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Skill creator

Skill cloverink/shipwright/skills/skill-creator

Production-grade Claude Code skills for shipping quality code. One command takes your branch from "done coding" to PR-ready via audit → review → docs → push.

Install
npx -y skills add cloverink/shipwright --skill skill-creator

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Meta-skill that teaches how to create effective Claude Code skills. Covers anatomy, progressive disclosure, validation, and packaging.

SKILL.md

3.5 KB, as published. Nobody here has run it

/skill-creator

A skill for creating skills. Use this when building new skills or improving existing ones.

Skill Anatomy

my-skill/
├── SKILL.md              # Main skill file (YAML frontmatter + instructions)
├── references/           # Supporting docs loaded on demand
│   ├── patterns.md
│   └── examples.md
└── scripts/              # Optional automation scripts
    └── validate.sh

SKILL.md Structure

---
name: my-skill
description: One-line description used for skill discovery and relevance matching
model: opus               # Optional: opus, sonnet, or haiku
---

# /my-skill

[Core instructions — what to do, how to do it, when to stop]

Design Principles

1. Progressive Disclosure

Don't dump everything into SKILL.md. Layer information:

LayerWhereWhen loaded
Discoveryname + description in frontmatterAlways (~20 tokens)
Core instructionsSKILL.md bodyWhen skill is invoked (~500-2000 tokens)
Deep referencereferences/*.mdOn demand, when needed

2. Degrees of Freedom

Match the skill's rigidity to its purpose:

  • Rigid skills (debugging, TDD): Follow exactly. Steps are a discipline, not suggestions.
  • Flexible skills (design, architecture): Adapt principles to context. Steps are guidelines.

State which type your skill is. Ambiguity leads to shortcuts.

3. Actionable Instructions

Write instructions that Claude can execute, not descriptions of what a human would do.

# Bad — describes, doesn't instruct
"The review process involves examining code for quality issues."

# Good — actionable
"Read every changed file end-to-end. For each file, check:
1. Type safety — no `any`, explicit return types
2. Security — no secrets, input validation
List issues as [severity] [file:line] description."

4. Exit Conditions

Every skill must define when it's done:

# Bad — no exit condition
"Review the code and fix issues."

# Good — clear exit
"Review → fix → re-review. Exit when score > 9 or after 3 rounds."

Creation Process

  1. Define the trigger — when should this skill activate? Be specific.
  2. Write the happy path — what does the skill do when everything works?
  3. Add failure modes — what happens when things go wrong? When does it stop and ask the user?
  4. Add configuration points — mark project-specific values with <!-- CONFIGURE --> comments.
  5. Test with real tasks — invoke the skill on actual work. Does it produce good results?
  6. Iterate — skills improve with use. Update based on what works.

Validation Checklist

Before publishing a skill:

  • Frontmatter has name and description
  • Description is specific enough for relevance matching
  • Instructions are actionable (Claude can execute them)
  • Exit conditions are defined
  • Configuration points are marked
  • No hardcoded project-specific values in the main instructions
  • Tested on at least one real task

Packaging for Distribution

If publishing skills for others to use:

  1. Add skill path to .claude-plugin/plugin.json
  2. Mark all project-specific values with <!-- CONFIGURE --> and document defaults
  3. Include a references/ folder for deep-dive docs
  4. Add the skill to the README with a one-line description

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.