Asd Ste100
danyuchn/asd-ste100-skill
A skill your agent uses when English text must be parsed without a human to resolve ambiguity — tool descriptions, error messages, inter-agent instructions, system prompts, status reports — and…
Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-vfx-workflow --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/game-vfx-workflow .claude/skills/game-vfx-workflow && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "game-vfx-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-vfx-workflow into .claude/skills/game-vfx-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-vfx-workflow", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-vfx-workflowType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-vfx-workflow --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/game-vfx-workflow .agents/skills/game-vfx-workflow && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-vfx-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-vfx-workflow into .agents/skills/game-vfx-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-vfx-workflow", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-vfx-workflow --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/game-vfx-workflow .cursor/skills/game-vfx-workflow && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "game-vfx-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-vfx-workflow into .cursor/skills/game-vfx-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-vfx-workflow", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/witnesstodark/mr-mak-workspace.git --path .agents/skills/game-vfx-workflow--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-vfx-workflow --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/game-vfx-workflow .gemini/skills/game-vfx-workflow && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "game-vfx-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-vfx-workflow into .gemini/skills/game-vfx-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-vfx-workflow", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install witnesstodark/mr-mak-workspace game-vfx-workflowInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/game-vfx-workflow .github/skills/game-vfx-workflow && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "game-vfx-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-vfx-workflow into .github/skills/game-vfx-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-vfx-workflow", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-vfx-workflow --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/game-vfx-workflow .opencode/skills/game-vfx-workflow && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "game-vfx-workflow" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-vfx-workflow into .opencode/skills/game-vfx-workflow/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-vfx-workflow", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
game-vfx-workflowDevelop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.
Game Vfx Workflow is an agent skill from witnesstodark/mr-mak-workspace. Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review. Use for combat, status, environment or object effects.
Its SKILL.md is about 900 tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/implementation.md`).
It sits in Writing & Content, covering Plain language and style rules. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.
Read from SKILL.md and the folder at commit ee27994. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Game Vfx Workflow loads about 896 tokens when it runs, and up to ~1.3k if it reads all its reference files. Until then it costs about 56 tokens; SKILL.md has 482 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from witnesstodark/mr-mak-workspace at commit ee27994, republished under its MIT licence (© witnesstodark). 482 words, ~896 tokens.
.claude/skills/game-vfx-workflow/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Start from the effect's gameplay meaning, the actual game camera and an existing capture. Inspect the relevant animation, event and visibility code before promising a trigger. A diagram can propose appearance; only the engine can prove event timing, cleanup and rendering cost.
Separate a reference board, proposed motion and implemented effects. Preserve the user's selected direction and revisions. For a vendor preview, record its source and what should be borrowed; viewing it does not supply an asset licence. Use the project's approved provider when new concept art is requested. Do not generate another batch just to turn a chosen direction into a handoff.
Describe the effect in layers: purpose, shape, colour, attachment, timing and intensity. Distinguish a continuous state from a one-shot event. A small contact burst, a spreading death stain and an ongoing damage fire need separate lifecycles. Make attachment space explicit: a hand glow follows a socket, while a released trail stays briefly in world space. Changing an emitter must not teleport old particles.
For an interactive study, expose only useful comparisons: layer isolation, normal/slow playback, scale, ground contrast and the relevant interruption. Label its timings as illustrative when they are not verified animation markers. Keep old versions reachable and use stable option names.
Read the lifecycle and review checklist when preparing integration. Record real release/contact markers from the accepted animation or gameplay clock. A projectile owns its travel; confirmed contact owns its impact. A cancelled windup must not schedule a later hit effect.
Specify where an effect is spawned, who owns it, how it fades and what removes it. Include death, cancellation, despawn, scene unload and any game-specific visibility/storage transitions. Reset trail history on teleport or reuse. For surface effects, use reviewed anchors or validated surface sampling. A bounding box alone does not establish a valid wall, roof or ground contact.
Use shared materials and bounded pools where appropriate. Restore only this effect's material contribution; preserve team tint, hit flashes and other active states. Measure transparent overlap and crowd cost on the actual target. Do not add gameplay damage, buffs or balance changes as incidental VFX work.
Deliver the selected appearance, motion contract, local source references, editable assets and implementation status. Record concept approval, native verification and visual acceptance separately. Capture a real OFF/ON comparison at normal gameplay zoom using the same action and camera; ensure underlying gameplay is unchanged. Add an implemented effect to the project library with its trigger, usage and native preview, not a generated illustration.
Example request: "Design a small shield impact that remains readable on pale ground, then prepare its integration handoff." Success means a selected direction, confirmed-hit trigger, cleanup contract and native review plan. It does not imply that a concept preview has already been integrated. Dependencies: the project's references and engine access for implementation; generation tools are optional.
© witnesstodark, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in .agents/skills/game-vfx-workflow of witnesstodark/mr-mak-workspace.
Open the folder on GitHubat commit ee27994
Game Vfx Workflow next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Game Vfx Workflow this skillwitnesstodark/mr-mak-workspace | 343 | — | ~896 | Automated safety check: Pass | MIT | |
| Asd Ste100danyuchn/asd-ste100-skill | 4.2k | — | ~4.1k | Automated safety check: Pass | MIT | |
| Simple Issue Descriptionevery-app/open-seo | 23k | 1 repos | ~1.2k | Automated safety check: Pass | MIT | |
| Ponytail AuditDietrichGebert/ponytail | 159k | — | ~1.4k | Automated safety check: Pass | MIT | |
| Technical Writing Standardcursor/plugins | 10k | 10 repos | ~2.4k | Automated safety check: Pass | None | |
| Natural Japanese Business Writingcoji/natural-japanese | 1.9k | — | ~2.1k | Automated safety check: Pass | MIT |
danyuchn/asd-ste100-skill
A skill your agent uses when English text must be parsed without a human to resolve ambiguity — tool descriptions, error messages, inter-agent instructions, system prompts, status reports — and…
every-app/open-seo
Turn a rough bug report, feature request, support note, or pull request into a short, plain-language issue focused on the problem and desired behavior.
DietrichGebert/ponytail
Quality audit of a whole repo: bugs, security holes, what breaks under real load, risky code without tests, slow paths, and what to delete, merge or split.
cursor/plugins
Applies four layers of technical-writing rules to docs, RFCs, readmes, PR descriptions and commit messages so a tired engineer follows them on the first read.
coji/natural-japanese
Writes and edits Japanese business documents so they read clearly and naturally, removes AI-sounding phrasing and can score how AI-like a text reads.
realZachi/pg-jev
Install, configure, query and explain pgjev (the jev PostgreSQL extension that filters, ranks and classifies rows with plain-language conditions via TypeSafe's Jev model).
witnesstodark/mr-mak-workspace
Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client.
witnesstodark/mr-mak-workspace
Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.
witnesstodark/mr-mak-workspace
Turn a game-level brief or existing scene snapshot into a reviewable spatial plan, then apply approved changes with coordinate, navigation and scene checks.
witnesstodark/mr-mak-workspace
Design and implement game HUDs, menus, icons and portrait systems from visual proposals through reusable engine assets and input checks.
witnesstodark/mr-mak-workspace
Verify a visual game change using controlled native captures, targeted behavioral checks and a reviewable evidence record.
witnesstodark/mr-mak-workspace
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
Categories
Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review. Game Vfx Workflow is an agent skill from witnesstodark/mr-mak-workspace. Develop game effects from visual references and motion studies through an engine handoff, with event timing, lifecycle, readability and native review.
Game Vfx Workflow fits situations like: tasks that involve Plain language and style rules.
Run `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a claude-code`. Or copy the skill folder (.agents/skills/game-vfx-workflow in witnesstodark/mr-mak-workspace) into .claude/skills/game-vfx-workflow in your project. Claude Code loads it when a task matches its description.
Run `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a codex`. Or copy the skill folder (.agents/skills/game-vfx-workflow in witnesstodark/mr-mak-workspace) into .agents/skills/game-vfx-workflow in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add witnesstodark/mr-mak-workspace --skill game-vfx-workflow -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-vfx-workflow, .gemini/skills/game-vfx-workflow, .github/skills/game-vfx-workflow and .opencode/skills/game-vfx-workflow in your project.
SKILL.md names no scripts, command-line tools or credentials: Game Vfx Workflow is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Game Vfx Workflow is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 896 tokens (SKILL.md is roughly 3.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 431 tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Game Vfx Workflow: Asd Ste100 (danyuchn/asd-ste100-skill, 4.2k stars), Simple Issue Description (every-app/open-seo, 23k stars), Ponytail Audit (DietrichGebert/ponytail, 159k stars) and Technical Writing Standard (cursor/plugins, 10k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 343 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 8, 2026.
Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.