NickOS: My AI Operating System
NickOS stands for Nick's Operating System: a workspace I designed with agent instructions, memory files, routing rules, skills for repeatable tasks, and project workstations for ongoing work (each with its own instruction and memory files).
Overview
Most people probably think better AI output comes from better prompts. There is some truth in that, but I increasingly think context matters more: whether the AI already understands your work, your terminology, your stakeholders, your preferred formats, your tone, and the standards you apply. A good prompt can improve one output, but a good context system improves every output after that.
I call mine NickOS. It is not an app, but one folder containing many sub-folders and lightweight Markdown (.md) files, all in plain text. Markdown works well because it gives AI tools clean structure through headings, lists and links, without the formatting noise of PDFs, Word documents or slides.
At the root of the NickOS folder, I keep instruction files for the tools I use: CLAUDE.md for Claude, CODEBUDDY.md for CodeBuddy, and AGENTS.md for Codex. Each file briefs the relevant tool on how to work with the system. It also acts as a router, pointing the tool to a specific skill when I use a slash command such as /industry-tracker, or when a known term appears in my prompt.
The rest of the system is split into a few simple layers. MEMORY.md tracks active projects and anything I expressly ask the system to remember, usually transient notes tied to live work. _context/ stores my writing style, preferred voice, glossary and stakeholder profiles. skills/ contains one folder per repeatable task. projects/ contains one workspace per active project, each with its own instructions, source materials and project memory.
The folder structure is not the point. The point is that the AI no longer starts cold. It already knows how I write, which terms I prefer, who the output is for, what format I usually use, and what constraints matter. The same prompt, put to the same model, comes back sharper once the model has that surrounding context.
My Use Cases
Use Case 1: Translation
As an in-house counsel at a Chinese technology company offering products and services outside China, I work between English and Chinese on a daily basis. My Chinese is functional, but nowhere near native fluency. More importantly, legal and gaming terminology cannot always be translated literally. A term may be technically correct, but still sound unnatural to the stakeholders who actually need to use it.
To bridge that gap, I built a translation skill. It includes a gaming-industry glossary, preferred internal terminology, and examples of well-written Chinese industry updates, so that the output reflects a more natural professional register. It translates incoming Chinese requests into English while preserving legal and gaming-specific meaning, and converts my English drafts into Chinese that reads more naturally for internal stakeholders.
Here is a simple example of the translation skill in use. I applied the same prompt in two setups: Claude’s incognito chat, which does not use existing memory and relies on the base model alone; and Claude Code, with the NickOS folder loaded.
Translate this into Chinese: Brazil's Digital ECA prohibits paid loot boxes in games directed at, or likely to be accessed by, minors. Adult-only loot boxes may remain, provided that effective age verification blocks minors. Product teams are advised to adopt one of the following measures: (a) remove all paid loot boxes so that players in Brazil cannot reach them; or (b) restrict minors under 18 from the game, or from its paid loot boxes, through effective age-verification mechanisms.
巴西《数字儿童与青少年法》(Digital ECA)禁止在面向未成年人、或未成年人可能接触到的游戏中提供付费抽奖盒(loot boxes,即付费随机道具箱)。仅面向成年人的抽奖盒可予保留,但前提是通过有效的年龄验证机制阻止未成年人接触。建议产品团队采取以下措施之一:(a)移除所有付费抽奖盒,使巴西境内的玩家无法接触到这些内容;或(b)通过有效的年龄验证机制,限制18岁以下未成年人进入游戏,或限制其接触游戏内的付费抽奖盒。
巴西《数字儿童与青少年法令》(Digital ECA) 禁止在面向未成年人、或未成年人可能接触的游戏中提供付费宝箱。仅面向成年人的付费宝箱可以保留,但须通过有效的年龄验证机制阻止未成年人接触。建议项目组采取以下措施之一:(a) 移除所有付费宝箱,使巴西玩家无法接触;或 (b) 通过有效的年龄验证机制,限制18岁以下未成年人进入游戏,或限制其接触游戏内的付费宝箱。
The incognito translation was broadly correct. It rendered “loot box” as terms such as 抽奖盒 or 战利品箱, which are common online translations and not necessarily wrong. Internally, however, the preferred term is 宝箱.
“Product team” is similar. The literal translation is 产品团队, but in my working context, 项目组 is often more natural because product team and project team often overlap in how colleagues refer to the relevant group.
The difference is not the prompt. The prompt is identical. The difference is that NickOS carries the glossary, context and examples into the task.
The base model gives a generally correct translation. The system gives a translation that is closer to immediately usable.
Use Case 2: Legal Brief
I also built a legal-brief skill that turns legal or industry developments into structured internal briefs.
When something relevant to the gaming industry catches my eye, I point the skill at the source document or link. It returns an executive summary, key points, gaming-industry implications, and recommended next steps.
For example, I tested it on the landmark US social media addiction verdict in K.G.M. v. Meta et al., where a Los Angeles jury found Meta and YouTube liable in relation to alleged addictive product design and failure to warn. I pointed Claude at a report on the case using my legal-brief skill, and the brief below came back. It gave me a quick read on the issue, and a solid first draft if I later decide to turn it into a polished stakeholder update.
apply legal-brief skill to https://www.cnbc.com/2026/03/25/meta-youtube-los-angeles-california-verdict.html
- On 25 March 2026, a Los Angeles Superior Court jury found Meta (Instagram) and Google's YouTube liable on all counts for negligently designing addictive products and failing to warn a young user of the risks. This is the first jury verdict in the coordinated social-media-harm litigation ("the addictive-design litigation").
- The jury awarded USD 3 million in compensatory damages and recommended a further USD 3 million in punitive damages (USD 2.1m against Meta, USD 0.9m against YouTube), apportioning fault 70% to Meta and 30% to YouTube. Final judgment has not yet been entered; both companies will appeal.
- The case turned on a product-liability and failure-to-warn theory applied to engagement mechanics: recommendation algorithms, notifications, appearance filters, and like-exchange features argued to be "deliberately designed to be addictive." Internal corporate communications on engagement metrics were central to the plaintiff's case.
- The verdict does not bind us and games are factually distinguishable from social feeds, but it materially raises the litigation and regulatory profile of engagement design directed at minors.
Other Use Cases
Translation and legal briefs are only two skills among many. I also have a design skill that produces HTML and Word files in the formatting and aesthetics I prefer; a debrief skill that captures what is worth remembering after a session with any AI tool; and an audit skill that periodically prunes memory and instruction files so NickOS does not bloat.
None of this is finished, and that is the point. I keep creating new skills inspired by what others share on GitHub, what colleagues build internally, and what my own use cases reveal. Just as importantly, I keep pruning what is no longer useful and tweaking NickOS to better understand how I think and work. Over time, it becomes less a set of isolated AI interactions, and more a context system that keeps adapting to how I work.
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