procedural star fields, relativistic-looking distortion, bounded volumetric structures, and GPU effects that need controlled numerical integration.

255k tokens scripts
Threejs Shadow Systems
by scottstts

Implement stable, scalable directional-shadow systems for Three.js. Use for large procedural worlds, city scenes, terrain, moving cameras, WebGPU/TSL shadow nodes, cascades, cached clipmaps, texel stabilization, update budgets, and targeted invalidation.

3k tokens
Threejs Screen Space Ambient Occlusion
by scottstts

Implement a production GTAO path in Three.js. Use for half-resolution horizon sampling, reversed-depth reconstruction, bent-normal encoding, full-resolution bilateral reconstruction, environment-light application, contact grounding, and halo diagnosis.

3k tokens
Threejs Visual Validation
by scottstts

Validate advanced Three.js graphics as authored systems rather than subjective screenshots. Use for fixed-view visual contracts, field and pass diagnostics, no-post baselines, seed sweeps, camera-scale tests, temporal stability checks, GPU budgets, and regression evidence for procedural scenes.

3k tokens
Threejs Skill Router
by scottstts

Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.

2k tokens
Threejs Temporal Surfaces
by scottstts

Build view-aligned and screen-space surface effects in Three.js. Use for touch-history frost and thaw, ping-pong accumulation, reduced-resolution blur, crystalline masks, two-scale refraction, and procedural rain droplets that refract and blur a background through wet glass.

20k tokens scripts
Threejs Volumetric Clouds
by scottstts

Implement volumetric cloud systems in Three.js. Use for weather-driven density, bounded raymarching, shape/detail erosion, vertical profiles, lighting cones, silver lining, temporal reconstruction, cloud shadows, multiple layers, and scalable quality modes.

2114k tokens scripts
Threejs Spectral Ocean
by scottstts

Build large procedural oceans in Three.js from directional wave spectra. Use for WebGPU/TSL FFT oceans, multi-cascade wavelength bands, hybrid FFT plus Gerstner clear-water oceans, stylized above/below surface optics, permanently submerged Snell-window views, total internal reflection, forward-refracted structures through an interface, pixel-footprint spectral LOD, aquatic perspective, caustic god rays, choppy displacement, spectral derivatives, Jacobian whitecaps, windrow and temporal foam, analytic sky reflection, underwater absorption, crest scatter, and GPU validation.

120k tokens scripts
Threejs Water Optics
by scottstts

Build production analytic and bounded water in Three.js. Use for shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and crest foam.

69k tokens scripts
Cognitive Tutoring Architecture Designer
by GarethManning

Map knowledge components and skill hierarchies for a cognitive tutoring system or adaptive learning platform. Use when designing intelligent tutoring software or skill-based mastery systems.

6k tokens
AI Facilitated Collaborative Learning Designer
by GarethManning

Design AI-supported collaborative tasks that structure group interaction and address participation problems. Use when students struggle to collaborate effectively on group tasks.

6k tokens
Adaptive Hint Sequence Designer
by GarethManning

Generate a cascading hint sequence for a problem type, revealing progressively without giving answers. Use when designing tutoring dialogues or scaffolded worksheets.

5k tokens
Digital Worked Example Sequence
by GarethManning

Create an interactive digital worked example sequence with fading for online or blended delivery. Use when building e-learning modules, LMS content, or app-based instruction.

5k tokens
Individual Spacing Algorithm Explainer
by GarethManning

Explain and configure individual spacing algorithms using student performance data and forgetting curves. Use when personalising retention schedules in adaptive learning platforms.

6k tokens
Formative Assessment Loop Designer
by GarethManning

Design an adaptive assessment loop where each student response triggers the next instructional move. Use when building technology-enhanced formative assessment cycles.

7k tokens
AI Feedback Design Principles
by GarethManning

Audit and redesign AI-generated feedback for pedagogical quality, timing, and learning impact. Use when building or reviewing automated feedback in digital learning tools.

6k tokens
Erroneous Example Designer
by GarethManning

Design deliberately flawed examples that develop error-detection skills and deepen understanding. Use when students make characteristic errors and need practice spotting mistakes.

5k tokens
Intelligent Tutoring Dialogue Designer
by GarethManning

Script a multi-turn tutoring dialogue with branching responses for anticipated student difficulties. Use when designing AI tutors, chatbot interactions, or structured one-to-one support scripts.

7k tokens
Learning Analytics Interpretation Guide
by GarethManning

Interpret learning analytics data and translate dashboard findings into actionable teaching decisions. Use when reviewing LMS data, quiz patterns, or engagement metrics.

6k tokens
Self Explanation Prompt Designer
by GarethManning

Create self-explanation prompts that deepen understanding of worked examples, texts, or diagrams. Use when students read material passively without engaging with underlying principles.

6k tokens
Productive Failure Desirable Difficulty Designer
by GarethManning

Redesign a direct instruction sequence to include productive struggle before the explanation phase. Use when teaching concepts that benefit from failure-first approaches.

7k tokens
Metacognitive Monitoring AI Contexts
by GarethManning

Design metacognitive checkpoints that prevent AI-assisted learning from bypassing genuine understanding. Use when students use AI tools and may overestimate their own comprehension.

6k tokens
Worked Example To Problem Solving Transition Designer
by GarethManning

Design the transition from worked examples to independent problem-solving using expertise-reversal principles. Use when students follow examples but cannot solve problems alone.

6k tokens
AI Expertise Interrogation Designer
by GarethManning

Design a Funhouse Mirror activity where students use their own domain expertise to detect AI distortions, omissions, and overconfidence. Use when students know a subject well enough to evaluate AI claims about it.

6k tokens
AI Hallucination Fact Check Protocol
by GarethManning

Design a fact-checking protocol for AI-generated text, extending SIFT with AI-specific adaptations for hallucination detection. Use when students need to verify AI claims and citations.

6k tokens

Claude Skills — questions

Answers built from the skills we actually parsed.

What is a Claude Skill?
A folder with a SKILL.md file: instructions that teach an agent to do one thing well, optionally with scripts and reference files alongside. The format is open and called Agent Skills — Claude Code, Codex and other agents read the same files. It is not a program you run; it is knowledge the agent loads when the task calls for it.
How is a skill different from an MCP server?
A server gives the agent new abilities — it connects to something and exposes tools. A skill gives the agent knowledge: how to use what it already has. They combine, and often literally: 11 350 of the skills here declare which MCP servers they need to work.
Why are there fewer skills here than in other catalogues?
Because we deduplicate by content. Of 79 566 files found on GitHub, 61 913 are unique — the rest is the same skill copied into someone else's repository, word for word. Catalogues that count files rather than skills show every copy as a separate entry.
What does the token count mean?
A skill is loaded into the model's context when it is used, so its size is a running cost on every request that touches it. We measure the whole folder, not just SKILL.md: one official skill is 377 tokens, another drags 83 files of fonts behind it.
How do I install a skill?
Copy the skill folder into ~/.claude/skills for personal use, or into .claude/skills inside a project. The agent picks it up by the name in the SKILL.md header — which is worth checking: 7 886 skills here share a name with another skill, and two of them cannot sit side by side.