SKILLEMALL.ai

Skill rating

24 761 skills. The A–F grade combines safety (60%) and quality (40%); tests add a bonus. The rating refreshes automatically from open catalogs.

24 761
#GradeSkillScore ▾SafetyQualityProcessTestsPopularityUpdated
1501A
Build and execute skills.video image generation REST requests from OpenAPI specs. Use when user needs to create, debug, or document image generation calls on open.skills.video.
969991C↓ 748 ★ 111 May 2026
1502A
Search, book, and manage flights via the Duffel Flights API. Covers 300+ airlines (NDC, GDS, LCC). Use when: (1) searching for flights between cities, (2) comparing prices and fare classes, (3) bookin
9610091D↓ 1 41818 May 2026
1503A
Sync Bunpro Japanese grammar learning progress from the API to local storage for analysis and insights. Use when the user wants to backup their Bunpro progress, track grammar mastery, analyze review p
9610091C↓ 1 38711 May 2026
1504A
Pushbullet API integration with managed OAuth for cross-device notification automation. Send pushes, manage devices, create chats, and handle cross-device messaging. Use this skill when users want to
9210079D↓ 533 ★ 269 Jun 2026
1505A
Analyze slow PostgreSQL queries, interpret EXPLAIN ANALYZE output, identify performance bottlenecks, and recommend indexes, query rewrites, and configuration tuning. Parses query plans to find sequent
9710092C↓ 83411 May 2026
1506A
BoldSign e-signature platform API integration with managed OAuth. Send documents for signature, manage documents, create embedded signing links, and track document status. Use this skill when users wa
9210079D↓ 527 ★ 269 Jun 2026
1507A
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environm
9510088C★ 9966 d ago
1508A
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object poo
9510088C★ 9966 d ago
1509A
Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game
9510088C★ 9966 d ago
1510A
Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and Ordered
9510088C★ 9966 d ago
1511A
Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when start
9510088C★ 9966 d ago
1512A
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, r
9510088C★ 9966 d ago
1513A
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner
9510088C★ 9966 d ago
1514A
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC
9510088C★ 9966 d ago
1515A
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wi
9510088D★ 9966 d ago
1516A
Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws
9510088C★ 9966 d ago
1517A
Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and coll
9510088C★ 9966 d ago
1518A
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/
9510088C★ 9966 d ago
1519A
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and
9510088D★ 9966 d ago
1520A
Build and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headl
9510088C★ 9966 d ago
1521A
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.
9510088C★ 9966 d ago
1522A
Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based
9510088C★ 9966 d ago
1523A
Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).
9510088C★ 9966 d ago
1524A
Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when b
9510088D★ 9966 d ago
1525A
Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteE
9510088C★ 9966 d ago
1526A
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.
9510088D★ 9966 d ago
1527A
Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when de
9510088D★ 9966 d ago
1528A
Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputa
9510088C★ 9966 d ago
1529A
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, E
9510088D★ 9966 d ago
1530A
Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions.
9510088C★ 9966 d ago
1531A
Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer autho
9510088D★ 9966 d ago
1532A
Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser g
9510088C★ 9966 d ago
1533A
Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling
9510088D★ 9966 d ago
1534A
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time
9510088C★ 9966 d ago
1535A
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short pro
9510088D★ 9966 d ago
1536A
Design data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with Reso
9510088D★ 9966 d ago
1537A
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting paramete
9510088C★ 9966 d ago
1538A
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
9510088C★ 9966 d ago
1539A
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when edi
9510088D★ 9966 d ago
1540A
Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct spac
9510088D★ 9966 d ago
1541A
Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, an
9510088C★ 9966 d ago
1542A
Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from co
9510088D★ 9966 d ago
1543A
Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnte
9510088C★ 9966 d ago
1544A
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.
9510088C★ 9966 d ago
1545A
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and call
9510088D★ 9966 d ago
1546A
Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML
9510088D★ 9966 d ago
1547A
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
9510088C★ 9966 d ago
1548A
Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use whe
9510088C★ 9966 d ago
1549A
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.
9510088C★ 9966 d ago
1550A
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
9510088C★ 9966 d ago