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Visual

Visual polish, hierarchy, and intentional interface direction.

  • archify-tuning

    Improve Archify diagram accuracy, visual quality and complete authoring speed with fewer repairs. Use for generation experiments or evaluating changes to layout, routing, diagnostics, authoring instructions and acceptance rules against actual diagrams and agent traces.

  • diagram-design

    Create branded architecture, architecture delta, IT current-state, flowchart, sequence, state machine, ER/data model, timeline, swimlane, quadrant, radar/spider, polar chart (polar/radial lollipop), loop/flywheel, nested, tree, org chart, layer stack, exploded axonometric, axonometric plan, Venn, pyramid/funnel, treemap and marimekko, heatmap, bar and dumbbell, waterfall, line (slopegraph, ridgeline, streamgraph, bump), Gantt and scatter charts (bubble, beeswarm, box plot), high-level, process,

  • paywalls

    When the user wants to create or improve in-app paywalls and upgrade moments, or asks when or how hard to ask free users to pay (after they've seen value): upgrade screens, upsell modals, feature gates, limit-reached and trial-expired screens, mobile subscription paywalls. For public pricing pages, see cro. For pricing decisions, see pricing.

  • popups

    When the user wants to create or improve popups, modals, slide-ins, sticky bars, and banners, or asks whether one will help or annoy and when to show it: exit intent, email capture, scroll and time triggers, announcements. For forms and pages outside popups, see cro.

  • signup

    When the user wants better signup, registration, and trial start flows, or asks which fields or steps to cut or whether to require a card: SSO and drop-off before an account exists. For what happens after signup, see onboarding. For lead forms that don't create an account, see cro.

  • chart-designer

    Design effective data visualizations and charts. Generate chart configurations for ECharts, Chart.js, and other libraries. Create dashboards and reports.

  • game-ui-ux

    Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard me

  • landing-page-conversion-audit

    Audit a landing page, sales page or checkout page for conversion leaks and return a fix list ordered by expected revenue impact. Use when asked to review, critique or improve a landing page, sales page, opt-in page, product page or checkout flow, when conversion rate is low, when paid traffic is not converting, or when someone asks "why isn't this page converting" or wants a CRO / landing page review.

  • unslop

    Turns vibecoded, AI-looking UI into a designed interface with its own character. Finds a direction from the product itself, then fixes spacing, color, icons, copy, type, layout, details, visuals and motion in that order, and can generate a real hero visual with an image tool when one is available. Use when the user asks to unslop, polish, clean up or redesign a screen so it stops looking AI-generated, or when a UI shows the usual tells like purple gradients, glows, gradient text, emoji labels, "

  • expo-design-system

    Build and maintain a design system inside an Expo app: design tokens, component variant conventions, extending NativeWind, Tamagui, Restyle or Unistyles, fixing apps that look AI-generated, and auditing for design-system drift.

  • expo-native-ui

    Build native-feeling Expo screens: Apple HIG styling, semantic colors, native controls, SF Symbols, media, visual effects, gradients and responsive layout.

  • anti-ui-slop

    Stop coding agents from shipping generic UI. Use UIZZE's 800,000+ real web and iOS screens to build product-specific interfaces, define a design contract, cover required states, and run a hard finish gate. Use when designing, implementing, redesigning, critiquing, or pre-ship reviewing a web or iOS interface in Codex, Claude Code, Cursor, Copilot, or another coding agent. Trigger with "anti-ui-slop", "stop UI slop", "ground this UI in real screens", or "run the UI finish gate".

  • brand-guidelines

    Applies Anthropic's official brand colors and typography to any sort of artifact that may benefit from having Anthropic's look-and-feel. Use it when brand colors or style guidelines, visual formatting, or company design standards apply.

  • image-to-ui

    Recreate an image, screenshot, or mockup as a 1:1 UI implementation. Match the reference rather than redesigning it, then render and compare the result to correct visible differences.

  • impeccable

    Use when the user wants to design, redesign, shape, critique, audit, polish, simplify, harden, animate, or otherwise improve a frontend interface: websites, landing pages, dashboards, product UI, components, forms, settings, onboarding, empty states, and native iOS or Android screens. Handles UX review, hierarchy, layout, typography, color, motion, UX copy, accessibility, responsive behavior, edge cases, and capturing or documenting design systems (DESIGN.md, tokens). Also for making bland UI bo

  • landing-page-design

    Landing page conversion optimization with layout rules, hero section design, and CTA psychology. Covers above-the-fold formula, social proof placement, mobile design, and F-pattern reading. Use for: startup landing pages, product pages, SaaS marketing, conversion optimization. Triggers: landing page, hero section, above the fold, conversion optimization, landing page design, cta button, hero image, landing page layout, saas landing page, product page design, conversion rate, landing page best pr

  • theme-factory

    Toolkit for styling artifacts with a theme. These artifacts can be slides, docs, reportings, HTML landing pages, etc. There are 10 pre-set themes with colors/fonts that you can apply to any artifact that has been creating, or can generate a new theme on-the-fly.

  • ui-design

    Design, build, or improve web and mobile interfaces using real product examples from UIZZE’s 800,000+ web and iOS screens. Use for UI design, UX design, frontend or web design, mobile app UI, responsive layouts, design systems, redesigns, visual polish, interface critique, and requests like “make this UI better.”

  • ui-radar

    Find and compare real UI examples from UIZZE’s 800,000+ web and iOS screens. Use for UI inspiration, UI research, design references, comparable apps, user flows, layouts, navigation, components, interaction states, and product patterns before designing or redesigning an interface.

  • uizze-ui

    The official Uizze skill for building and improving UI/UX. Work with your project's code and assets, and use uizze.com for real app examples, design systems, licensed fonts, icons and interaction resources.

  • shiftnudge-design-crit

    Run a structured interface-design critique with the Shift Nudge method over the Shift Nudge MCP server. Use when a user asks for design feedback, a UI review, or a crit of a screen, and you have access to the Shift Nudge MCP connection.

  • recreate

    Recreate a website from a link with the awwwards MCP. Use when the user says to recreate a site, clone a page, rebuild a URL, or gives a URL and asks to build it. Produces a hand-built implementation, checks it against the live site, then can convert it into a Vite, Astro, or Next project.

  • awwwards-section-loop

    Use when recreating or rebuilding a multi-section page from a reference site, section by section. Teaches the loop from page structure to per-section capture, build, geometry gate, and lock, including when a page must be treated as one unit because it shares a WebGL canvas.

  • awwwards-motion-study

    Use when building a site whose reference has animation, before writing motion code and again when verifying a build. Teaches what to record from a live site, how to study the recordings frame by frame, how to turn the study into a motion inventory, and how to verify the build's motion against the reference.

  • awwwards-design-md

    Create an evidence-backed DESIGN.md for any public website URL. Use when asked to extract a site's design system, colors, typography, spacing, radii, shadows, components, or to generate a design.md compatible with Google's design.md format. Composes the awwwards MCP inspection and capture tools.

  • awwwards-inspiration

    Use when building a site that needs design references (for example "make it feel premium" or "dark 3D portfolio vibes"), when the user asks for standalone inspiration research from award-winning sites, or when setting up the awwwards-mcp local index or live-capture tooling.

  • ascii-diorama

    Build tilt-shift ASCII miniatures, which are small, dense, living 3D worlds in Three.js drawn entirely as coloured monospace characters and seen from high above with the top and bottom of the view blurred like a scale model. Use when someone asks for an ASCII scene, ASCII shader or renderer, glyph-rendered or text-mode 3D, an ASCII diorama or miniature, a tilt-shift ASCII effect, or a dense little world in this style. The result is a live web page that animates and loops.

  • design-to-code

    Transforms screenshots, Figma frames, mockups, design images, and live public websites into high-fidelity, responsive, accessible, production-ready frontend code. Use when asked to recreate a website, turn an image into code, match a page, clone a design, build a Figma design, make it responsive, repair visual differences, or translate a visual reference into React, Next.js, Vue, Svelte, HTML/CSS, or an existing project's stack.

  • appllama-usage

    Use the Appllama MCP well: research real top-grossing mobile apps, their screens, flows, and UI elements, then build from what you learn. Load when the Appllama MCP is connected and the task involves building a mobile app or screen, researching app design patterns, studying onboarding, paywall, or feature flows, or improving an existing screen.

  • appllama-app-design-skill

    Build native-feeling, benchmark-quality mobile app screens (Expo / React Native). Use when designing or implementing any mobile UI — screens, flows, onboarding, paywalls, tab bars, sheets, settings, empty states — or when polishing motion, navigation, typography, dark mode, or perceived performance. Enforces Apple HIG fidelity, semantic colors, native controls, anti-slop discipline, navigation semantics, purposeful Reanimated motion, a full-motion simulator-verified iteration loop, and a study-real-apps-first workflow.

  • blank-page

    Turn a one-line motion, animation, or design brief into the full prompt: a committed look grounded in five reference images, three motion references, numbered beats with a turn, and the refs and assets attached. Also tightens edit notes. Use for "/blank-page", "expand this prompt", "make this prompt more specific", "what is missing from this prompt", "help me write the prompt for X", or whenever a one-line animation, composition, or design brief is about to be handed to an agent.

  • design-playful-app-icons

    Create, generate, refine, or critique bold playful app icons using a text-only visual system with measurable composition rules, compact palettes, mascot and dimensional style recipes, originality safeguards, and small-size quality checks. Use for app-icon concept development, production-ready image prompts, icon reviews, visual iteration, and iOS or Android handoff when no reference images should be bundled or required.

  • brand-identity

    Brand identity sets from one brief - logo, typography and colour palette built together, measured (contrast, colour blindness, glyph coverage, font licences, small-size logo renders) and compared side by side as identity cards, shown on the user's own site, then a brand guidelines kit (PDF, logo files, tokens) for the chosen set. Use for a new brand or any part of one (logo, fonts, colours, or a mix), for refreshing an identity, or for critiquing one, even if the user only says "branding".

  • oil-ui

    Design, improve, and review interfaces for websites, apps, dashboards, and components: explore directions, generate side-by-side comparisons, and refine visual hierarchy against real screenshots. Delivers a comparison page, design notes, a comp, or a working interface when asked. Design judgment only. Hand off to oil-ui-pro when that skill is installed.

  • figma-designer

    Design inside Figma the way this designer does: real variables, text styles, auto layout and components, on a fixed visual system (Tailwind type and radius scale, spacing tokens, two-layer color tokens, button and state rules). Use this skill whenever you create, edit or review anything in a Figma file through the Figma MCP: screens, landing pages, components, mockups, design systems, tokens, or any UI. Use it even when the user doesn't name the skill and only says things like 'design a page in Figma', 'make a button component', 'mock this up' or shares a figma.com link. Load it before writing any use_figma code.

  • reanimate

    Clone a section, widget, page or animation from any reference (a live website URL, a screen recording, an mp4/mov/webm, a gif, a Lottie file, a prototype export) frame by frame into the user's own codebase, then record the clone and verify it against the reference frame by frame, iterating until timing, easing, sequence and layout match. Use whenever the user wants to clone, copy, replicate, recreate, reverse-engineer, port or "steal" a hero, section, widget, marquee, carousel, hover effect, page transition, loader, scroll animation or interaction from a site or video, says "make it look/feel/move like this", "same animation as", "match this exactly", or hands over a gif/video and asks to build it, including when they also want to add their own content, colours or extra features on top, or only want part of the reference (one section, one widget, a few seconds). Covers canvas, WebGL, WebGPU and three.js / 3D scenes (shaders, particles, globes, glTF models) as well as CSS and JS motion. Pixel-level matching of fonts, colours and spacing is done only when they ask for it.

  • fun-isometric

    Draws fun, sharp isometric stickers (flat fill, thick black outline, extruded slab side) and animates them on a library of After Effects grade keyframe presets, replayed exactly the way lottie-web plays them, so the motion is fluid character animation and never a made up wobble. Any palette (six named sets with Riso by default, two brand colours, one colour, hue shift, custom slots) and four facing directions. Produces icon modules that play live on canvas in any web app (a React component ships with the kit) and export to looping alpha video (webm, HEVC mp4) with a poster. Use for "/fun-isometric", "animated sticker icons", "fun isometric icons", "Lottie style icons", "onboarding illustrations that move", or any request for playful animated icons, empty state art or feature stickers.

  • stageshow

    Build faux product UI that looks like a real product, as a still illustration or an animated demo with a cursor. Browser and app windows, dashboards, phones, notifications, terminals, bento grids and cursor walkthroughs, framed, masked and cropped the way a marketing page, feature card or docs hero needs them. Use whenever someone wants a fake or mocked UI, a product demo or walkthrough animation, a hero or feature-card illustration of an app, a product shot in the style of a polished marketing site, or an animated cursor doing things in an interface, even if they never say "faux UI". React and plain CSS.

  • x-bookmark-quote-posts

    Check a user's latest X/Twitter bookmarks and turn recent saved posts into source-backed quote-post drafts calibrated against the user's latest 100 authored posts. Use when asked to review X bookmarks, create quote posts from bookmarks, refresh a bookmark quote queue, run a bookmark quote automation, study a user's X voice, or write first-person quote posts from X sources.

  • write-like-meng-on-x

    Write, rewrite, review, or continuously refine X/Twitter posts in Meng To's current voice using his deduplicated authored-post corpus, personal and product context, shared resources, and Content repo evidence. Use when asked to improve a tweet in Meng's tone, draft an original post, reply, thread, resource share, or quote post as Meng, check whether an angle repeats an earlier post, study Meng's writing style, ingest another 20-50 authored posts, or hone the reusable Meng X voice profile.

  • workflow-threads-manager

    Oversee the other Claude threads (sessions) working on the same project. Check what each is doing, confirm finished work is merged to main, has its changelog entry with screenshots, and is live, archive threads that are truly done, and restart or flag threads that were cut off. Use when the user says "check threads", "check new changes", "are the threads merged and pushed", "archive the done threads", or asks what the other sessions are up to. Project specifics (changelog format, live site, capture folders) go in an optional local references/<project>.md next to this skill.

  • workflow-ship-change

    Ship every change the way the user requires, with the guardrails. Take screenshots of the start, the key moment and the result; give the change its own changelog version with pictures; verify with tests; commit only your own files; merge with the latest main and push as a fast-forward; publish that exact main live; confirm each step; and report measured sizes, asking before any upload over 50 MB. Use at the end of every change (feature, fix, tweak, art, balance, polish) and whenever the user says "ship it", "commit", "push", "merge", "publish", "deploy", "go live" or "update the changelog". Project specifics (hosting, the changelog pipeline, merge conflicts) go in an optional local references/<project>.md next to this skill.

  • workflow-score-to-target

    Score work out of 10 against a clear rubric, then improve it round by round until every item reaches the target score the user named (for example "get it to 8 out of 10", "bring everything under 6 up to 6+"). Covers anchored rubrics, measurable criteria, independent or blind judging, before/after scorecards, and honest reporting of anything still short. Use whenever the user asks to score, rate, grade or judge something out of 10, names a target score, or asks "what would make this a 9?".

  • workflow-progress-screenshots

    Show the user real screenshots of the work as it progresses, without being asked. Capture the start, the key moment and the result of every visual change, send them as files with captions as soon as each is ready, and look at every image before sending it. Use on any task with a visible result (UI, pages, games, 3D, charts, motion), when the user says "show me", "screenshots", "keep giving me screenshots" or "where are the screenshots?", and before any report that claims a visual change works.

  • webgl-laser

    Create a fixed full-screen WebGL laser background effect with a thin white-hot vertical core, restrained brand-colored halo, and soft smoky fog around the beam. Use only for laser background effects, not full page layout, copy, generic hero scenes, particles, or unrelated motion systems.

  • webgl-3d-object

    Create a real 3D WebGL object with geometric mesh depth, physically based material, directional and ambient lighting, perspective camera, subtle rotation, and floating motion. Use when a page needs a faceted 3D hero object or product-like visual with real lighting instead of CSS transform tricks.

  • web-technique-to-skill

    Turn a visual or interaction technique you already built into a reusable web-design skill, by isolating the one mechanism that makes it work while reproducing its approved reference exactly around that focus, and packaging it with a demo that proves both the mechanism and the visual fidelity. Covers finding the mechanism, naming the technique plainly, disclosing the verified runtime and renderer, auditing reference layers, carrying real numbers instead of adjectives, preserving owned staging, keeping expensive gotchas, declaring the boundary against neighbouring skills, and browser-verifying before claiming it works. Use when a page, canvas scene, shader, scroll effect, layout system, or hover interaction turned out well and should become a skill rather than staying in one project.

  • water-crystal-skill-vfx

    Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.

  • video-to-superprompt

    Turn a reference video into a super detailed recreation or inspiration prompt. Use when the user provides, mentions, uploads, links, or points to a video and asks to analyze the design, UI, animations, transitions, scroll interactions, typography, colors, assets, WebGL/Three.js, storytelling, section-by-section behavior, or to create a prompt/article that recreates the page, app, interaction, or motion system.

  • vantajs

    Use when adding animated WebGL background effects with Vanta.js (setup, parameters, resizing, performance, integration in React/Next.js).

  • unsplash-asset-images

    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 practical instructions for producing the right resolutions and aspect ratios (1:1, 4:5, 3:4, 16:9, 9:16).

  • unicorn-studio

    Use when embedding and customizing Unicorn Studio interactive animations on the web (embed, responsive sizing, performance, layering with UI, fallbacks).

  • tune-enemy-ai

    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 machines, and deterministic AI regression tests.

  • threejs-weather

    Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn.

  • threejs-towers

    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 flying eaves driven by a single profile function, and a clipping-plane build animation where everything below a rising line is finished work and scaffolding stands above it. Use for construction studies, architectural title sequences, procedural landmarks, or any hero object that should build itself rather than fade in.

  • threejs-landscape

    Build a live Three.js landscape that stays quiet behind a subject — a noise heightfield on a polar grid so resolution follows the lens, ground coloured by slope and moisture rather than by texture, instanced GPU grass whose wind costs nothing on the CPU, scattered stones, a gradient sky dome, a star field you can actually see, and a time-of-day system that cross-fades instead of cutting. Use for hero backdrops, product stages, scroll worlds, or any scene where a building, object, or figure has to sit in a place rather than float on a gradient.

  • thinking-orbs

    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 working, searching, solving, listening, composing, or shaping state; when replacing a generic spinner with an AI activity orb; or when implementing the library's size, theme, speed, pause, reduced-motion, and canvas behavior.

  • test-playable-web-games

    Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.

  • technical-wireframe-info-layout

    Create a monochrome technical wireframe design system with exploded 3D structure, connector annotations, sparse information labels, and precise dark diagnostic framing.

  • tech-green-dark-mode-modern

    Create a modern dark-mode technical design system with matte-black surfaces, emerald signal accents, mono system labeling, framed dashboard cards, and restrained glow.

  • stitched-full-page-capture

    Capture or repair reliable full-page screenshots for lazy-loaded, scroll-animated, Framer, WebGL/canvas, or reveal-heavy web pages. Use when full-page screenshots are blank, gray, white, sparse, show a tiny content strip, disagree with a working scroll video, or when article evidence/section crops must be derived from a trustworthy full-page image.

  • staggered-word-reveal

    Create subtle editorial word-by-word text reveal animations where each word fades and rises into place once it enters the viewport. Use for premium portfolio headlines, hero copy, section intros, and short marketing text that needs a cinematic staggered reveal with IntersectionObserver or in-view detection.

  • split-layout-technical

    Create a technical split-screen design system with dual panels, fine frame lines, mono metadata, quiet editorial typography, and premium inset surfaces.

  • skeuomorphic-ui

    Create skeuomorphic web UI surfaces with layered gradients, stacked inner and outer shadows, reflective gradient borders, micro texture, and embossed text or icon details. Use when asked for pressed, carved, tactile, realistic, soft-plastic, soft-metal, or premium physical interface styling.

  • ship-web-games

    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, and cleanup of temporary QA resources.

  • shaders-cursor-ripples

    Add cursor-following fluid WebGPU distortion over an existing image with the Shaders library's ImageTexture and CursorRipples components. Use when a hero, gallery, or media panel needs a water-ripple mouse effect; when replacing a drifting CSS spotlight or flashlight reveal; or when a prompt says to borrow only the shader interaction from a Shaders.com reference while preserving the current brand, image, copy, and layout.

  • scroll-world-storytelling

    Turn an article, case study, brand narrative, product journey, or long-form story into a cinematic scroll-driven landing page using one of three renderers: scrubbed video, a real-time Three.js world, or semantic HTML/SVG data and typography. Use when the user asks for a scroll world, fly-through landing page, article-to-website transformation, animated planet, data scrollytelling, video-scrubbed page, connected visual journey, or story-led alternative to ordinary stacked sections.

  • scroll-scrubbed-word-reveal

    Reveal marked-up text word by word as scroll progress advances, while preserving semantic inline links, emphasis, responsive line wrapping, and reduced-motion readability. Use for headlines, quotes, manifestos, product statements, onboarding messages, or editorial passages where scrolling should pace comprehension rather than simulate typing.

  • scroll-scrubbed-visual-sequence

    Build reversible scroll-controlled visual transformations with a pinned or sticky stage, normalized progress, and video, image-sequence, canvas, SVG, or DOM renderers. Use for hero transformations, product assembly, interface state walkthroughs, object rotation, diagrams, or photo sequences that must move forward and backward with native scrolling.

  • scroll-progress-timeline

    Turn any ordered process into a data-driven vertical or horizontal scroll story with a base line, progress fill, active step states, responsive collapse, semantic fallback, and reduced-motion behavior. Use for onboarding, checkout, roadmaps, recipes, case studies, service processes, histories, or narratives where progress through the sequence should become visible while scrolling.

  • reveal-hover-effect

    Build cursor-following spotlight reveals that expose a second aligned image through a soft radial mask. Use for hover-to-color, before-and-after, x-ray, material, texture, product-detail, and illustrated hero effects where a desaturated or embossed base image should remain visible while another treatment follows an eased pointer.

  • publish-project-to-github

    Package a finished local project into an intentional GitHub repository, create a strong README and visual preview, push it safely, configure a public GitHub Pages URL when the project is compatible, and verify the deployed result. Use when a user asks to upload, publish, open-source, share, or turn a local HTML/CSS/JavaScript experiment or small web project into a documented GitHub repository with a live demo.

  • product-proof-saas

    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-output stories, audience tabs, compact feature modules, honest pricing comparisons, and FAQ handoffs.

  • pointer-trail-emitter

    Build a cursor trail whose spacing stays constant at any hand speed, by emitting motes per unit of distance travelled rather than on a timer, so a flick draws the same continuous ribbon as a crawl instead of breaking into scattered dots. Covers sub-segment placement, the ring-buffer ordering trap, the idle breath a distance emitter needs, anchoring the trail to the screen in a 3-D scene, scaling scatter against the plane it hangs on, coasting instead of stopping dead, touch and reduced-motion fallbacks, and why moving the emitter to a DOM overlay to raise its z-index costs more than it buys. Use for cursor wisps, pointer sparks, embers, magic trails, comet tails, plankton, dust, or any mote trail that must stay legible however fast the hand moves.

  • performance-profiling

    Guide performance profiling for Apple platform apps with Instruments, Xcode diagnostics, and MetricKit. Use when investigating app hangs, stutters, high CPU, memory leaks, memory growth, OOM crashes, slow launch, battery drain, thermal issues, App Store performance readiness, or when adding os_signpost and measurement hooks.

  • paper-cinder-transition

    Change between pages, chapters or scenes with a paper-burn transition, a ragged ember line that sweeps across the frame, chars the old page ahead of it and reveals the next scene live behind it, written as one WebGL composite pass over a frozen frame and a scissored live scene. Covers the front's silhouette, the luminous ember gradient with a beading gold thread, torn porous charcoal that is alpha-masked, baked noise, finite-difference slopes, the 0.75-scale live scene, sweep direction, timing, reduced motion and visibility pausing. Use for a burn transition, paper burn, cinder wipe, chapter change by fire, charring page reveal, burn-away section change, ember dissolve, or when a fade, slide or generic dissolve between scenes reads as cheap.

  • orange-clean-paper-saas

    Create a clean paper-toned SaaS design system with warm neutrals, orange accent signals, rounded premium forms, and polished product illustration surfaces.

  • optimize-web-animations

    Profile, audit, and optimize frontend page performance with emphasis on animation work, memory-leak risks, long-session slowdowns, CSS animations, canvas/WebGL requestAnimationFrame loops, marquees, skeletons, GSAP/Three/Matter effects, timers, listeners, and observers. Use when the user asks to make animations performant, pause offscreen animations, look for memory leaks, profile pages that slow the computer over time, fix janky scrolling, reduce CPU/GPU use, or repeat the "only play in view" optimization on React/Vite/Next/frontend pages using Codex Browser.

  • optimize-threejs-games

    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, adaptive quality, mobile performance, and browser performance verification.

  • operational-enterprise-ai

    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, hairline grids, metric pauses, expandable solution rows, case-study evidence, security proof, and qualified demo or waitlist handoffs.

  • no-ai-design-slop

    Prevent and remove generic AI-generated design defaults, incoherent visual choices, and established UI defects while creating, revising, or reviewing websites, apps, screenshots, mockups, and design code. Use as a passive quality gate during UI work or for an explicit anti-slop cleanup; preserve the chosen art direction instead of forcing a neutral redesign.

  • nested-container-frames

    Create a container-in-container layout system using nested frames. Use an outer centered container with visible vertical boundary lines and corner markers. Inside, place inner containers inset from the edges, each with its own background and rounded frame. Technique: outer container defines global bounds, inner containers use padding to create inset spacing, layered frames (border + background) to separate levels, and consistent spacing between outer frame and inner blocks.

  • nested-container-clean-agency

    Create a clean agency design system built from nested containers, with an outer editorial shell, inset dark feature blocks, rounded premium cards, and restrained accent color.

  • mesh-gradient-dark-blue-clean

    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 needs a near-black navy foundation, procedural blue mesh atmosphere, disciplined minimal structure, and infrastructural or planetary depth.

  • liquid-metal-border

    Add and tune animated liquid-metal WebGL borders with the React `metal-fx` package. Use when buttons, icon controls, chips, tabs, cards, or selected surfaces need a metallic active, selected, hover, focus, or premium border; when implementing the MetalFx component from metal.jakubantalik.com; or when troubleshooting its presets, themes, strength, glow, reflections, sizing, radius, animation, accessibility, SSR, or performance.

  • lightning-energy-skill-vfx

    Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.

  • light-mode-paper-technical

    Create a light-mode technical design system with warm paper surfaces, dark outer framing, subtle diagonal texture, precise bracketed geometry, and restrained accent signals.

  • iterate-until-verified

    Apply a prompt-agnostic execution and verification loop to any substantial task while preserving the original request. Use when the user asks to fan out work, use subagents or independent reviewers, loop until done, benchmark against references, apply a harsh critic, compare candidates blind, improve an existing prompt with verification, or continue until explicit quality gates pass.

  • implement-fog-of-war

    Implement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seams, mobile ray budgets, lifecycle and menu-state integration, and deterministic fog-of-war tests.

  • image-first-grid-layout

    Create an image-led grid design system with full-bleed photography, structural guide lines, anchored content blocks, and restrained technical overlays.

  • illustration-vintage-emblem

    Draws original hand-authored SVG badge illustrations in a vintage emblem style for design and coding subjects. Identifying traits: a seven-colour screen-print palette (green-black ink, cream, terracotta, sand, tan, pale, a touch of teal) with no gradients; one chunky hero object in thick 3.6 px ink outlines, shaded with woodcut gouges and lit with pale streaks; a terracotta sun disc behind it, cut free by a 7.5 px cream keyline; a hard horizontal edge slicing the scene into a dark splash band with cream droplets punched out; a heavy condensed wordmark over a letterspaced serif tagline. Covers lockups, hero objects, gulls, splash bands and lettering. Use when someone asks for a vintage emblem, retro badge, crest, logo-style, screen-print, poster, sticker, patch or merch-style illustration, or a badge card for a team, event, release, empty state, 404 page, blog header or marketing card.

  • illustration-two-colour-brush

    Draws original design and coding scenes as hand-authored SVG cards (480x360) in a two-colour brush-marker style. Identifying traits: thick wobbly black marker lines with blobby ends, built as filled ribbons; one second ink, mint green, in flat blocks that slip 2-10 px off the line like a misregistered print; solid black hair, trousers and shoes with mint highlight dashes; and a crinkly squiggle camo on cream areas, all on warm cream paper. Characters are chunky, with profile heads, big noses, dot eyes, big hands and feet. It covers people coding, thinking, carrying and resting with laptops, mugs, chairs and rubber ducks. Use when someone asks for brush, marker, felt-tip, two-colour, duotone, riso-print, zine, mint-and-black or doodle illustrations, or for empty states, onboarding, 404 pages, blog headers, feature spots or marketing cards with a bold hand-made look.

  • illustration-teal-spot

    Draws original spot illustrations of one hero object as SVG cards (480x360) in a teal-on-white style. Identifying traits are a single object in a fixed oblique 3/4 view showing top, front and right faces; white main faces with teal only on side faces and accents; thin dark-teal outlines on every edge; a hard, unblurred deep-teal drop shadow pushed down-right; and two to four small floating extras (coins, tilted UI cards, badges) with their own hard shadows, plus 4-point sparkles. No people. Covers design and coding concepts as objects: keyboards, databases, git graphs, inboxes, devices. Use when someone asks for a teal spot, teal icon illustration, isometric spot object, 3D line spot, empty-state art, onboarding step art, a 404 or error spot, a feature spot, a blog header object, a marketing card or a product icon scene in teal, mint or green-teal.

  • illustration-outlined-cartoon

    Draws original hand-authored SVG spot illustrations in an outlined cartoon style for design and coding subjects. Identifying traits: a warm near-black ink outline on every flat fill in three weights (2.5 / 2 / 1.5 px), tapered ink slivers for folds, brows and finger splits, big-headed characters with huge white eyes, thick brows, open smiles and pink blush, blob hair with white highlight dashes, and a small decor set of "+" sparkle crosses, outline rings, squares and coloured dots on a transparent card. Covers one character with one hero prop, gripping and holding hands, sneakers, clothing folds and UI props. Use when someone asks for an outlined, inked, comic, sticker or doodle-style cartoon, a friendly character or mascot, or a spot illustration for an empty state, onboarding, 404 or error page, success state, blog header, feature spot or marketing card.

  • illustration-one-line

    Draws original hand-written SVG spot illustrations in the One-line style, joyful action figures doing design and coding work. One continuous uniform black line (2.3 px at 480 wide) loops and doubles back to draw the whole figure. Flat coral, periwinkle and white patches sit behind the line, wobbly and deliberately knocked 2–6 px out of register like a misprinted riso. Tops carry coral stripe lines, and there is no ground plane, only a squiggle, a curl or a few speed strokes, all on warm beige paper. Covers the palette, a route-building toolkit (tube limbs, hand and shoe loops, wobble patches, masks), poses, composition and a render-critique loop. Use when asked for one-line, single-line, continuous-line, misregistered, riso-style or playful doodle illustrations, for empty states, onboarding, 404 pages, blog headers, feature spots, launch announcements or marketing cards.

  • illustration-line-interior

    Draws original hand-written SVG spot scenes in the Line interior style, wide airy rooms or terraces where slim, realistic people do design and coding work. A thin uniform indigo outline (1.4 px at 480 wide) runs around mostly white fills. Sparse flat accents (teal, sage, coral, mustard, lavender, peach wood) cover under 7% of the card. Pale lavender 1 px background decor (brick clusters, pendant lamps, framed posters) sits behind, and a long floor line with end dashes runs under it all. Covers the palette, line weights, heads and hands from a parts toolkit, composition and a render-critique loop. Use when asked for line-art, thin-line or outline illustrations, indigo line art, office, desk, home-workspace, remote-work or team scenes, or interior spot illustrations for empty states, onboarding screens, 404 pages, blog headers, feature spots, landing sections or marketing cards.

  • illustration-isometric-mono

    Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit. Traits: one rounded off-white slab with a faceted bevelled edge; every face filled by the way it faces (top lightest, right darkest) from five greens; 0.9 deep-green outlines on every edge; dense fine repeated detail (rack units, ribs, vents, keys, code lines); soft green shadows and glows on the slab. Covers projection, shading, line weights, object vocabulary, layout and the iso.mjs kit (racks, databases, laptops, containers, cards, badges, books, plants, cables, status tower). Use when someone asks for isometric illustration, an iso scene, 2.5D tech art, monochrome or green isometric art, a server room, dev stack or cloud picture, or art for empty states, onboarding, 404 pages, blog headers, feature spots or marketing cards in this style.

  • illustration-ink-sketch

    Draws hand-inked cartoon critters and living objects as SVG cards (480x360), each acting out a coding or design idea. Identified by thick black brush-pen outlines that swell and taper and break into separate strokes, loose marker-and-watercolour fills that slip past the line, diagonal hatching instead of solid shadow, huge googly eyes with two specular dots, and stray ink hairs and flecks, in tomato red, leaf green, sunflower yellow, sky blue and teal on white. Covers palette, brush numbers, mascot construction (eyes, blush, mouths, 3-finger hands), props, ground patches and a tested, seeded brush kit. Use when asked for ink sketch, hand-drawn, brush pen, sketchy, doodle, marker or watercolour-cartoon illustrations, googly-eyed mascots or critters, playful empty states, onboarding, 404 or error pages, loading states, blog headers, feature spots or marketing cards.

  • illustration-halftone-line

    Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes. Identifying traits are a confident black line with a slight hand wobble and contours left open, grey tones made only of fine halftone dots clipped to shapes, a few solid black masses (hair, leaves, a bag, a black tee), warm off-white paper and no colour at all. Covers the two-ink palette, line weights, the open-contour and stipple techniques, a seeded compiler that turns tone tags into dot fills, rubbery long-limbed characters and expressive hands, doodles, floor pools and a render-and-critique loop. Use when someone asks for halftone, stipple, dotted, risograph-like, newsprint, black-and-white, monochrome line, editorial line or zine-style illustrations, or for empty states, onboarding, 404 pages, blog headers, feature spots and marketing cards in that look.

  • illustration-grainy-gouache

    Draws original cosy animal scenes as hand-authored SVG cards (480x360) in a grainy gouache, risograph-like style. Identifying traits are flat shapes with no outlines on a hot-pink card; soft 3-4 stop gradient shading on every rounded form, darker toward edges and base; a fine dark multiply grain that gathers at each shape's edges; a chalky purple-pink shadow pooled under the group; and big glossy eyes with cream star highlights, framed by grained autumn leaves and sparse cream sparkles. It covers design and coding moments with one cute animal at a laptop, monitor, desk, window, mug or book stack. Use when someone asks for grainy, gouache, riso, risograph, textured, cosy, cozy, autumn, hygge, storybook or children's-book style animal art, or for an empty state, onboarding step, 404 page, blog header, feature spot or marketing card with a warm handmade feel.

  • illustration-framed-panel

    Draws original design-and-coding scenes as SVG cards (480x360) in a framed-panel cartoon style. Identifying traits are a soft pastel card with a periwinkle-violet panel framed in thin navy, outline-only clouds and a pale lavender floor band with dashes inside it; L-shaped corner brackets outside two corners; white speech bubbles, UI cards and bushes that break out over the frame edge; and a semi-real character with a thin navy outline (1.25 px), muted flat fills, navy hair with violet highlights, blush and short paired hatch marks. Covers people working with laptops, screens, UI parts and devices. Use when someone asks for a framed panel, window-frame or picture-frame illustration, pastel violet cartoon, outlined flat character scene, empty-state, onboarding or 404 art, a blog header, a feature spot, a support, about or team page illustration, or a marketing card with a person.

  • illustration-flat-with-black

    Draws flat vector spot illustrations of tall, long-legged people doing design and coding things, with solid black as a main colour. Traits: no outlines on coloured fills; black as big solid shapes (hair, trousers, shoes, devices) and as thin detail lines; denim blue, leaf green, sun yellow and tomato red on cream skin; dot eyes, round glasses and blush; big shoes on one thin black ground line; two stars and two plus-sparkles as the only decor. Covers palette, line weights, characters, heads, hands, props, composition and a parts helper for limbs, shoes, heads, hands and paper props. Use when someone asks for flat illustration with black, flat people or character illustration, friendly product or SaaS illustration, or art for empty states, onboarding, 404 and error pages, blog headers, feature spots, marketing cards or app screens in this style.

  • illustration-flat

    Draws flat vector illustrations as SVG cards (480x360): slim, long-limbed people acting out one design or coding moment with one hero prop. Identified by no outlines on big shapes, thin white fold strokes as the only shading, navy only for hair, sneakers and a few hairlines, small heads (about 1:7) with big hands and white sneakers, and sparse floating confetti with no ground line, in lavender, indigo, sunshine yellow, coral and mint. Covers the measured palette, stroke numbers, character construction (tapered limbs, separated fingers, thumb side), poses, props, composition and a tested parts kit. Use when asked for flat illustrations, flat vector people, outline-free or no-outline characters, modern or corporate flat art, empty states, onboarding screens, 404 or error pages, coming-soon pages, blog headers, feature spots or marketing cards.

  • illustration-bold-pop

    Draws hand-authored SVG spot illustrations in a bold pop-geometric style for design and coding scenes. Identifying traits: a thick navy outline on every shape, solid navy extrusions that always step down-right, saturated flat fills (hot pink, lemon, aqua, violet, mint, lime) textured with navy hatching and dots, and a dense overlapping cluster of chunky props (browser windows, pinwheel tiles, iso cubes, lightning bolts) around one slim cartoon character. Covers palette, line weights, extrusion and union-outline techniques, a JS helper for the repeated marks, characters and hands, composition and a render-and-critique loop. Use when someone asks for bold pop, pop geometric, retro pop, memphis-style, navy-outline, chunky outlined or loud colourful illustrations, or for empty states, onboarding, 404 or error pages, blog headers, feature spots and marketing cards in that look.

  • ice-frost-skill-vfx

    Build the effects of an ice and frost skill as one visual language in Three.js. Frost that grows like real frost, not a painted fern: a dendritic tree grown on the CPU from a seed point, stems racing outward with barbs and sub-barbs that compete for space in one time-ordered queue, side branches leaned toward their tips, baked into a distance field so the shader draws hairline feathers growing out from the seed with a bright tip, rime, crystal glints and a contact shadow. Faceted ice spikes built from half-spaces and ray-traced against their own planes (Snell, Fresnel, total internal reflection, Beer-Lambert blue, trapped bubbles, a fracture network, frosted edges) that erupt along the frost line, crack along visible planes and shatter into convex pieces that tumble, land on a face and rest, with snow lumps and ice chips settled into the crust. A low freezing mist marched as wind-stretched banks that churn in place and part around the ice, a blizzard column of powder on helical strands with a fibrous veil, glinting diamond dust, and a scanned snow floor with dunes, broken crust, a raking moon with self-shadow and two populations of glints. Use for ice or frost skills, frost novas, ice spikes or walls, glacial eruptions, shattering ice, blizzards, snow devils, freezing mist, frozen ground, "ice and frost", "frost creep", "ice shards", "realistic ice" or "skill effects only". Includes two reusable modules and a five-beat demo on a scanned CC0 snow floor with a failure-mode switch.

  • html-to-interaction-prompts

    Convert a supplied HTML page or generated HTML reference into a screenshot-backed article containing multiple reusable interaction prompts. Use when the user provides an HTML file, exported page, generated-page.html, or local/live reference and asks to extract animation/interactions, create prompts, capture screenshots for each prompt, add them to an article, or commit the resulting article/assets.

  • html-reel

    Turn a tweet, a video, a YouTube video or a landing page into a 9:16 reel (Instagram Reels, TikTok, Shorts) that says what the source says and looks like it, with every cut on a word. Read the source (its words, its media, its measured fonts and colours), pick a structure (a promo, a showcase, "found this", an explainer, before and after), write the script in the creator's voice from the source's own facts, make the voice with timestamps (their cloned ElevenLabs voice), then build the picture from HTML scenes drawn from one clock (window.__frame(t)) in the source's look, opening on its cover (the hook's best moment as the first frame), its demo video framed and cut to words, and assemble it in Fil's video editor over MCP. The creator is in it from the first draft as a placeholder in the camera layouts (a backlit studio silhouette) (full frame, a bubble, half the frame), swapped for their phone takes when they record, and everything retimed to their own words by word anchors, t = W(τ); a reel can also be faceless. Use when someone wants a reel, a short or a vertical video from a post, a thread, a launch, a landing page, a demo video or a YouTube video, "a reel like this one", or a talking-head promo cut to their own delivery.

  • html-demo

    Show an app working on a web page by drawing it live in HTML instead of recording it. A Mac-style window plays the app step by step, and every frame is a pure function of one clock, View(t), drawn on a fixed 1200 × 750 stage that one CSS scale fits to any width. The pointer is scripted, labels and pictures come from the real app, a steps bar sits under the window, it plays only while on screen, and reduced motion gets designed end frames. Use when someone wants a product demo, an animated app window or hero, a feature walkthrough, "the UI animated and simulated in HTML", "like a screen recording but HTML", an interactive product tour on a landing or download page, or wants to replace screen recordings, GIFs or MP4s of their UI with crisp live HTML. Also use to build many such windows at once with helper agents, or to scrub, freeze and screenshot them.

  • horizontal-scroll-scenes

    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 and move, so forward, reverse, scrollbar drags, fast skips and reload at depth all land on the right frame. Covers dwell versus transition budgets, a burn-wipe or pan between scenes, chapter index and progress UI, glide-to-scene links that skip intermediate scenes, keyboard and reduced-motion behaviour. Use for horizontal scrollytelling, multi-scene product tours, "scroll down to travel sideways", chapter carousels driven by the wheel, or any piece where a wheel-jacked slider keeps breaking on touch, keys, refresh or back.

  • high-contrast-skeuomorphic-clean

    Create a high-contrast clean skeuomorphic design system with molded dark surfaces, crisp light separation, tactile inset depth, and restrained signal accents.

  • gooey-blob-system

    Create a gooey blob system using SVG filters where multiple shapes merge into a single fluid form. Use overlapping circles combined with a Gaussian blur and color matrix filter to produce a continuous, organic mass. The forms should visually fuse and separate based on proximity. Focus on filter-driven merging (blur + threshold effect), soft organic boundaries with no hard edges, multiple independent shapes behaving as one system, and smooth continuous motion that feels fluid and cohesive.

  • globe-particles

    Create a globe-like 3D particle visualization with a dense luminous spherical core and thinner orbital ring or flattened disc. Use when a design needs a premium planetary, orbital, synthesized data-globe effect rendered with real WebGL/Three.js particles, not generic starfields or full page layout changes.

  • globe-gl

    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 React.

  • glass-dark-ui

    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 panels, or dark UI systems with gradient/glow borders.

  • glass-dark-mode-clock

    Create a dark glass design system with frosted shells, soft beam grids, circular clock-like calibration dials, and precise sci-fi instrument framing.

  • generate-reference-inspired-brand-worlds

    Generate multiple original brand campaign worlds from a supplied visual reference while controlling how close the new work feels without copying protected signature elements. Use when a user provides a brand identity image, poster, editorial campaign, moodboard, or generated concept and asks for inspired alternatives, several distinct brands in one visual family, a closer-to-reference V2, exact wordmarks inside images, or originality-safe image-generation prompts and outputs.

  • game-dev-combat-skill-polish

    Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.

  • game-dev-combat-animation

    Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.

  • funky-purple-container-tech

    Create a dark container-led technical design system with fuchsia-purple accents, layered rounded shells, crisp frame lines, and playful futuristic focal objects.

  • framed-tech-dark-border-gradient

    Create a framed dark technical design system with border-gradient shells, asymmetrical grid panels, mono utility labeling, and restrained monochrome atmosphere.

  • framed-grid-layout

    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, structured, editorial, technical, or guide-border web layouts.

  • fire-smoke-skill-vfx

    Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.

  • fire-paper-loader

    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, an even-paced run into the hand-off, and a clean fade to the page. Covers the ember thread and ember gradient, porous char, worker start-up, parallel shader compile with a waited 1-px warm-up draw, hand-off without a stall, reduced motion and hidden-tab behaviour. Use for a loading screen, preloader, page loader, splash, "kindling", burn loader, ember ring, burning paper hole, fire loader, or a loader that must keep moving while heavy JavaScript, three.js or shader builds hold the main thread.

  • falling-leaves

    Build falling leaves that read as leaves, with each one tumbling on its own axis so it presents a face, thins to an edge, and opens out again, and with its sideways slip driven by that same tumble. Covers the 2-D canvas build and the instanced-3-D variant, where leaves are recycled from, density-versus-count maths, depth layering, colour under a tone-mapped composite, reduced motion, and visibility pausing. Use for autumn maple, sakura petals, blossom, ash, snowfall shapes, or any drifting foliage where a generic particle field reads as confetti.

  • elevenlabs-tts

    Generate ElevenLabs text-to-speech audio from scripts or inline text using local voice profiles. Use when the user asks for ElevenLabs, text-to-speech, TTS, narration, voiceover, speech audio, or voice generation; load voice names, voice ids, emails, owners, and account-specific defaults only from local config outside the skill.

  • editorial-tech

    Blend editorial magazine composition with precision product-tech detailing using asymmetrical grids, cinematic media bands, mono utility labels, and restrained accent color.

  • editorial-service-booking

    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 portrait crops, calm treatment selectors, location-aware booking, and operational states that remain elegant and trustworthy.

  • editorial-portfolio-chapters

    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-study chapters, oversized service typography, restrained project reveals, and a decisive contact finale.

  • documentary-brutalist-agency

    Create or redesign creative agency, production studio, architecture, culture, and portfolio websites with billboard typography, hard black-and-white chapters, exposed grids, documentary imagery, irregular collages, restrained parallax, brutalist navigation, and accessible FAQ controls.

  • dither-laser-dark-mode

    Create a dark premium design system that combines near-black surfaces, subtle ordered-dither texture, and a thin accent-colored laser atmosphere.

  • dither-background

    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 or cloud masses, and restrained gray-white highlights behind framed UI, hero content, or data overlays.

  • design-game-encounters

    Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.

  • design-action-combat

    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, and deterministic combat tests.

  • dark-glass-clean-layout

    Create a dark glass layout system with frosted premium shells, clean multi-column workspace structure, floating data cards, and restrained atmospheric depth.

  • dark-blue-contrasting-clean

    Create a dark-blue clean design system with strong contrast, cobalt gradient feature blocks, crisp framed structure, and restrained premium glow.

  • daily-ui-inspiration-capture

    Create a recurring daily UI inspiration capture. Use when the user asks to run, refresh, package, or validate dated UI inspiration bundles, especially for `articles/YYYY-MM-DD-ui-inspiration-capture/` outputs, Framer/Dribbble landing-page inspiration, motion-study screenshots/videos, AI-builder prompts, duplicate checking, or converting a project runbook into repeatable workflow.

  • css-border-gradient

    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.

  • css-alpha-masking

    Apply CSS alpha masking with linear-gradient for horizontal or vertical edge fades (mask-image and -webkit-mask-image). Use when asked for alpha masks, fade edges, or CSS mask gradients.

  • create-game-vfx

    Create readable, performance-safe Three.js game visual effects. Use for attacks, impacts, damage feedback, status effects, spell trails, particles, shaders, telegraphs, quality tiers, and reduced-motion alternatives.

  • corner-lasers

    Create a corner-anchored laser composition with thin beams, a bright emitter node, bloom, and atmospheric glow or fog.

  • corner-diagonals

    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 engineered sharp containers instead of rounded pills or plain rectangles.

  • codex-gpt-image-2-5-flare

    Generate or edit artwork with built-in Codex image gen, especially transparent PNG ornaments, game sprites, emblems, and UI graphics. Use when the user requests GPT 2.5 Flare, /codex-gpt-image-2-5-flare, or this built-in transparent-asset workflow. Includes alpha verification, prompt preservation, and optional project integration.

  • clean-minimal-beige-light-mode

    Create a clean minimal beige light-mode design system with warm neutral shells, quiet process grids, restrained accent color, and elegant low-contrast structure.

  • cinematic-scroll-storytelling

    Create cinematic scroll-driven landing pages with Lenis smooth scrolling, GSAP ScrollTrigger, scroll-linked progression, staggered text reveals, sticky card stacks, parallax backgrounds, scroll-scrubbed transitions, footer reveals, and immersive preloaders. Use when analyzing or building premium editorial scroll experiences, sticky project stacks, kinetic typography, or section-by-section storytelling.

  • cinematic-gsap-lenis-motion-system

    Create premium cinematic web motion systems with GSAP, ScrollTrigger, and Lenis. Use for luxury editorial websites, creative studio portfolios, Awwwards-style interactions, smooth scroll reveals, staggered text, parallax, pinned sections, magnetic hover states, custom cursors, and mouse-reactive layered movement.

  • build-wireframe-scan-reveal

    Reveal Three.js geometry with an expanding world-space scan whose wire cage leads the solid surface, then burns away. Use for wireframe scanning, radial mesh reveals, survey pulses, holographic assembly, topology intros, and 3D model entrances where a plain opacity wipe does not explain the form.

  • build-vesperfall-review-assets

    Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models. Use when adding a character, enemy, prop, or equipment asset to the Vesperfall catalog; creating a card-PNG plus inspector-model treatment; exposing an isolated model or moveset route; or standardizing provenance, grounding, tests, and Codex-browser validation for game art review.

  • build-threejs-scroll-worlds

    Build rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters. Use for 3D scrollytelling, scroll-driven WebGL worlds, camera journeys, interactive portfolios, product stories, exhibitions, explainers, game or film microsites, spatial narratives, and multi-scene websites where native scroll should travel through one continuous place. Not limited to landing pages.

  • build-threejs-enemy-systems

    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 contracts, runtime state boundaries, placeholder fallbacks, deterministic fixtures, or production playthrough validation.

  • build-rigged-game-assets

    Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.

  • build-mobile-threejs-games

    Build, tune, or test a Three.js game for mobile web. Use for touch movement, action controls, target selection, touch inventory, safe areas, portrait/landscape layouts, responsive HUD, battery/performance budgets, and real mobile browser QA.

  • build-isometric-arpg

    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, saves, or production-ready vertical slices.

  • build-interactive-particle-trail

    Build a cursor or touch particle interaction that emits by distance along the traveled segment into a recycled GPU point pool, with optional keyboard-triggered bursts. Use for interactive particle trails, pollen lifted from a surface, dust disturbed by a pointer, hover particle bursts, and discrete motes whose spacing must stay consistent at different gesture speeds.

  • build-hybrid-game-assets

    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, VFX, and performance-ready runtime asset delivery.

  • build-game-monster-system

    Build, integrate, audit, or refactor rigged monsters for Three.js and web action games. Use for monster asset contracts, procedural or imported creature rigs, semantic joints and sockets, hurtboxes and attack volumes, combat animation states, enemy-runtime adapters, LODs, deterministic review fixtures, and validating that every monster follows one shared system.

  • build-game-map-editor

    Build, extend, or audit production-linked browser map editors for Three.js and isometric games. Use when Codex needs to create a private director view, derive a versioned editor document from authored placements, add outliner, layer, selection, drag, snap, inspector, or camera controls, expose enemy aggro, leash, or patrol overlays, implement local draft import, export, undo, and reset, secure an editor route with IP and password sessions, or validate and release a map editor without mutating live gameplay data.

  • build-game-inventory

    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 migration, and no-loss regression testing.

  • build-game-changelog

    Design, implement, backfill, audit, and release in-game changelogs with contiguous versioning, deployment provenance, menu-state navigation, accessible toggle, close, and Escape behavior, and responsive release-ledger UI. Use when Codex needs to add or revise a changelog or version screen in a game, reconstruct release history from deployments and Git, define version-bump rules, keep displayed versions synchronized with live builds, or test changelog mechanics across desktop and mobile.

  • build-game-camera-controls

    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.

  • build-game-audio-feedback

    Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.

  • build-daily-inspiration-sites

    Turn a completed daily UI inspiration capture into exactly five original landing-page builds, one per separate Codex task, using Sites. Use when the user asks to turn the daily inspiration references, a five-item UI prompt pack, or a dated `*-ui-inspiration-capture` article into distinct HTML landing pages while changing the source brands, names, copy, people, numbers, pricing, claims, and imagery.

  • build-awwwards-quality-sites

    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 engine, optional Three.js shaders, honest icon and logo sourcing, photo avatars, accessibility, and performance safeguards. Use when a user asks for an Awwwards-quality, premium, cinematic, interactive, high-concept, or motion-led website, or explicitly requests this visual and motion system.

  • browser-video-recording

    Create polished 60 fps 4:3 4K browser screen-recording style videos from Codex in-app browser captures, with browser-only crop, natural macOS cursor styling, deliberate click choreography, zoom-follow framing, ffprobe/thumbnail verification, and optional native recording compatibility checks. Use when the user asks to record or re-record browser actions, show cursor clicks and zooms, make Dribbble/UI inspiration or product demo recordings, or asks whether Codex, Playwright, or an MCP can produce a natural browser demo video.

  • bright-green-tech-system-webgl

    Create a bright-green technical design system with structured split layouts, hard-framed dark surfaces, mono utility labels, and a prominent WebGL visualization zone.

  • book-serif-index

    Create an archival book-reader design system with serif-led pages, mono index navigation, aged paper surfaces, margin notes, and a premium catalog frame.

  • blue-cloudy-clean-modern

    Create a clean modern design system with a luminous blue sky atmosphere, soft drifting cloud light, minimal white framing, and serene premium typography.

  • beam-glow-states

    Create React loading, processing, selected, current, focus, and pressed states with the border-beam package's animated edge glow. Use when a card, button, input, tab, option, task panel, or agent surface needs a restrained traveling or breathing beam; includes installation, imports, prop selection, state wiring, reduced motion, accessibility, and performance and layout guardrails.

  • background-grid-webgl

    Create a perspective WebGL background grid with fading lines, subtle particle haze, slow forward drift, and gentle camera parallax.

  • author-game-levels

    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, visibility, deterministic level data, or desktop and mobile playthrough verification.

  • aura-asset-images

    Use when you need high-quality stock-style images from Aura Assets (aura.build/assets) similar to Unsplash for design mockups and marketing: backgrounds, abstract wallpapers, architecture, portraits, and headshots. Includes a workflow for searching by tag on aura.build/assets and returns 5 real image URLs per category plus practical guidance for using different resolutions and aspect ratios.

  • audit-verify-explain-grade-5

    Audit work, verify claims with concrete evidence, and explain the result in simple grade-5 language. Use when the user asks to review, audit, check, verify, explain a change, explain a fix, summarize test results, validate whether something works, or translate technical findings into plain language for non-technical readers.

  • audit-reference-originality

    Audit a website or digital experience against its supplied source references for originality and plagiarism risk. Use when Codex must compare current or historical site output with reference pages, capture packs, screenshots, copy, brands, numbers, images, assets, videos, layouts, motion, or code; raise evidence-backed red flags; distinguish common visual grammar from distinctive copying; and propose concrete fixes without making unsupported legal claims.

  • audit-ai-design-slop

    Audit websites, apps, screenshots, mockups, and design code for harmful AI-design clichés, generic generated defaults, and established UI defects. Use when the user wants evidence-backed design feedback, an anti-slop review, or a removal-first cleanup plan without a speculative redesign.

  • atmosphere-background

    Create a dark atmospheric background with drifting vertical light folds, screen-blended glow, and a concentrated luminous corner or lower-edge bloom.

  • article-prompts-to-skills

    Convert an article, tutorial, or prompt pack into focused reusable AgentSkills, one independent capability per skill, with portable instructions, example prompts, working demos, preview screenshots, validation, gallery updates, and a narrow commit. Use when the user asks to turn an article's prompts, tutorial sections, design patterns, interactions, or workflow ideas into complete skills rather than leaving them as prose.

  • ambient-section-particles

    Add a restrained particle atmosphere inside one section with configurable shapes, density, gravity, wind, sway, rotation, recycling or settling, pointer disturbance, visibility pausing, responsive limits, and reduced-motion fallbacks. Use for petals, leaves, snow, sparks, confetti, dots, paper, icons, or brand fragments that support a section's mood without obscuring content.

  • agency-grid-layout-minimal

    Create a minimal agency design system with a disciplined editorial grid, oversized typography, quiet uppercase utility labels, restrained image blocks, and subtle structural detail.

  • add-shader-cursor-trail

    Add the Shaders WebGPU mouse effect used for the Tidal Commons hero: a white twinkling halftone cursor trail driven by ChromaFlow, masked through a DotGrid, finished with chromatic ripples and film grain, and protected by static, touch, accessibility, SSR, and performance fallbacks. Use when a user asks for this shader mouse effect, a halftone cursor trail, an interactive WebGPU hero/contact background, or a reusable cursor-following shader layer in React, Next.js, Vue, Svelte, Solid, or plain web projects.

  • add-mouse-driven-orbit

    Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.

  • 3d-wood-material

    Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.

  • 3d-wood-lighting-scorecard

    Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target. Use for oiled timber, kumiko, joinery and workshop scenes; wood that reads flat, plastic or washed out; volumetrics that lift the blacks; "score this out of 10"; or "get the lighting to 8".

  • 3d-virtual-tour

    Build guided and interactive virtual tours through a 3D environment with authored camera paths, room and floor-plan navigation, orbit inspection, smooth mode handoffs, and progressive loading. Use for architectural walkthroughs, real-estate tours, museums, showrooms, and explorable spaces built with Three.js or a similar renderer.

  • 3d-underwater-god-rays

    Add volumetric underwater god rays to a Three.js scene, marching one drifting swell field along every view ray at half resolution so the light shafts converge on the sun, parallax with the camera and carry rippling caustic streaks, with a shimmering surface underside, a sun that wobbles through the ripples, and the same light dappling fish as they swim through the beams. Use for underwater scenes, oceans seen from below, aquariums, reefs, kelp forests, diving and shipwreck scenes, schools of fish, sunbeams or light shafts through water, caustics, "rays of light shining through the ocean", or watery ripples on a background. Includes a reusable module and the Blue Hour sardine-school demo.

  • 3d-ultra-realistic-water

    Build an ultra-realistic open ocean in Three.js with a deep-water Gerstner spectrum shaded per pixel from analytic derivatives, each wave faded at its own pixel footprint, plus Fresnel sky-cube and planar reflections, subsurface light through the crests, HDR sun glitter, Jacobian lace foam, a Kelvin wake, hull foam, buoyancy queries and aerial perspective into the sky's horizon haze. Use for seas, oceans, sunset or daylight water, sun glitter paths, ship or boat scenes, wakes, coastal flyovers and any 3D scene with a moving camera and a water horizon. Includes the approved water from Pirate Ship Sunset as a reusable module and demo.

  • 3d-sky-rays

    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 light from the sky, sunlight through trees or roofs, and golden-hour architectural scenes.

  • 3d-sky-background

    Create a camera-correct sky background for a 3D scene with a procedural atmosphere or panorama, horizon haze, aligned sunlight, and coherent environment lighting. Use for architectural skies, outdoor 3D backgrounds, golden hour, and day-to-night sky transitions.

  • 3d-retina-resolution

    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 fallbacks. Use for blurry WebGL output, 2x rendering, high-resolution previews, and display-density changes.

  • 3d-paper-material

    Build a paper sheet in Three.js that reads as paper up close — washi, cotton rag or kraft with baked fibre and tooth relief, laid and chain lines, a torn deckle edge with frayed fibres, four-layer thickness, a rolled corner and crease, ink that wicks along the fibres, toasted aged edges, contact shadows and back-lit translucency. Use for a hung sheet, scroll, page, label, shoji pane or card that must survive a macro close-up, or when paper looks like a flat white plane, has ruler-straight edges, no thickness, or does not glow when lit from behind. Use 3d-wood-material, 3d-cloth-material or 3d-metal-material for those materials, and paper-cinder-transition for burning paper.

  • 3d-orbit-inspect-demo

    Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button. Use for product, object, joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode, and 3d-virtual-tour for a camera path through a place.

  • 3d-metal-material

    Build hyperrealistic PBR metal in Three.js: steel, brass, gold, copper and iron as true conductors (metalness 1, measured F0 tint, no albedo) with roughness-varied finishes (polished, brushed anisotropic, aged with patina and worn edges) lit by a dark HDR studio of real bright window cards prefiltered with PMREM. Use when metal looks like grey plastic, a dull blur, or a black hole; when blades, tools, rings, ingots, hardware or product metal need reflections with edges and structure; or when a finish needs scratches, streaks, fingerprints and bevels that catch light.

  • 3d-high-resolution-textures

    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 for detailed wood, stone, fabric, foliage, and architectural close-ups without excessive download or GPU memory costs.

  • 3d-high-poly-models

    Create or integrate highly detailed 3D models with smooth silhouettes, shaped surfaces, believable bevels, and close-up geometry, then prepare suitable runtime LODs and loading. Use when a user requests high polygon counts, ultra-realistic models, detailed architectural assets, or removal of visibly faceted geometry.

  • 3d-four-seasons

    Add coordinated spring, summer, fall, and winter states to a 3D scene, blending foliage, sunlight, sky, ground materials, snow, and particles without rebuilding the world. Use for seasonal controls, architectural walkthroughs, and outdoor scenes with four-season transitions.

  • 3d-falling-leaves

    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 leaves or drifting foliage in Three.js and similar scenes; use falling-leaves for a 2D canvas overlay.

  • 3d-cloth-material

    Build convincing woven cloth in Three.js, with a thread-level weave normal map, sheen and anisotropic highlights, folds that never stretch the texture, hems with thickness, stitches, seams, frayed edges, fold occlusion, dye and wear variation, and light passing through thin fabric. Use for linen, silk, wool, canvas, curtains, banners, cloaks, tablecloths, tapestries or any 3D drape that currently looks like a plastic sheet, a stretched texture, or a flat coloured plane.

  • bencium-impact-designer

    Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, or applications. Generates creative, polished code that avoids generic AI aesthetics. Based on Anthropic's Frontend Designer Skill

  • bencium-controlled-ux-designer

    Expert UI/UX design guidance for unique, accessible interfaces. Use for visual decisions, colors, typography, layouts. Always ask before making design decisions. Use this skill when the user asks to build web components, pages, or applications.

  • sodium

    Sodium design system rules for this project's UI. Use when building or changing any screen, component, form or style, when porting an existing screen onto Sodium, or when checking UI against Sodium.

  • clean-ui-shot

    Shoot polished, framed screenshots of a web app's real UI as cropped images, the app as a rounded, shadowed window on a stage, with padding where the window edge shows and bleed where the crop cuts through. Two styles, asked up front, clean (a soft gray stage) or glass (a gradient coloured from the UI itself, with a frosted white bezel). A house style for docs pages, changelogs, landing pages, and READMEs. Use whenever the user asks for UI screenshots, docs or changelog images, "nice", "framed", "clean", or "cropped" screenshots of their app, or wants existing product screenshots refreshed because the UI changed, even if they don't name this skill or describe the style.

  • hallmark

    Design skill for websites and new pages that look designed, not generated. Use when the user asks to build or design something new, or names Hallmark. Never use it on an existing design unless the user names Hallmark, as in `/hallmark redesign <path>`.

  • rossark-motion-skill

    Bring anything drawn to life with calm, believable motion. It covers characters and creatures (gliding pupils, blinks, breathing, head tilts), full-body acting (landing, waving, leaning, levitating, kicking a ball), plants, fabric, fire, smoke, water, weather, lights, machines, vehicles, icons, logos, charts and whole scenes. Use it whenever someone asks to animate an illustration, an icon, a mascot or a scene, to make something "feel alive", to add idle motion, to turn a static drawing into a living one, or to recreate the motion of a reference video. Comes with a small motion engine and templates for React Native (react-native-svg + Reanimated) and SwiftUI (TimelineView + Canvas), tools that measure a reference video frame by frame, and offline rendering to video, in a phone frame too. The method also works on the web.

  • dimensional-drawing-motion

    Turn a finished dimensional drawing sheet into a ~10 s Apple-style motion film — lines draw themselves in, the camera pulls back, layers lift into an exploded view, the full sheet resolves. Use after the dimensional-drawing skill, or when asked to animate a spec sheet or anatomy drawing.

  • dimensional-drawing

    Make an Apple-style monochrome dimensional drawing of a UI component or physical product — title-block summary plus one dense drawing sheet with variable-based dimensions. Use when asked for an anatomy, spec sheet, redline or dimensional drawing of a component.

  • glaze

    Glaze design system rules for this project's UI. Use when building or changing any screen, component, form or style, when porting an existing screen onto Glaze, or when checking UI against Glaze.

  • teardown

    Creates technical illustrations of physical objects and of how things work, such as display pixels or interface layers, with coherent views, fine linework and part fills.

  • transitions-ui-generation

    Make any UI appear as if an AI agent is generating it. A dotted wireframe is drawn from the element's own structure (outline, boxes, text lines, icon paths, with guides, corner handles and size labels), then the real UI is revealed behind a scan line with a fade on a smooth ease-out. Two modes, skeleton and skeleton + generation texts (an agent log, the motion CSS being written, and a step line). One dependency-free runtime that works with any framework (vanilla, React, Next.js, Vue, Svelte). Use when the user asks for a "generation animation", "AI generating the UI", "agent building the component", "build-in animation", "wireframe to UI reveal", "skeleton generation", "dotted wireframe", "matrix dots", "make it look generated", "futuristic reveal", "generative UI loading", or for an AI product that should show its output being built. Also the commands transitions generate, transitions generate texts and transitions generate preview.

  • lime

    Lime design system rules for this project's UI. Use when building or changing any screen, component, form or style, when porting an existing screen onto Lime, or when checking UI against Lime.

  • quartz

    Quartz design system rules for this project's UI. Use when building or changing any screen, component, form or style, when porting an existing screen onto Quartz, or when checking UI against Quartz.

  • anatomy-asset

    Make crafted, highly detailed isometric SVG assets for landing pages, product sites, launch posts, social cards and decks — a hero object, a set of spot illustrations, a feature-tile scene — drawn as real, well-made physical things with many small precise solid parts, four-tone shading, correct painter's order and calm CSS-only ambient motion, mostly monochrome with brand accents. Use this when someone wants a nice-looking illustration, hero image, product visual, spot illustration, icon set, isometric artwork, "Linear-style" or "premium" drawing, or a visual for a section of a site, where the goal is a striking, on-brand picture rather than a diagram that explains how something works. Ships a standalone .svg that works as <img>, inline or in design tools, plus a preview page; can add WebGL shaders or the 3D mode when asked. For interactive figures that explain a technical concept with a live readout, use the anatomy skill instead.

  • regards-art-direction

    Art direction for websites from live research on regards.design, a hand-picked index of real website sections searchable by look. A fork of tasteskill v2 (MIT, Leonxlnx) that keeps its inventory, idea test, open-collection pictures, real-browser inspector and look-and-fix loop, and replaces the deal of 20 fixed directions with a search of real sections for this one brief. Use it whenever you design, redesign, restyle, polish or review a landing page, marketing site, portfolio, product page, one-pager, hero or any public-facing web page, in any stack, and when the user says a page looks generic, templated, "AI-made" or like every other site. Needs the regards.design MCP server for the research step. Not for dashboards or app screens.

  • cinematic-shot

    Shoot software UI like a film. A sequence of hero shots, each a steep, oblique, extreme close-up of the interface floating in black, with a razor-thin focal plane, a slow motivated camera drift, and UI that acts on its own, hard-cut on the action, ending on one line of copy and a still logo. Use when asked for a launch video, product film, feature trailer, teaser, promo clip, hero shot, or any "cinematic" footage of an app or UI. This skill covers camera, framing, light, and edit. It is stack-agnostic.

  • hairline-adopt

    Use when someone has an SVG (an icon, a logo, an illustration) and wants it as a Hairline figure, or runs /hairline-adopt with a file. Reads the drawing, rebuilds its object as an isometric line figure on the engine of @lucasmarkes/hairline, and gives it a gesture that answers the pointer.

  • graphify

    any input (code, docs, papers, images) → knowledge graph → clustered communities → HTML + JSON + audit report

  • ui-review

    Critiques a screen, flow, prototype or running build against agreed criteria, accessibility included, and ranks findings by severity. Use for "check this page before I ship", "is this flow ready", "is it accessible", keyboard or screen-reader checks, "it feels off on my phone", "it feels janky", or a second read on UI. A whole-app ship check goes to design-system-boss, token compliance to token-mapping.

  • dxe

    Review a repository or UI surface for design engineering quality. Use for a DXE pass or broad interface review; fix only when requested and load specialist guidance from evidence.

  • anatomy

    Build crafted, highly detailed, interactive isometric SVG figures that explain a technical idea as a real physical object, with precise solid parts, four-tone shading, painter's order, a framed card with live readout, and calm eased motion—for docs, landing pages, and interactive explainers (framework-free or React/Next.js, with optional in-perspective WebGL).

  • animated-sprites

    Create, repair, and review custom characters for 2D animation, animated sprite sheets, and custom Codex or ChatGPT pets, with consistent identity, readable motion, and timing-faithful previews.

  • fluid-functionalism

    Build React UIs with the Fluid Functionalism @fluid registry: animated components, shared spring motion, and hover highlights that glide between items without layout shift.

  • hairline-create

    Create a new isometric Hairline line figure that answers the pointer, in the style of @lucasmarkes/hairline, as a self-contained HTML file.

  • blueprint-animation

    Blueprint animation that explains UX decisions step by step for case studies and posts, with Explain or Redesign modes on a single continuous screen.

  • screenshot

    Capture a screenshot of any rendered web page in headless Chrome — full page, viewport, section, or element — for review and motion pipelines.

  • explore-design

    Generate a single self-contained HTML file with several distinct visual directions side by side so the user can pick a direction.

  • prototyper-ui

    Prototyper UI component library (Tailwind CSS v4 + Base UI) for installing components, customizing themes, and using component documentation.

  • visual-pr

    Create or update a pull request description that helps reviewers understand why the change exists and the shape of the implementation.

  • neo-industrial-design

    Design or restyle web interfaces in a neo-industrial or editorial-brutalist style with engineered typography, grid discipline, and physically composed layouts.

  • apple-hig

    Apple Human Interface Guidelines reference with platform-specific design rules, component specs, measurements, and interaction patterns for iOS, iPadOS, macOS, tvOS, visionOS, and watchOS.

  • apple-design

    Cross-platform UI/UX design reviewer grounded in Apple's Human Interface Guidelines plus a design-craft lens for distinctive, non-templated mobile and desktop app work.

  • eli5

    Explain a codebase, feature, or pull request simply as a PR Lens canvas whose walkthrough builds the picture one part at a time.

  • agent-skill

    Package-distributed PR Lens skill for drawing code changes or systems as animated architecture and data-flow diagrams.

  • refactoring-ui

    Design and improve user interfaces using Refactoring UI rules for constrained spacing, type, color, shadow scales, hierarchy, and depth.

  • lieflat-charts

    Template-driven data visualization and standalone HTML report generation using Lupi, Basics, Glance, Maps, and Interactive gallery patterns with Mono or semantic color presets.

  • show-me

    Help the user understand the current topic visually with concise diagrams, code-shape sketches, Mermaid flows, diffs, and focused HTML artifacts.

  • pr-lens

    Draw a code change or system as an animated architecture or data-flow diagram for comprehension, pull requests, or standalone explanation.

  • paper-to-code-components

    Use when implementing Paper MCP, Paper-to-code, design-to-code, Viewfinder, or Paper-exported JSX in React/Next.js apps with component candidates, tokens, and shadcn reuse.

  • paper-flex

    Convert Paper canvas or design nodes from absolute positioning to flex or auto-layout while preserving SVG/image fidelity, z-order, and screenshot-verified visual parity.

  • chalk-logic

    Create Chalk Logic concept-led chalkboard illustrations from briefs. Use for sparse wordless chalkboard explanations, non-diagram editorial chalk compositions, or prompt-only Chalk Logic recipes.

  • figma-shaders

    Mandatory prerequisite before create_shader or update_shader. Use when authoring shader effects, shader fills, custom effects, or procedural shader backgrounds in Figma Design.

  • ui-styling

    Create beautiful, accessible user interfaces with shadcn/ui components (built on Radix UI + Tailwind), Tailwind CSS utility-first styling, and canvas-based visual designs. Use when building user interfaces, implementing design systems, creating responsive layouts, adding accessible components (dialogs, dropdowns, forms, tables), customizing themes and colors, implementing dark mode, generating visual designs and posters, or establishing consistent styling patterns across applications.

  • slides

    Create strategic HTML presentations with Chart.js, design tokens, responsive layouts, copywriting formulas, and contextual slide strategies.

  • design-system

    Token architecture, component specifications, and slide generation. Three-layer tokens (primitive→semantic→component), CSS variables, spacing/typography scales, component specs, strategic slide creation. Use for design tokens, systematic design, brand-compliant presentations.

  • design

    Comprehensive design skill: brand identity, design tokens, UI styling, logo generation (55 styles, Gemini AI), corporate identity program (50 deliverables, CIP mockups), HTML presentations (Chart.js), banner design (22 styles, social/ads/web/print), icon design (15 styles, SVG, Gemini 3.1 Pro), social photos (HTML→screenshot, multi-platform). Actions: design logo, create CIP, generate mockups, build slides, design banner, generate icon, create social photos, social media images, brand identity, design system. Platforms: Facebook, Twitter, LinkedIn, YouTube, Instagram, Pinterest, TikTok, Threads, Google Ads.

  • brand

    Brand voice, visual identity, messaging frameworks, asset management, brand consistency. Activate for branded content, tone of voice, marketing assets, brand compliance, style guides.

  • banner-design

    Design banners for social media, ads, website heroes, creative assets, and print. Multiple art direction options with AI-generated visuals. Actions: design, create, generate banner. Platforms: Facebook, Twitter/X, LinkedIn, YouTube, Instagram, Google Display, website hero, print. Styles: minimalist, gradient, bold typography, photo-based, illustrated, geometric, retro, glassmorphism, 3D, neon, duotone, editorial, collage. Uses ui-ux-pro-max, frontend-design, ai-artist, ai-multimodal skills.

  • build-design

    Builds UI from a Figma file or a design image so it matches the design, using your project's existing tokens and components.

  • break

    Answers "does this survive?" for one component. Renders it on a page in every state real use can put it in, and hands that page over as a visual report of what broke.

  • generate-project-plan

    Generate a FigJam project plan board from a PRD plus codebase context. Interactive flow: research → propose sections → per-section deep research → per-section content + block-shape proposal → create FigJam → skeleton → fill → diagrams → wrap. Each content block (section, nested section, intro callout, table, multi-column text, sticky column, diagram section, metadata strip) has its own subskill reference file. Use when the user asks for 'project plan in FigJam', 'interactive project plan', '/generate-project-plan', or provides a PRD and wants per-section confirmation on content + rendering.

  • figma-use-slides

    This skill helps agents use Figma's use_figma MCP tool in the Slides context. Can be used alongside figma-use which has foundational context for using the use_figma tool.

  • figma-use-figjam

    This skill helps agents use Figma's use_figma MCP tool in the FigJam context. Can be used alongside figma-use which has foundational context for using the use_figma tool.

  • figma-swiftui

    SwiftUI ↔ Figma translation. Use whenever the user mentions Swift, SwiftUI, iOS, iPhone, or iPad — in EITHER direction — translating a Figma design into SwiftUI (design → code), or pushing SwiftUI views / screens / tokens back into a Figma file (code → design). Triggers on phrases like 'implement this Figma design in SwiftUI', 'build this screen in Swift', 'push this SwiftUI view to Figma', 'mirror my Swift code in a Figma file', or whenever a Figma URL appears alongside `.swift` files / an `.xcodeproj`. Routes to a direction-specific reference doc; loads alongside `figma-use` for the code → design path.

  • figma-generate-diagram

    MANDATORY prerequisite — load this skill BEFORE every `generate_diagram` tool call. NEVER call `generate_diagram` directly without loading this skill first. Trigger whenever the user asks to create, generate, draw, render, sketch, or build a diagram — flowchart, architecture diagram, sequence diagram, ERD or entity-relationship diagram, state diagram or state machine, gantt chart, or timeline. Also trigger when the user mentions Mermaid syntax or wants a system architecture, decision tree, dependency graph, API call flow, auth handshake, schema, or pipeline visualized in FigJam. Routes to type-specific guidance, sets universal Mermaid constraints, and tells you when to use a different diagram type or skip the tool entirely (mindmaps, pie charts, class diagrams, etc.).

  • figma-design-to-code

    **MANDATORY prerequisite** — you MUST invoke this skill BEFORE calling the `get_design_context` Figma MCP tool. You MUST trigger this skill whenever the user wants to implement, build, port, or code up a Figma design as code. Example prompts (not exhaustive) are 'implement this Figma design', 'build this screen from Figma', 'turn this Figma into code', 'design to code'. This skill provides critical instructions and steps to the agent on how to correctly implement Figma designs in code and must NOT be skipped.

  • figma-create-new-file

    **MANDATORY prerequisite** — you MUST invoke this skill BEFORE every `create_new_file` tool call. NEVER call `create_new_file` directly without loading this skill first. Trigger whenever the user wants a new blank Figma file — a new design, FigJam, or Slides file — or when you need a fresh file before calling `use_figma`. Usage — /figma-create-new-file [editorType] [fileName] (e.g. /figma-create-new-file figjam My Whiteboard, /figma-create-new-file slides Q3 Review)

  • figma-code-connect

    Creates and maintains Figma Code Connect template files that map Figma components to code snippets. Use when the user mentions Code Connect, Figma component mapping, design-to-code translation, or asks to create/update .figma.ts or .figma.js files.

  • nitro

    Nitro is the framework-agnostic server toolkit (powering Nuxt) for building and deploying web servers anywhere. Use when working with nitro.config, server routes/event handlers, route rules, caching, storage, tasks, websockets, or deploying to Node/Bun/Deno/Cloudflare/Vercel.

  • antfu-design

    antfu-style design conventions, broadened. UnoCSS-first, class-based semantic tokens with dual light/dark for tooling and devtools UIs, plus design-read, anti-slop, and micro-interaction polish for landing pages and product surfaces. Use when building or refactoring any interface with UnoCSS.

  • scroll-world

    Build an immersive scroll-scrubbed 3D world landing page for any brand with Higgsfield-generated scenes, seamless camera clips, and a portable scroll-scrub engine.

  • design-review

    Run a sharp, prioritized design critique of a UI — a URL, a screenshot/image, or a component file — covering visual hierarchy, typography, spacing, color & contrast, motion, component states, responsiveness, accessibility, and brand consistency. Returns findings ranked from blocking to polish, each with a specific fix; can optionally apply the fixes to code. Use when the user asks to review/critique a design, page, screen, component, or screenshot, or to check craft/accessibility before shipping.

  • scandinavian-design

    Apply a refined Scandinavian visual system with a neutral black-and-white foundation, restrained sans-serif typography, purposeful product imagery, generous spacing, clear page chapters, and minimal decoration. Use when the user invokes /scandinavian-design or requests a Nordic, monochrome, calm, spacious, restrained, or minimalist interface.

  • webgl-components

    Build small, always-on WebGL visuals (identity avatars, ambient orbs, glass and iridescent surfaces, animated textures) that ship inside a normal web app UI without wrecking performance, accessibility, SSR, or layout. Use whenever a shader-, GLSL-, or canvas-driven decorative element is added to a product UI, especially one rendered many times per page or per list; when reviewing or optimizing one; or when debugging one that renders blurry, aliased, all-black, or paints over the surrounding UI on machines without hardware acceleration.

  • prefer-container-queries

    Enforce Tailwind container queries over viewport breakpoints for responsive components. Use when writing or reviewing responsive Tailwind code, when a component needs to adapt to its available space (cards, sidebars, lists, panels, anything reused in different layouts), or when migrating sm:/md:/lg: classes to @container variants.

  • smooth-shadow-ring

    Style elevated surfaces with smooth shadow ring utilities instead of combining borders or rings with shadows and creating double edges.

  • rad-spacing

    Apply hierarchical spacing variables across Figma layouts using proximity-based 4px and 8px increments from the file's library.

  • figma-generate-design

    Translate pages and multi-section layouts into Figma by discovering design system components, variables, and assembling screens section by section.

  • variant

    Answers which of these rather than is this right. Builds several genuinely different versions of one piece of UI behind a picker in the real page, so you can flip between them and promote the one that wins.

  • interface-review

    Interface review of a change rather than a screen: uncommitted work, the current branch, or a pull request. Covers interface quality, not correctness, tests, or security.

  • explain-interface

    Answers how was this built about an interface. Give it a URL and name the thing you're curious about, and it reads the layers that produce the effect. Reads the whole frontend instead when you don't name a thing. From a screenshot it reconstructs rather than reads and says so.

  • better-layout

    Improve interface structure through grouping, alignment, reading order, progressive disclosure, and adaptive responsive layouts.

  • prototype

    Build multiple genuinely different UI variants behind a visual picker so the strongest direction can be evaluated and promoted.

  • landing-page-design

    Build high-converting landing pages with intake questions, page structure, conversion copy, SEO, and a disciplined visual system.

  • signal-geometry

    Create sparse geometric illustrations and posters from concepts or briefs, using precise spatial systems, restrained contrast, and matte paper texture.

  • svg-animation

    SVG animation techniques for stroke draw-on effects, path morphing, motion paths, animated icons, gradients, and filters.

  • compact-landing

    Build compact premium landing pages with clear CTA hierarchy, quiet typography, and minimal visual noise.

  • daisyui

    Official daisyUI component library skill, providing docs, class names, examples and code examples to generate better daisyUI code.

  • typeset

    Improve typography systems, hierarchy, readability, and text cadence for more intentional interfaces.

  • quieter

    Tone down overly intense designs while keeping quality high and preserving hierarchy.

  • polish

    Final quality pass for spacing, alignment, and consistency to prepare UI for launch.

  • overdrive

    Push interfaces into high-impact territory with advanced animation, shaders, and ambitious interaction systems.

  • layout

    Fix spacing, composition, and hierarchy rhythm when UI layout feels crowded, flat, or misaligned.

  • impeccable

    Flagship design skill for production-grade, anti-generic frontend interfaces with strong craft and consistency.

  • critique

    Evaluate design quality with structured UX scoring, persona checks, and actionable remediation guidance.

  • colorize

    Introduce strategic color systems to interfaces that feel dull, monochrome, or visually flat.

  • bolder

    Increase visual impact and personality for interfaces that feel too safe, bland, or generic.

  • slide-wright

    Create beautiful, animated web presentations from a topic, rough notes, or an outline. Generates a custom theme and a short two-slide preview, then builds the full deck only once the user confirms the direction. Use when the user wants to make slides, a presentation, a talk deck, or a pitch deck.

  • apple-design

    Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.

  • emil-design-eng

    Emil Kowalski's design-engineering philosophy for UI polish, components, animation, and production-ready frontend craft.

  • bencium-innovative-ux-designer

    Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, or applications. Generates creative, polished code that avoids generic AI aesthetics.

  • rams

    Design review for UI code. Reviews React, Vue, Svelte, CSS, and SwiftUI for accessibility, typography, spacing, color, and component quality, with severity-rated findings, concrete fixes, and a 0-100 score.

  • improve-ui

    Audit an existing product surface against its own design evidence, identify verified UI problems, and write self-contained implementation plans for another agent without modifying product source.

  • budge

    Use when making single-property CSS or Tailwind visual changes in Next.js App Router projects. Presents a floating control widget for live tuning before persisting.

  • better-typography

    Web typography from choosing fonts to spacing, wrapping and accessibility. Use when picking or pairing typefaces, configuring variable fonts or OpenType features, setting up a type scale, styling text in components, truncating text, styling underlines, selection, placeholders or carets, or reviewing frontend code for typography. Triggers on typography, fonts, font formats, woff2, variable fonts, font-weight, opentype, font-feature-settings, letter-spacing, line-height, type scale, tabular numbers, text-wrap, truncation, line clamp, underlines, text-decoration, text selection, iOS input zoom, font smoothing, text contrast, measure, line length, text-box, smart punctuation, drop cap.

  • better-ui

    Design engineering principles for making interfaces feel polished. Use when building UI components, reviewing frontend code, implementing animations, hover states, shadows, borders, micro-interactions, enter/exit animations, or any visual detail work. Triggers on UI polish, design details, "make it feel better", "feels off", stagger animations, border radius, optical alignment, image outlines, box shadows.

  • design-lab

    Interactive design exploration workflow: conduct interviews, generate variants, and refine UI designs through feedback.

  • unocss

    UnoCSS atomic CSS engine guidance for rules, shortcuts, and presets like Wind, Icons, and Attributify.

  • slidev

    Create developer slide decks with Slidev using Markdown, Vue components, code highlighting, and animations.

  • canvas-design

    Create original visual designs and art on digital canvases using design philosophy, focusing on form, space, and color.

  • interface-design

    Specialized skill for interface design: dashboards, admin panels, and SaaS apps. Focused on craft and consistency.

  • interaction-design

    Design and implement microinteractions, motion design, transitions, and user feedback patterns for delightful user experiences.

  • ui-ux-pro-max

    Comprehensive UI/UX design intelligence with 50+ styles, 97 palettes, and 9 technology stacks for building professional interfaces.

  • threejs-shaders

    Three.js shader guidance for GLSL, ShaderMaterial, uniforms, and custom vertex and fragment effects.

  • swiss-design

    Swiss design system skill focused on grid discipline, typography hierarchy, and clean editorial interface composition.

  • frontend-design

    Create distinctive, production-grade frontend interfaces with high design quality. Generates creative, polished code and UI design that avoids generic AI aesthetics.

  • masked-reveal

    Use when revealing content with masked motion, clipped transitions, or layered entrances.

  • company-logos

    Use when laying out logos, trust rows, or brand collections in a clean and balanced way.

  • progressive-blur

    Use when applying blur transitions or layered depth effects that need to feel smooth and controlled.

  • cobejs

    Use when building lightweight animated globe or orb visuals with Cobe.

  • pricing-page

    Use when building a pricing page with clear plan comparison, emphasis, and conversion-oriented layout.

  • landing-page

    Use when designing or implementing a landing page with strong hierarchy, conversion flow, and visual pacing.

  • create-design-md

    Create or update a DESIGN.md from an existing product repository or public website, with evidence-based design tokens and guidance.

  • baseline-ui

    Quickly deslop UI code by fixing spacing, hierarchy, typography, and small layout issues. Use when the interface needs a fast cleanup or polish pass.