Skill rating
177 skills. The A–F grade combines safety (60%) and quality (40%); tests add a bonus. The rating refreshes automatically from open catalogs.
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| # | Grade | Skill | Score ▾ | Safety | Quality | Process | Tests | Popularity | Updated |
|---|---|---|---|---|---|---|---|---|---|
| 51 | B | Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with | 100 | 84 | D | — | — | 2 d ago | |
| 52 | B | Use when embedding and customizing Unicorn Studio interactive animations on the web (embed, responsive sizing, performance, layering with UI, fallbacks). | 100 | 84 | D | — | — | 2 d ago | |
| 53 | B | Build dark-mode glassmorphism interfaces with readable contrast, frosted surfaces, and gradient borders using a pseudo-element mask. Use when asked for glass cards, frosted dark hero sections, blur pa | 100 | 84 | C | — | — | 2 d ago | |
| 54 | B | Add accessible animated AI loading and agent-status indicators with the React thinking-orbs library. Use when a chat, copilot, voice, search, generation, or tool-running interface needs a semantic wor | 100 | 84 | D | — | — | 2 d ago | |
| 55 | B | Render a 3D canvas sharply on Retina and HiDPI displays, including explicit 200 percent resolution, synchronized renderer and post-processing sizes, correct pointer coordinates, and measured quality f | 100 | 84 | C | — | — | 2 d ago | |
| 56 | B | Use when designing/implementing UI with Tailwind CSS (layout, typography, responsive, theming, component patterns). Includes quick recipes and conventions for clean, consistent web design. | 100 | 84 | C | — | — | 2 d ago | |
| 57 | B | Build recognizable falling leaves in world space using instanced geometry, independent tumble, coupled sideways drift, shared wind, scene occlusion, and camera-aware recycling. Use for 3D autumn leave | 100 | 84 | C | — | — | 2 d ago | |
| 58 | B | Use when implementing globe.gl (Globe.GL) for 3D globe data visualization with WebGL/ThreeJS, including setup, data layers (points, arcs, polygons, labels), and integration patterns in plain HTML or R | 100 | 84 | C | — | — | 2 d ago | |
| 59 | B | Use when implementing 2D physics interactions with Matter.js, including Engine/World setup, Render/Runner configuration, adding bodies and constraints, and scroll/interaction-friendly canvas scenes. | 100 | 84 | D | — | — | 2 d ago | |
| 60 | B | Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI momen | 100 | 84 | C | — | — | 2 d ago | |
| 61 | B | Use when adding animated WebGL background effects with Vanta.js (setup, parameters, resizing, performance, integration in React/Next.js). | 100 | 84 | C | — | — | 2 d ago | |
| 62 | B | Use when adding a lightweight interactive globe with cobe (canvas setup, markers, interaction, performance, integration with React/Next.js). | 100 | 84 | C | — | — | 2 d ago | |
| 63 | B | Add sun shafts and crepuscular rays to a Three.js or equivalent 3D scene, using scene occlusion, a projected sun position, controlled foreground spill, and scalable post-processing. Use for rays of li | 100 | 84 | C | — | — | 2 d ago | |
| 64 | B | Build scene-by-scene chapters that advance left to right on one fixed stage while the user scrolls vertically, with native scroll as the only input. One pure function turns scrollY into scene, dwell a | 99 | 84 | C | — | — | 2 d ago | |
| 65 | B | Use when creating or refining WebGL-heavy landing pages and you need to steer toward a specific visual outcome (premium, technical, playful, cinematic) while balancing conversion clarity, performance, | 100 | 83 | C | — | — | 2 d ago | |
| 66 | B | Use when designing or implementing product-grade web motion like Stripe, Linear, Apple, and Vercel. Covers motion principles, easing/duration defaults, choreography patterns, scroll/hover interactions | 100 | 83 | C | — | — | 2 d ago | |
| 67 | B | Use when you need to pick high-quality Unsplash images for product/design assets (avatars, headshots, portraits, large website backgrounds, and abstract wallpapers) and output real Unsplash URLs plus | 100 | 83 | B | — | — | 2 d ago | |
| 68 | B | Use when designing or rewriting a high-converting landing page (single-offer page) for SaaS/apps/services. Covers structure, layout patterns, conversion strategies, copywriting, SEO/AEO, and common pi | 100 | 83 | C | — | — | 2 d ago | |
| 69 | B | Use when designing or rewriting a high-converting SaaS pricing page (structure, plan design, copywriting, SEO/AEO, FAQs, layout patterns, experiments). Includes checklists, templates, and common pitfa | 100 | 83 | C | — | — | 2 d ago | |
| 70 | B | Build or refactor reusable, data-driven enemy archetype and moveset systems for Three.js action games. Use for enemy content schemas, model and rig conventions, combat move timing and contact contract | 100 | 80 | B | — | — | 2 d ago | |
| 71 | B | Implement or tune Three.js game cameras. Use for isometric framing, follow behavior, orbit/zoom limits, occlusion, lock-on, camera shake, touch camera controls, and camera regression tests. | 100 | 80 | C | — | — | 2 d ago | |
| 72 | B | Create a framed dark technical design system with border-gradient shells, asymmetrical grid panels, mono utility labeling, and restrained monochrome atmosphere. | 100 | 80 | D | — | — | 2 d ago | |
| 73 | B | Plan, create, integrate, or audit a hybrid asset pipeline for a Three.js or web game. Use when choosing among imported meshes, procedural 3D geometry, AI-generated reference art, 2D UI media, sprites, | 100 | 80 | C | — | — | 2 d ago | |
| 74 | B | Create a bright-green technical design system with structured split layouts, hard-framed dark surfaces, mono utility labels, and a prominent WebGL visualization zone. | 100 | 80 | D | — | — | 2 d ago | |
| 75 | B | Create a clean dark glass layout system with a thin blue laser atmosphere, frosted premium shells, and polished dashboard structure. | 100 | 80 | D | — | — | 2 d ago | |
| 76 | B | Create a futuristic, premium, clean dark-blue mesh-gradient design system across background rendering, hero shell, navigation, floating nodes, framed sections, CTAs, and motion. Use when the interface | 98 | 84 | D | — | — | 2 d ago | |
| 77 | B | Profile, diagnose, and improve Three.js or WebGL game performance without regressing gameplay. Use for frame-time drops, CPU/GPU pressure, draw calls, texture and geometry budgets, animation loops, ad | 100 | 80 | C | — | — | 2 d ago | |
| 78 | B | Art-direct and implement distinctive, motion-rich marketing, editorial, portfolio, and landing websites with original reference-inspired imagery, standout heroes, GSAP choreography, one smooth-scroll | 100 | 80 | B | — | — | 2 d ago | |
| 79 | B | Create or redesign creative-studio, agency, photographer, artist, and portfolio websites where project work leads the story. Use for dark editorial shells, full-bleed campaign media, color-coded case- | 100 | 80 | C | — | — | 2 d ago | |
| 80 | B | Create a dark-blue clean design system with strong contrast, cobalt gradient feature blocks, crisp framed structure, and restrained premium glow. | 100 | 80 | D | — | — | 2 d ago | |
| 81 | B | Create a dark container-led technical design system with fuchsia-purple accents, layered rounded shells, crisp frame lines, and playful futuristic focal objects. | 100 | 80 | D | — | — | 2 d ago | |
| 82 | B | Create a modern dark-mode technical design system with matte-black surfaces, emerald signal accents, mono system labeling, framed dashboard cards, and restrained glow. | 100 | 80 | D | — | — | 2 d ago | |
| 83 | B | Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save mig | 100 | 80 | C | — | — | 2 d ago | |
| 84 | B | Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression | 100 | 80 | C | — | — | 2 d ago | |
| 85 | B | Design, implement, tune, or test readable tactical action combat for web games. Use for attack timing, guard and dodge windows, hit contact, posture, lock-on, weapons, boss phases, combat feedback, an | 100 | 80 | C | — | — | 2 d ago | |
| 86 | B | Create or redesign appointment-based service websites for salons, barbers, spas, wellness studios, clinics, and hospitality brands. Use for warm editorial layouts, serif-led identity, documentary port | 100 | 80 | C | — | — | 2 d ago | |
| 87 | B | Create or redesign enterprise AI, automation, security, and operations product pages that explain system boundaries, approvals, auditability, exceptions, and rollback. Use for dark cinematic heroes, h | 100 | 80 | C | — | — | 2 d ago | |
| 88 | B | Author or revise readable, flat-world Three.js game levels. Use for movement and camera routes, collision and navigation, encounter zones, landmarks, objectives, pickups, motivated lighting, visibilit | 100 | 80 | C | — | — | 2 d ago | |
| 89 | B | Create a dark glass layout system with frosted premium shells, clean multi-column workspace structure, floating data cards, and restrained atmospheric depth. | 100 | 80 | D | — | — | 2 d ago | |
| 90 | B | Create a dark atmospheric background with drifting vertical light folds, screen-blended glow, and a concentrated luminous corner or lower-edge bloom. | 100 | 80 | C | — | — | 2 d ago | |
| 91 | B | Package, deploy, and verify a playable Three.js or web game. Use for release builds, asset delivery, private/public deployment, production smoke tests, browser proof, release notes, rollback readiness | 100 | 80 | C | — | — | 2 d ago | |
| 92 | B | Build sharp, physically coherent high-resolution materials for 3D rendering with appropriate PBR maps, texel density, UV direction, mipmaps, anisotropic filtering, and progressive asset delivery. Use | 100 | 80 | C | — | — | 2 d ago | |
| 93 | B | Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state mach | 100 | 80 | C | — | — | 2 d ago | |
| 94 | B | Apply subtle gradient-border treatments for premium web surfaces. Use when cards, pricing panels, nav bars, modals, buttons, or hero surfaces need a refined edge highlight without a loud glow. | 98 | 84 | C | — | — | 2 d ago | |
| 95 | B | Create minimal framed grid layouts with thin visible boundary lines, L-shaped corner brackets, subtle diagonal line texture, and strict section alignment. Use when asked for clean, neutral, precise, s | 98 | 84 | C | — | — | 2 d ago | |
| 96 | B | Create or redesign SaaS and AI product landing pages where a real workflow, interface, or deterministic demo is the central proof. Use for pale atmospheric shells, product UI in the hero, prompt-to-ou | 100 | 80 | C | — | — | 2 d ago | |
| 97 | B | Apply exact Tailwind arbitrary shadow utilities for polished, layered neutral elevation. Use when compact cards, controls, panels, popovers, hero media, feature callouts, or modal-like containers need | 98 | 84 | C | — | — | 2 d ago | |
| 98 | B | Create a dark monochrome procedural background with enlarged square pixels and visible Bayer-style ordered dithering. Use when a page needs an atmospheric near-black dither field, broad organic waves | 98 | 84 | C | — | — | 2 d ago | |
| 99 | B | Build a burning-paper ring loader whose GLSL flame is drawn by a Worker on an OffscreenCanvas started from the head, so a main thread blocked by the page build cannot freeze it, with a progress count, | 100 | 80 | D | — | — | 2 d ago | |
| 100 | B | Apply diagonal-cut corners and chamfered edges to buttons, cards, panels, and container shells. Use when a design needs precise geometric framing, sci-fi UI surfaces, clipped-corner controls, or engin | 98 | 84 | D | — | — | 2 d ago |