Skills
18,283 skills, most installed first.
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release-readinesspetrkindlmannValidate release readiness with evidence-based go/no-go decisions. Covers go/no-go checklists, smoke test suite design, staged rollout validation, rollback criteria and procedures, and post-deployment verification. Ensures release confidence comes from data, not feelings. Use when: "release ready," "go/no-go," "smoke test," "release checklist," "rollback plan," "staged rollout," "canary deploy." Not for: safe-release techniques (flags, canary, dark launch) applied during the rollout itself — userisk-based-testingpetrkindlmannProduce a risk matrix or heatmap that quantifies what could break by business impact × probability, runs failure mode analysis on the top items, and maps test coverage to risk zones. Includes stakeholder interview frameworks and continuous reassessment. Run this BEFORE test-strategy or test-planning. Use when: "risk assessment," "risk matrix," "risk heatmap," "what could break," "critical paths," "failure modes," "where to focus testing." Not for: multi-quarter QA direction — use test-strategy. security-testingpetrkindlmannTest application security against OWASP Top 10 (2025) with automated CI tooling: OWASP ZAP (DAST), dependency/supply-chain scanning (OSV-Scanner, SBOM, provenance), Semgrep SAST, auth/session tests (JWT, OAuth, RBAC), and XSS/CSRF/SQLi/SSRF Playwright patterns. Use when: "security test," "OWASP," "vulnerability," "ZAP," "XSS," "SSRF," "dependency scan," "auth testing," "OWASP LLM Top 10." Scope is automated scanning + negative-path security tests in CI, not manual penetration testing. Not for: mselector-drift-recoverypetrkindlmannBulk-regenerate broken test selectors after a UI refactor or redesign. Detects drift between old and new DOM with an aria-snapshot diff, maps old locators to new equivalents using role-first + region scoping, validates against the new build, and produces a single PR with grouped per-file selector updates and per-change evidence. Assumes Playwright >= 1.50 (trace viewer DOM-snapshot panel, getByRole filtering, ariaSnapshot). Use when: "UI refactor broke tests," "redesign broke tests," "bulk updatservice-virtualizationpetrkindlmannDecision framework for isolating every external dependency in a test suite: when to use in-process mocks, HTTP stubs (MSW, WireMock), record-replay, fault injection (Toxiproxy), or ephemeral real services (Testcontainers), and how to enforce that no real calls escape in CI. Use when: "mock service," "stub API," "fake service," "WireMock," "MSW," "Toxiproxy," "test isolation," "dependency management," "stub an external API in CI." Not for: consumer-driven contract verification (Pact, broker) — usshift-left-testingpetrkindlmannMove quality earlier in the development lifecycle. Covers dev/QA pairing patterns, Three Amigos sessions, TDD facilitation (Red-Green-Refactor), PR review checklists for testability, and Definition of Done with quality gates. Includes shift-left maturity model for team assessment. Use when: "shift left," "TDD," "dev-QA pairing," "definition of done," "testability," "quality culture," "QA in sprint planning." Not for: writing the unit tests themselves — use unit-testing; automated PR test-qualitysynthetic-monitoringpetrkindlmannScheduled probes that run CONTINUOUSLY after release. Covers probe design for critical user journeys, alerting integration, SLA validation, multi-region monitoring, and the boundary between QA and SRE. Use when: "synthetic monitoring," "uptime testing," "scheduled probes," "SLA validation," "availability monitoring," "post-deploy checks." Not for: safe-release techniques during rollout — use testing-in-production. Not for: designing tests from prod telemetry — use observability-driven-testing. Ntest-case-managementpetrkindlmannAuthor and maintain MANUAL and hybrid test cases and suites in TestRail, Xray (Jira), Zephyr Scale, and Qase. Covers test-case anatomy (title, preconditions, steps, expected results, test data), suite/section organization, bulk authoring from user stories and acceptance criteria, ambiguous-step linting, CSV/API import-export payloads per tool, requirement traceability and coverage gaps, review hygiene, and when a manual case should graduate to automation. Use when: "write a test case," "manual ttest-data-managementpetrkindlmannCreate and manage test data with factory patterns, fixture strategies, data anonymization, and synthetic data generation. Covers Fishery (TypeScript), FactoryBot (Ruby), Factory Boy (Python), database seeding, cleanup strategies, and GDPR-compliant data handling. Use when: "test data," "fixtures," "factories," "seed data," "synthetic data," "test database," "data anonymization." Not for: migration/integrity testing of the DB itself — use database-testing; environment provisioning and database brtest-environmentspetrkindlmannDesign environment strategy for testing across dev, CI, preview, staging, and production — Docker Compose test infrastructure, multi-stage Dockerfiles, seed-data lifecycle, per-PR preview environments, production parity, and external-dependency stubbing at the HTTP boundary. Use when: "set up test environment," "docker-compose for tests," "per-PR preview environment," "staging parity," "spin up test infra," "environment tiers." Not for: choosing mock-vs-stub-vs-fake per dependency — use service-test-migrationpetrkindlmannMigrate a test suite from one framework to another, incrementally and without losing coverage. Covers Selenium→Playwright, Cypress→Playwright, Jest→Vitest, Mocha→Vitest, and Protractor→Playwright, with parallel CI running, locator/assertion translation, and a coverage-parity track. Use when: "migrate tests," "switch framework," "Selenium to Playwright," "Jest to Vitest," "framework migration." Not for: bulk selector regeneration after a UI refactor on the SAME framework — use selector-drift-recotest-planningpetrkindlmannBuild a single sprint or release test plan. Covers feature decomposition into testable scenarios, requirements-to-test coverage mapping, effort estimation by test type, prioritization matrices (risk × effort), resource allocation, and scheduling with buffers. Use when: "sprint test plan," "release test plan," "what to test this sprint," "test estimation," "coverage mapping." Not for: multi-quarter strategy — use `test-strategy`. Not for: ranking areas by risk — use `risk-based-testing`. Not for:test-reliabilitypetrkindlmannRuntime per-test healing with evidence: multi-attribute selector healing, environment-aware diagnosis, flake classification, quarantine management, and confidence-scored auto-repair. Goes beyond simple locator fallbacks to cover action-level healing, data healing, and observable repair workflows. Use when: "flaky test," "test stability," "self-healing locator," "broken locator recovery," "unreliable test," "quarantine flaky test." Not for: bulk regenerating selectors after a planned UI refactor test-strategypetrkindlmannProduce a multi-quarter QA strategy document. Covers scope, risk-based prioritization, test levels (unit/integration/E2E), pyramid analysis, entry/exit criteria, quality KPIs, tool selection rationale, CI scaling levers, and timeline planning. Output is an actionable strategy document, not a shelf document. Use when: "test strategy," "QA strategy doc," "testing approach," "QA roadmap," "multi-quarter QA direction." Not for: a single-sprint or single-release plan — use test-planning. Not for: idetest-suite-curationpetrkindlmannAudit a whole regression suite and prune/restructure it with evidence: per-test coverage fingerprinting, AST near-duplicate clustering, CI-history mining for never-failing and flaky tests, prune decision rules (redundant/obsolete/low-value/keep), smoke/core/extended tiering by risk and defect-detection history, and a defensible "what we deleted and why" record. Deletion is destructive — quarantine and human sign-off are mandatory. Use when: "audit the test suite," "prune redundant tests," "find testing-in-productionpetrkindlmannSafe-release techniques DURING rollout: feature flags, progressive rollouts, canary analysis, guardrail metrics, production smoke tests, and synthetic users. Bridges QA and SRE practices. Use when: "feature flag testing," "canary deploy," "progressive rollout," "guardrail metrics," "dark launch," "safe rollout." Not for: scheduled probes that run continuously after release — use `synthetic-monitoring`. Not for: designing tests from prod telemetry — use `observability-driven-testing`. Related: reunit-testingpetrkindlmannWrite effective unit tests with Jest, Vitest, or pytest. Covers the test-doubles taxonomy (stub/spy/mock/fake), Arrange-Act-Assert, coverage threshold configuration and CI gating, snapshot testing, fake timers, and mutation testing with Stryker/mutmut. Use when: "unit test," "Jest," "Vitest," "pytest," "mock," "coverage threshold," "test doubles," "mutation testing," "fake timers," "snapshot test." Not for: interpreting coverage reports or finding coverage gaps — use coverage-analysis; AI generavisual-testingpetrkindlmannImplement visual regression testing with Playwright screenshots, Chromatic, Percy, and Argos CI. Covers baseline management, diff threshold tuning, dynamic content masking, responsive viewport testing, and review/approval workflows. Use when: "visual test," "screenshot," "visual regression," "pixel diff," "snapshot diff," "update baselines," "Chromatic," "percy snapshot," "argos screenshot." Not for: bulk baseline regeneration after a redesign broke many tests — use selector-drift-recovery; crosveo-3.2-prompterpexoaiExpert prompt engineering for Google Veo 3.2 (Artemis engine). Use when the user wants to generate a video with Veo 3.2, needs help crafting cinematic prompts, or mentions Veo, Google video generation, or Artemis engine.videoagent-directorpexoaiAI creative director that turns a user's natural-language idea into a complete storyboard and generates all assets — images, video clips, and audio — automatically. The user only describes what they want; all prompt engineering is handled internally.actions-and-utilitiesphaserjsUse this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid layout, actions, set operations on groups of game objects.animationsphaserjsUse this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames.audio-and-soundphaserjsUse this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio, Web Audio API, and SoundManager. Triggers on: sound, audio, music, volume, mute.camerasphaserjsUse this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites, scroll, bounds, viewports, multiple cameras, and minimap. Triggers on: camera, viewport, scroll, zoom, follow, shake, fade.curves-and-pathsphaserjsUse this skill when working with curves and paths in Phaser 4. Covers splines, bezier curves, lines, ellipses, path followers, and mathematical curve types. Triggers on: curve, path, spline, bezier, path follower.data-managerphaserjsUse this skill when using the Phaser 4 DataManager to store custom key-value data on game objects, listen for data change events, or manage game state. Triggers on: setData, getData, data events, custom data storage.events-systemphaserjsUse this skill when working with the Phaser 4 event system. Covers EventEmitter, scene events, game events, custom events, and event-driven communication. Triggers on: events, on, emit, EventEmitter, scene events, listeners.filters-and-postfxphaserjsUse this skill when applying visual filters or post-processing effects in Phaser 4. Covers bloom, blur, glow, color matrix, barrel distortion, displacement, custom shaders, and the filter pipeline. Triggers on: filter, post-processing, shader, bloom, blur, glow, color effects.game-object-componentsphaserjsUse this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting.game-setup-and-configphaserjsUse this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer, pixel art, FPS.geometry-and-mathphaserjsUse this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.graphics-and-shapesphaserjsUse this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc.groups-and-containersphaserjsUse this skill when using Groups or Containers in Phaser 4. Covers organizing game objects, object pooling, batch operations, and nested transforms with Containers. Triggers on: Group, Container, object pool, getFirstDead, children.input-keyboard-mouse-touchphaserjsUse this skill when handling user input in Phaser 4. Covers keyboard keys, mouse clicks and movement, touch events, pointer handling, drag and drop, hit areas, interactive objects, and gamepad support. Triggers on: keyboard, mouse, touch, pointer, drag, drop, click, input, gamepad, cursor keys.loading-assetsphaserjsUse this skill when loading assets in Phaser 4. Covers the Loader plugin, loading images, spritesheets, atlases, audio, JSON, tilemaps, bitmap fonts, and tracking load progress. Triggers on: preload, this.load, asset loading, spritesheet, atlas, load progress.particlesphaserjsUse this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke.physics-arcadephaserjsUse this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on: physics, arcade, velocity, gravity, collide, overlap, bounce, physics body.physics-matterphaserjsUse this skill when using Matter.js physics in Phaser 4. Covers rigid bodies, constraints, composite bodies, sensors, collision filtering, world configuration, and advanced physics shapes. Triggers on: Matter, matter physics, constraint, joint, rigid body, sensor.render-texturesphaserjsUse this skill when using RenderTexture or DynamicTexture in Phaser 4. Covers drawing game objects to textures, dynamic texture creation, snapshot/screenshot, stamps, and off-screen rendering. Triggers on: RenderTexture, DynamicTexture, snapshot, draw to texture, stamp.scale-and-responsivephaserjsUse this skill when making a Phaser 4 game responsive or handling display scaling. Covers ScaleManager, scale modes (FIT, RESIZE, EXPAND, ENVELOP), auto-center, fullscreen, and browser resize handling. Triggers on: ScaleManager, responsive, resize, fullscreen, FIT, scale mode.scenesphaserjsUse this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager.sprites-and-imagesphaserjsUse this skill when creating Sprites or Images in Phaser 4. Covers factory methods, texture/frame selection, position, scale, rotation, tint, flip, alpha, origin, depth, and the component mixin system. Triggers on: Sprite, Image, this.add.sprite, this.add.image, texture, setTint, setAlpha.text-and-bitmaptextphaserjsUse this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style.tilemapsphaserjsUse this skill when working with tilemaps in Phaser 4. Covers loading Tiled JSON maps, creating tilemap layers, tile collision, dynamic tiles, tile properties, and tilemap camera culling. Triggers on: Tilemap, Tiled, tilemap layer, tile collision, tile properties.time-and-timersphaserjsUse this skill when using timers and time-based events in Phaser 4. Covers TimerEvent, delayed calls, looping timers, the Clock plugin, and time scaling. Triggers on: timer, delay, delayedCall, TimerEvent, Clock, time event.tweensphaserjsUse this skill when animating properties over time in Phaser 4. Covers tweens, tween chains, easing functions, stagger, yoyo, repeat, callbacks, number tweens, and the TweenManager. Triggers on: tween, ease, animate, this.tweens.add, tween chain, stagger.v3-to-v4-migrationphaserjsUse this skill when migrating a Phaser 3 project to Phaser 4, or when a user asks about breaking changes, API differences, or how to update their v3 code. Covers renderer changes (pipelines to render nodes), FX/masks to filters, tint system, camera matrix, texture coordinates, DynamicTexture, shaders, lighting, removed game objects, and a full migration checklist. Triggers on: migrate, upgrade, v3 to v4, breaking changes, Phaser 3 to 4, migration guide, update from v3.v4-new-featuresphaserjsUse this skill when learning about new features, game objects, components, and rendering capabilities added in Phaser 4. Covers Filters, RenderNodes, CaptureFrame, Gradient, Noise, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes. Triggers on: new in v4, Phaser 4 features, RenderNode, SpriteGPULayer, CaptureFrame, Gradient game object, Noise game object, new tint modes. For migrating v3 code to v4, see the v3-to-v4-migration skill instead.mcp-cliphilschmidInterface for MCP (Model Context Protocol) servers via CLI. Use when you need to interact with external tools, APIs, or data sources through MCP servers.4k-vfxpika-labsUse when the user asks for 4k vfx or a task matching the examples below. Turn a plain video clip into a cinematic 4K AI-VFX shot. Give Claude a video and the change you want; it reads EVERY frame via local contact sheets and understands the audio, writes a Seedance-faithful prompt that locks your face, gestures, and camera move, then re-renders the same shot with the VFX baked in via Seedance 4K reference-to-video.
