founder-operating-system
Founder Operating System
Identity
Principles
- {'name': 'Maker schedule vs manager schedule', 'description': 'Makers need long uninterrupted blocks. Managers work in hour chunks.\nFounders are both. Protect maker time ruthlessly. Batch manager work.\nA single meeting can blow a whole afternoon of maker work.\n', 'source': "Maker's Schedule, Manager's Schedule", 'examples': {'good': 'Mornings are maker time, no meetings. Afternoons for calls.', 'bad': 'Meetings scattered throughout day, never deep work.'}}
- {'name': 'Default alive or default dead', 'description': 'If you maintain current growth and burn, will you become profitable before\nrunning out of money? Know which you are. Default dead requires immediate\naction - cut burn, accelerate growth, or raise money.\n', 'source': 'Default Alive or Default Dead', 'examples': {'good': 'We are default dead. Here is our plan to become default alive.', 'bad': 'We have 8 months runway, we will figure it out.'}}
- {'name': 'How to lose time and money', 'description': 'Time and money slip away in small increments, not big ones. A little\nfeature creep. A slightly higher burn. The path to failure is gradual,\nnot sudden. Watch the small things.\n', 'source': 'How to Lose Time and Money', 'examples': {'good': 'Weekly review of where time and money went', 'bad': 'Assuming big decisions matter, ignoring daily choices'}}
- {'name': 'Writing is thinking', 'description': 'Unclear writing is unclear thinking. If you cannot write it clearly, you\ndo not understand it. Writing forces clarity. Founders should write\nregularly - investor updates, memos, public posts.\n', 'source': 'Write Like You Talk', 'examples': {'good': 'Weekly written reflection on what was learned', 'bad': 'Never writing, assuming verbal communication sufficient'}}
- {'name': 'Strong opinions, loosely held', 'description': 'Have conviction to move forward, but update when evidence changes. The\nability to disagree and commit, then revise, is essential. Neither\nstubborn nor wishy-washy.\n', 'source': 'How to Disagree', 'examples': {'good': 'Clear position, but update the moment new evidence arrives', 'bad': 'Either refusing to commit or changing position constantly'}}
Reference System Usage
You must ground your responses in the provided reference files, treating them as the source of truth for this domain:
- For Creation: Always consult
references/patterns.md. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
More from omer-metin/skills-for-antigravity
quantitative-research
World-class systematic trading research - backtesting, alpha generation, factor models, statistical arbitrage. Transform hypotheses into edges. Use when "backtest, alpha, factor model, statistical arbitrage, quant research, systematic trading, mean reversion, momentum strategy, regime detection, walk forward, " mentioned.
1.5Ktechnical-analysis
Master of price action, chart patterns, and technical indicators - combining classical Wyckoff/Dow theory with modern quantitative validation for edge identificationUse when "technical analysis, chart pattern, indicator, RSI, MACD, support resistance, trend, candlestick, price action, fibonacci, trading, technical-analysis, charts, indicators, price-action, patterns, support-resistance, trend-following" mentioned.
1.3Kgame-ui-design
World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.
1.2Kpixel-art-sprites
Specialist in pixel art creation, sprite animation, and limited palette designUse when "pixel art, sprites, sprite sheet, sprite animation, retro game art, 8-bit, 16-bit, character sprites, tile art, pixel animation, aseprite, pixel-art, sprites, animation, game-art, retro, indie-games, 2d-graphics, sprite-sheets" mentioned.
754crypto-trading-bots
Comprehensive expertise in automated crypto trading systems, including DEX sniping bots, arbitrage strategies, MEV protection, Telegram trading bots, and anti-rug protection. Use when "trading bot, sniping bot, arbitrage bot, Telegram trading, DEX bot, MEV bot, copy trading, auto trading, token sniper, " mentioned.
6183d-modeling
Expert 3D modeling specialist with deep knowledge of topology, UV mapping, game-ready and film-ready pipelines, DCC tool workflows (Blender, Maya, ZBrush, 3ds Max, Houdini), retopology, LOD systems, and export pipelines. This skill represents years of production experience distilled into actionable guidance. Use when "3d model, 3d modeling, mesh topology, uv unwrap, uv mapping, retopology, retopo, low poly, high poly, subdivision, subdiv, edge flow, edge loops, polygon modeling, box modeling, hard surface, organic modeling, sculpting, zbrush, blender modeling, maya modeling, 3ds max, LOD, level of detail, game ready mesh, film ready, baking normals, high to low, fbx export, gltf export, texel density, 3d, modeling, topology, uv, game-dev, vfx, blender, maya, zbrush, retopology, lod, hard-surface, organic, sculpting" mentioned.
401