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.
Turn Markdown outlines, notes, docs, or plans into an interactive mind map — a single self-contained HTML file that opens offline anywhere (markmap.js, white-on-dark, zoom/expand/export toolbar, search that keeps matches in context). Use whenever the user asks for a mind map, markmap, or concept map, wants to visualize or diagram the structure of a document or topic, summarize notes as a navigable tree, make an outline clickable or explorable, or embed such a map in Streamlit — even when they don't literally say 'mind map'.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
Use when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Biome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.
Brutalist and concrete-monument mood direction for Blender architecture and scenes with raw concrete, monumental scale, and austere composition.
Cartoon art direction for Blender with squash-stretch readable shapes, bold colors, and graphic silhouettes for games and animation.
Body horror art direction for Blender focusing on flesh wrongness, mutation, fusion, and visceral material storytelling.
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
AAA character modeling for human anatomy, stylization, facial topology, clothing, hair, and animation-ready meshes. Use for game characters, facial expressions, and production character assets in Blender via MCP.
Character archetype art direction for Blender covering fantasy races, horror creatures, roles (knight, assassin, detective), and body types (mecha, android, chibi, etc.).
Chibi and SD proportion art direction for Blender characters with oversized heads, simplified anatomy, and cute silhouette rules.
Cinematic camera work in Blender including framing, lenses, composition, camera animation, and shot language beyond basic rendering setup via MCP.
Collision proxy authoring for games including UCX/UHX naming, convex hulls, capsules, and simple collider meshes in Blender via MCP.
Garment blockout, cloth simulation, pin groups, and bake to shape keys or caches for characters and props in Blender via MCP.
Blender compositor workflows for beauty stacks, render passes, color grade, glare, and delivery outputs via MCP.
Comic book and graphic-novel art direction for Blender with ink-line emphasis, halftone cues, and high-contrast framing.
Dark, grim, gritty, rusty, abandoned, decayed, industrial, lonely, and melancholic mood direction for Blender.
Cosmic, eldritch, and Lovecraftian horror art direction for Blender with non-Euclidean cues, impossible scale, and incomprehensible forms.
Cozy, cute, wholesome, relaxing, and peaceful mood direction for Blender assets and scenes.
AAA creature modeling for fantasy, aliens, monsters, and organic creature design with believable anatomy and movement. Use for creature blockouts, muscle flow, bone structure, and animation-ready creature assets in Blender via MCP.
Dreamlike, surreal, mysterious, mystical, hopeful, and chaotic mood direction for Blender scenes.
Dreamcore, weirdcore, and traumacore-inspired art direction for Blender with nostalgic wrongness, liminal nostalgia, and surreal childhood spaces.
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
Fantasy world-building art direction for Blender covering medieval, high fantasy, dark fantasy, and urban fantasy asset language.
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
Folk horror art direction for Blender with rural ritual uncanny, pastoral daylight dread, and community-wrongness storytelling.
Frutiger Aero art direction for Blender with glossy skeuomorphism, aqua UI cues, nature-tech optimism, and mid-2000s futurism.
Art direction for action, hack-and-slash, beat 'em up, and fighting-game readable combat spaces and prop language in Blender.
Art direction for card games, deck builders, party games, idle/incremental, educational, and rhythm game presentational spaces in Blender.
Art direction for puzzle and platformer games in Blender with readable interactables, jump volumes, and clear hazard language.
Art direction for visual novel, interactive movie, walking simulator, and story-driven presentation spaces in Blender.
Art direction for open world and sandbox games in Blender with biome landmarks, traversable scale, and discovery props.
Art direction for metroidvania, roguelike, and roguelite games in Blender with biome gates, room modules, and run-readable props.
Art direction for FPS, TPS, shooter, battle royale, and extraction-shooter maps and props in Blender with sightline and cover language.
Art direction for racing and sports games in Blender with track landmarks, stadium kits, and high-speed readability.
Art direction for RPG, JRPG, CRPG, ARPG, and MMORPG worlds in Blender including loot rarity reads and region identity.
Art direction for soulslike games in Blender with monumental melancholy spaces, fog gates, bonfire landmarks, and lethal readability.
Art direction for survival and survival-horror gameplay spaces in Blender emphasizing resource props, crafting readability, and tension routes.
Art direction for strategy, RTS, turn-based strategy, tower defense, MOBA, city builder, colony sim, and simulation games in Blender.
Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups. Use for procedural asset generation and instancing pipelines via MCP.
Art direction for stealth-game spaces in Blender with shadow volumes, patrol-friendly layouts, and concealment materials.
Hand-painted texture art direction for Blender with brushwork albedo, soft value transitions, and stylized PBR restraint.
Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
Hair and fur grooming in Blender using curves, particle hair, geometry nodes, and game hair-card workflows. Use for characters, creatures, and real-time hair cards via MCP.
AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.
Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Use for sparse industrial environments, analog aesthetics, and tension-driven lighting.
Indie horror aesthetic pack for Blender covering Silent Hill, Fear to Fathom, Puppet Combo, corporate horror, cabin/forest/hospital horror, and related looks.
Historical and period world art direction for Blender including Western, pirate, samurai/ninja, Viking, ancient Egypt/Greece/Rome, Victorian, modern, and military eras.
HD-2D art direction combining pixel characters/sprites with 3D environments, depth of field, and theatrical lighting.
Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.
Isometric and strategy-game art direction for Blender including diorama framing, true-iso camera setup, readable silhouettes, and tile asset rules.
Liminal space and Backrooms art direction for Blender with empty transitional architecture, wrong familiarity, and endless repetition.
Dedicated LOD generation, naming, screen-size targets, and validation for game meshes in Blender via MCP.
Look development loop for Blender assets combining materials, lighting, camera, and screenshot comparison until shading reads correctly via MCP.
Low-poly art direction for Blender inspired by PS1/PS2, Lethal Company, Mouthwashing, and Fear to Fathom. Use for readable silhouettes, minimal polygons, simple materials, and strong atmosphere.
Answers built from the skills we actually parsed.