Direct and produce Chinese-first cinematic motion videos with HyperFrames. Use this skill when the user wants a rendered promo film, article-to-video piece, product launch film, website-to-video piece, keynote reveal, kinetic typography sequence, text/icon transition promo, music-synced motion graphic, HTML/CSS/SVG/GSAP video, short-form vertical video, or a landing page/product story turned into motion. Default to Simplified Chinese, vertical 9:16, and 1080x1920 unless the user or platform clearly requires another format. The skill enforces a two-phase workflow: brief first, confirmation second, then assets, composition, validation, snapshots, render, and review report.
npx skills add https://github.com/geekjourneyx/hyperframes-motion-director --skill hyperframes-motion-director
Use this skill to turn a vague video request into a reviewable HyperFrames production. First produce a concise brief/design proposal. Continue to assets, composition, snapshots, render, and review only after the user confirms the direction.
HyperFrames handles rendering. This skill handles direction, assets, layout, motion planning, and delivery checks.
When the film promotes a concrete product, tool, skill, CLI, app, API, workflow, template library, or creative system, treat the work as a premium product promo, not only a cinematic metaphor short. The video must show product proof: commands, cards, screenshots, output previews, modules, numbers, chips, icons, marks, or workflow states that make the claim visible.
Work from the final viewing experience backward:
Start with legible still frames and timing. Write animation code only after the frame plan works.
A strong still frame is a gate. The finished video should lose meaning when reduced to screenshots; otherwise the motion is only presentation polish.
Default to one strict style unless the user explicitly overrides it:
#050505.Forbidden by default:
For product, tool, CLI, SaaS, API, skill, template, workflow, or system promos, black cinematic style is only the base layer. It is not enough.
Visual components are mandatory for premium product promos. Do not proceed to implementation with only a background image, big titles, scan lines, and one symbol. That produces a single-note film. A premium promo needs a reusable component library that makes the product feel real.
A product promo with no visual components is blocked. A "visual component" is a visible, reusable product-specific surface with content slots, style rules, state, motion interaction, and a snapshot proof. Generic text boxes, isolated labels, decorative borders, floating lines, background gradients, and unanchored icons do not count.
The film must build a product proof ecosystem:
Content-derived product visual component coverage:
Block product promo delivery when the component library is only prose, when components are not visible in snapshots, when all components are generic cards with different labels, when components merely sit on screen without action, or when motion does not show product state change.
Use references/premium-product-promo.md before proposing, storyboarding, implementing, or reviewing a product promo, especially when the user provides a premium reference or complains about missing icon libraries, decorative elements, image resources, animation interaction, or top-tier design quality.
The brief must derive its asset inventory from the product. Include the product/brand lockup, concrete surfaces, proof artifacts, taxonomy, and recurring motion objects only when the source and story require them. If the visual inventory cannot prove the product mechanism, inspect the project, use existing assets, generate product-safe mockups, capture screenshots, or state that the result will be a concept film rather than a premium product promo.
Visual richness is not the same as visual quality. More assets, icons, cards, or generated props still fail when they are generic, mismatched to the copy, or interchangeable with another project.
Before proposing visual components, extract a source-driven visual system from the user's text, project, article, README, product surface, or confirmed copy:
Do not count a big text box, paragraph card, or generic office prop as a premium visual component. A title can be the hero, but it cannot be the whole visual system unless the user explicitly asked for a typography-only film.
For article-to-video and knowledge/workflow promos, the source text is the asset brief. If a visual element cannot point back to a source phrase, claim, noun, verb, or number, remove it or redesign it. If still frames cannot reveal what the source material was about without reading a paragraph, the visual system is too generic.
Generated component sheets must be source-driven. Each accepted item needs a source phrase, component family, crop/isolation plan, target scene, motion action, and deletion test. Reject sheets that are only attractive icon sets, generic stationery, random UI cards, or mixed-style decorations.
Block delivery when:
When the user supplies a style prompt, image, repository, local path, or named reference, inspect that exact source before describing or generating the visual system. A style label such as Riso, editorial collage, or premium tech is not evidence that the source was understood.
Record in ASSET_MANIFEST.json:
Style is a rendering language. Product actions, source claims, characters, objects, and proof states remain the story. Do not turn a product promo into a demonstration of printing, collage, scanning, machinery, or another style mechanism unless that mechanism is itself the product claim.
If the user corrects the reference source or says the style has overtaken the story, return to the brief and asset manifest before generating more assets. Do not patch the mistake only in animation.
For new video work, plan background imagery by default. Phase 1 defines what is needed; Phase 2 generates or sources the assets after confirmation. Use Codex Image Gen for project-bound bitmap assets unless the user supplied strong assets or the confirmed direction is pure kinetic typography.
Treat each frame as four coordinated layers:
Use references/motion-background-system.md for image counts, text-over-image layout, motion grammar, and review gates.
Do not choose background or component counts from duration alone. Derive the asset architecture from the confirmed source, storyboard, and motion jobs:
ASSET_MANIFEST.json after the Phase 1 asset decision and update it with accepted local paths in Phase 2. It is the source of truth for visual worlds, background ownership, component inventory, sheet cells, cutouts, target scenes, motion actions, and proof sheets.Phase 1 must state why the chosen counts are necessary. A fixed target such as "4 backgrounds and 12 components" without source-driven analysis is a template failure. Phase 2 must not silently rewrite the approved counts; record a revision and reason when the asset analysis changes.
Use references/imagegen-asset-pipeline.md before planning, generating, cutting, validating, or reviewing bitmap assets for premium vertical work.
Do not judge a visual asset library by count alone. A large sheet of same-shaped cards is still one visual idea.
For premium multi-scene work, the accepted component inventory must cover three different jobs:
One component may cover more than one job when the mapping is explicit, but premium multi-scene work needs at least three independent movable components. This is not an inventory target; it is the smallest library that can prove two distinct two-object combinations.
Before implementation, record at least two distinct combination tests for premium multi-scene work. Each test names the component set, scene, choreography, snapshot timestamp, and deletion test. Reusing the same component set with a different label is not a second combination.
Block animation when the library has many files but only one motion job, when all proof surfaces share one silhouette, or when components can only enter independently and cannot hand off, assemble, replace, reveal, or transform together.
Use references/asset-choreography-and-render-qa.md before approving an asset inventory or component sheet.
Pure-code black stages are an exception, not the default production shortcut. Do not mark a video premium or ready when it is only dark gradients, big text, translucent cards, and thin lines unless the user explicitly requested a typography-only motion study.
For article-to-video, content-system, workflow, product, tutorial, personal knowledge-base, local-folder, or tool-comparison promos, Phase 1 and Phase 2 must include a content-derived visual asset floor:
Block final delivery when:
assets/images contains only placeholders and the report claims a rich background or visual asset system.Codex Image Gen is used to create source material for compositing, not finished posters. HyperFrames owns final typography, timing, masks, crops, parallax, focus pulls, and text contrast.
Before generating, write an asset brief for each image:
After generation, inspect the actual image before implementation:
DESIGN.md or STORYBOARD.md.A strong motion video usually needs more than background plus text. Add objects only when they reduce explanation, direct attention, prove a claim, or create a memory hook.
Before implementation, define a small visual object system:
Hard rules:
Lines, route paths, rails, scan lines, arcs, underlines, brackets, and connector glows are not automatically premium. They are support objects. Use them only when they are anchored to a concrete object, word, component edge, node, cursor, status mark, or CTA.
Before keeping any connector, name:
Reject or replace connectors when:
Prefer component-attached signals for premium product promos: card top/bottom highlights, node sequences, status dots, short progress strips, inspection corners, screenshot check marks, and CTA edge lighting. These usually feel more built and less decorative than free-floating arcs.
Do not require decorative assets. Require a support-asset decision. A strong motion video often needs more than a single background, but every extra bitmap, SVG, mark, texture, or shape must have a semantic role, a visual-system relationship, and a motion purpose.
For every new video brief, decide whether the direction needs support assets beyond the background stage:
Use Codex Image Gen after confirmation for support bitmap assets when they cannot be made more cleanly in HyperFrames/CSS/SVG. Prefer code-generated lines, masks, simple glyphs, vector marks, and typography whenever they will be sharper, more controllable, or easier to animate than a generated image.
Each support asset must declare: role, source, local path if bitmap-based, visual relationship to the background, safe zones, motion purpose, entrance/exit timing, and deletion trigger. Delete or omit any support asset that does not strengthen meaning, depth, transition continuity, product proof, or readability.
Content-derived support-asset guidance:
All generated assets in one video must share the same art direction: palette, lighting direction, lens/texture language, contrast level, and negative-space discipline. A generated asset sheet is acceptable only when every cut-out element has a named role and will be isolated before animation. Use additional sheets or separate hero generations when a single sheet would reduce crop safety or usable resolution.
Weak motion work often becomes a static poster sequence with opacity fades. Treat that as a quality failure.
Before implementation, every multi-beat video must define a motion craft plan:
Use references/motion-craft.md before deciding text transitions, SVG/CSS layers, GSAP timelines, or whether a video feels too much like a PPT.
Good motion changes meaning. It reveals, compares, transforms, compresses, releases, directs, or proves. If motion can be removed without changing the story, redesign it.
Hard gates for short vertical promos:
When the user asks for text, icons, cool transitions, left/right push, up/down push, wipe, scan, typing, word-by-word motion, or a reference that behaves like kinetic typography, default to a kinetic text relay promo instead of a background-image-led cinematic short.
A strong kinetic promo is a chain of visual events. Words, icons, objects, and transition devices pass attention from one beat to the next.
Before proposing or implementing this style, define the relay grammar:
Use one text relay language per video. Avoid per-line icons and decorative sticker clusters. Each object must push, mask, scan, reveal, compress, split, type, or hand off the next word.
For a 10-18 second kinetic promo, use this default scorecard before delivery:
Target 100. Below 100 requires a named next edit. Below 90 blocks final delivery. Below 70 requires revision before render. Below 60 requires rebuilding the transition map.
For every beat where text appears on or near a background image, choose the layout contract before generating images or writing animation code. The contract determines the image ratio, subject position, text axis, quiet text zone, crop-safe area, title size tier, motion bounds, and mobile safe boundaries.
Use references/text-over-background-layout.md before planning generated images, text-over-image treatment, storyboard hero frames, or HyperFrames layout CSS.
Reserve lower-half copy for CTA, proof holds, or subject-dominant frames. Hooks, central viewpoints, and amplified keywords usually need center or upper-center impact. Decide where the viewer's eyes should land in the first second before choosing the text zone.
Every new video brief must name a candidate layout strategy. The design system must name default strategies and allowed variants. The storyboard must lock one final layout contract per text-over-background beat after generated or supplied imagery is inspected. A final contract must be specific enough to draw on a 1080x1920 canvas:
Layout contract: cinematic side-title stage / 9:16 / left axis / textRect x=8% y=24% w=44% h=28% / subjectRect x=54% y=20% w=36% h=46% / quiet zone left 46% / safeBottomY<=85% / title tier main / motion stays inside textRect
The contract must include layout intent, image ratio, text axis, text rectangle, subject rectangle, quiet zone, safe bottom boundary, title size tier, and motion bounds. For non-Chinese or non-vertical work, adapt the contract intentionally and document the override.
If the generated image puts detail, faces, product edges, UI text, or high contrast texture inside the quiet text zone, regenerate or recrop before motion. Motion cannot rescue a broken text-over-background composition.
Browser previews are planning evidence. Rendered MP4 frames are delivery evidence.
For every scene, declare entry, readable-hold, and exit checkpoints in SCENE_SCHEMA.json. Extract and inspect the matching frames from the final MP4 when the scene contains text, transparent assets, product UI, layered cards, or composite components.
Hard rules:
If browser and MP4 disagree, the MP4 wins. Update the layout contract, composite ownership, alpha-bound placement, or font sizing, then rerender and re-extract the frame.
Use references/asset-choreography-and-render-qa.md for the full occlusion, visible-bounds, export-parity, and evidence workflow.
Treat SVG, CSS, and GSAP research as production infrastructure, not as a larger bag of effects. The goal is a small Motion Design Compiler:
brief -> scene schema -> vector templates -> motion primitives -> GSAP timeline -> browser snapshots -> render
For new production work, create or update these contracts before implementation:
SCENE_SCHEMA.json: structured scenes, content slots, layout contracts, timing, primitive chains, semantic selection reasons, readable holds, and snapshot tests.VECTOR_TEMPLATES.json: approved SVG scene systems, such as quote_card, data_point, and comparison, with fixed slots, safe geometry, icon/decor rules, allowed primitives, and rejection tests.MOTION_PRIMITIVES.json: approved motion vocabulary, such as maskReveal, pathDraw, clipWipe, staggerText, and numberCount, with semantic use cases, required selectors, GSAP properties, midpoint requirements, and rejection tests.The LLM may choose templates, fill slots, and select legal primitives. It must not freely invent SVG geometry, motion primitives, or timing grammar for production frames unless the brief explicitly calls for exploratory art and the risk is documented.
Use references/design-engineering.md before deciding whether to add a new template, primitive, transition device, icon system, or batch generation mode.
Hard rules:
Use GSAP as the choreography engine for premium motion. Do not scatter independent tweens through the composition.
Every implemented composition should use:
hook, reveal, proof, and cta.delay values.x, y, xPercent, yPercent, scale, rotation, and svgOrigin.autoAlpha instead of raw opacity when hiding/revealing elements.immediateRender: false when stacking later from() / fromTo() tweens on the same target/property.Use premium GSAP plugins only when they serve the beat:
SplitText for large Chinese hook lines, keyword chains, and CTA lockups.DrawSVGPlugin for logo strokes, anchored proof connectors, scan rails, route-node signals, and inspection brackets.MorphSVGPlugin when one idea visibly becomes another.MotionPathPlugin when an object carries attention along a rail or path.CustomEase for one named signature motion moment.All GSAP plugins come from the public gsap package. Do not add old private registry, Club GSAP, or auth-token instructions.
Use references/gsap-choreography.md before implementing GSAP timelines, plugin usage, premium text reveals, SVG path drawing, morphing, motion paths, custom eases, or performance-sensitive motion.
Default new video work to a Chinese promotional film unless the user explicitly asks for another language or format. This default matters because Chinese copy, vertical framing, and social-video viewing habits change the whole layout:
1080x1920 by default.If a user asks for a YouTube, website hero, keynote, or widescreen film, change the format intentionally and write the reason into the brief. Avoid silent drift to horizontal defaults.
All produced artifacts must read like direct production notes, especially BRIEF_DESIGN_PROPOSAL.md, DESIGN.md, STORYBOARD.md, and REVIEW_REPORT.md.
Use:
Avoid:
For Phase 1 proposals, keep the writing compact. The proposal should help the user approve direction quickly: essence, visual plan, asset plan, layout, motion, risks, and confirmation request. It should not sound like a pitch deck or a brainstorming transcript.
Always split new video work into two phases:
Produce a compact proposal and stop for user confirmation. Wait to generate images, create animation code, render video, or build a full HyperFrames composition.
The proposal must include:
1080x1920 unless overridden.ASSET_MANIFEST.json.End Phase 1 with a clear confirmation request. Production starts only after the user confirms, revises, or explicitly says to proceed.
After confirmation, create or update the production artifacts, generate needed images, implement HyperFrames composition files, validate, snapshot, render, and write review outputs as the task requires.
Use this skill for HyperFrames compositions, product launch videos, website-to-video projects, article-to-video films, keynote reveals, kinetic typography, transition-heavy text/icon promos, music-synced motion graphics, and existing HyperFrames video edits.
Skip it for simple copywriting, static posters, ordinary landing pages, generic ad copy, and raw MP4 editing without code.
For new videos, create BRIEF_DESIGN_PROPOSAL.md first and wait for confirmation. After confirmation, create or update DESIGN.md, STORYBOARD.md, needed assets, HyperFrames composition files, REVIEW_REPORT.md, and optionally REVIEW_PACK.md.
Use BEAT_MAP.json when timing depends on music, voiceover, or exact hits. Use MOTION_MAP.json when choreography, background motion, masks, or transitions need a separate map. Multi-scene videos longer than 8 seconds usually need one.
For existing edits, read the project first, keep the current visual system unless the request requires a change, edit the smallest affected artifact, and rerun relevant validation.
When user feedback exposes a visual defect after delivery, do not treat the fix as a one-off patch. Add the defect to REVIEW_REPORT.md, name the root cause, update the upstream contract or template that allowed it, rerun snapshots/render checks, and decide whether SKILL.md, templates, or validation scripts need a small rule update.
Extract or infer:
1080x1920 unless the platform or user asks otherwise.If details are missing, make conservative assumptions and write them into the brief. Ask only when the missing item prevents production.
Read references/workflow.md when planning a full video.
Before design, extract:
Translate the abstract idea into a restrained symbol. Examples: AI replacement becomes an erased human silhouette; anxiety becomes a thread about to snap; time becomes a countdown in darkness; growth becomes light inside a crack; information overload becomes data fragments pulled into a black hole; long-termism becomes the only distant lamp; platform migration becomes a black obelisk or data tower; automation becomes documents entering a silent machine.
Create BRIEF_DESIGN_PROPOSAL.md from templates/BRIEF_DESIGN_PROPOSAL.template.md or present the same structure in the response.
Keep it short and decisive. Treat it as a production contract. Stop after this proposal and ask for confirmation.
Create DESIGN.md from templates/DESIGN.template.md.
The design system must specify typography, color, spacing, density, metaphor symbol, visual object system, background-image system, generated-image plan, text-over-image rules, and motion personality. This prevents downstream steps from improvising a new visual language.
For product promos, the design system must also specify the product proof inventory, source-driven visual system, mandatory visual component library, icon/decorative system, asset library, copy ladder, and motion interaction rules. A one-background-plus-title design system is insufficient for a premium product promo unless the user explicitly asks for a minimal concept film.
Read references/visual-standard.md before judging visual quality, typography, layout, or motion.
Read references/premium-product-promo.md before product, tool, CLI, API, workflow, skill, template, or reference-driven promo work.
Read references/motion-background-system.md before deciding image count, background roles, animation grammar, or text-over-image treatment.
Read references/text-over-background-layout.md before deciding layout contracts, image ratios, text rectangles, subject rectangles, title tiers, crop-safe zones, or bottom-safe boundaries.
Read references/motion-craft.md before deciding kinetic typography, CSS/SVG layers, scene transitions, GSAP structure, or anti-PPT quality gates.
Read references/design-engineering.md before deciding scene schemas, vector templates, motion primitives, template selection rules, render validation, or batch templates.
Read references/gsap-choreography.md before implementing timelines, labels, position parameters, GSAP plugin usage, SplitText, DrawSVG, MorphSVG, MotionPath, CustomEase, or performance rules.
Read references/asset-choreography-and-render-qa.md before approving style references, asset role coverage, composite ownership, transparent-asset alignment, or rendered-frame evidence.
Create STORYBOARD.md from templates/STORYBOARD.template.md.
Default short motion arc:
Hook -> Tension -> Metaphor Reveal -> Proof -> CTA
For a 10 second no-voiceover kinetic typography video, keep text sparse. One idea per beat is usually enough.
Choose the structure from the material:
Every beat needs:
Read references/audio-sync.md when music, sound design, voiceover, beat hits, or captions matter.
Create or update the production contracts from templates:
SCENE_SCHEMA.json from templates/SCENE_SCHEMA.template.json.VECTOR_TEMPLATES.json from templates/VECTOR_TEMPLATES.template.json.MOTION_PRIMITIVES.json from templates/MOTION_PRIMITIVES.template.json.The contracts must lock:
textRect, subjectRect, safeBottomY, title tier, and optical-centering tolerance.autoAlpha policy.For new work, do not let the implementation invent SVG geometry or GSAP timing directly from prose. Convert the storyboard into the contracts first, then implement from the contracts.
Run:
node scripts/validate_design_engineering.mjs <project-dir>
If the confirmed proposal calls for bitmap assets, generate or source them before HyperFrames implementation. For premium multi-scene vertical work, generate the content-derived set of independent vertical backgrounds and foreground objects declared in ASSET_MANIFEST.json; do not default to one reusable background or a fixed asset count.
For product promos, do not stop at background images. Build an asset library that can include official assets, repository assets, screenshots, generated mockups, code-native cards, SVG icons, chip groups, panels, anchored signals, and output previews. Each asset must prove a product claim or support a motion interaction. A product promo with no visual component library is not ready for implementation.
For content-system, workflow, local-folder, knowledge-base, tutorial, or article-to-video promos, do not accept an empty image asset folder by default. Derive enough concrete visual stages and proof visuals to cover every declared visual world and every source claim that needs visible evidence, unless the user explicitly approves a typography-only film. Real local workflow material is usually stronger than abstract cards: file-tree crops, draft screenshots, gate reports, metric tables, workspace panels, product surfaces, or generated symbolic background plates.
For each Codex Image Gen request:
After generation:
node scripts/validate_image_assets.mjs <project-dir> before animation code.Build readable hold frames first. A frame should communicate clearly while paused before motion is added.
For each scene, verify:
Only add GSAP or other motion after layout works.
Read references/visual-standard.md and references/motion-background-system.md before adding animation.
Use motion to clarify sequence and emphasis. Avoid applying the same y-plus-opacity entrance to every element. Give major text enough hold time to be read.
Before animating each scene, answer:
For GSAP in HyperFrames:
Read references/motion-craft.md before judging whether the movement is strong enough. Read references/hyperframes-stability.md before rendering.
Create optional MOTION_MAP.json from templates/MOTION_MAP.template.json only when selectors, labels, timing, easing, and transitions would otherwise become hard to review.
Run the strongest available checks for the project. Prefer:
npx hyperframes doctor
npx hyperframes lint
npx hyperframes validate
npx hyperframes inspect
npx hyperframes snapshot <composition> --at <times>
If the project or installed HyperFrames version uses different command syntax, inspect the local package docs or CLI help and adapt.
Validation is not optional for final delivery. If a command cannot run because dependencies are missing, state that clearly and still perform any available static checks.
For local deterministic checks, use bundled scripts where helpful:
node scripts/check_assets.mjs <project-dir>
node scripts/validate_artifacts.mjs <project-dir>
node scripts/validate_design_engineering.mjs <project-dir>
Use a draft render for review and a higher-quality or Docker render for final delivery when available:
npx hyperframes render --quality draft --output renders/draft.mp4
npx hyperframes render --quality standard --output renders/review.mp4
npx hyperframes render --docker --quality high --output renders/final.mp4
Adjust flags to match the installed CLI.
Create REVIEW_REPORT.md from templates/REVIEW_REPORT.template.md.
The report should include:
Create REVIEW_PACK.md with scripts/build_review_pack.mjs <project-dir> when outputs, snapshots, and reports exist.
Before claiming the video is ready, verify:
1080x1920, and vertical safe margins.BRIEF_DESIGN_PROPOSAL.md confirmation.SCENE_SCHEMA.json, VECTOR_TEMPLATES.json, and MOTION_PRIMITIVES.json exist for new production work, or the exception is documented.autoAlpha where appropriate.Generate breadboard circuit mockups and visual diagrams using HTML5 Canvas drawing techniques. Use when asked to create circuit layouts, visualize electronic component placements, draw breadboard diagrams, mockup 6502 builds, generate retro computer schematics, or design vintage electronics projects. Supports 555 timers, W65C02S microprocessors, 28C256 EEPROMs, W65C22 VIA chips, 7400-series logic gates, LEDs, resistors, capacitors, switches, buttons, crystals, and wires.
> Use when a HyperFrames composition needs seek-safe 2D/3D keyframes, GSAP timelines, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw, text trails, 3D depth, or `hyperframes keyframes` diagnostics. Don't use for broad scene strategy, brand design, media sourcing, captions, or general video planning.
Analyze images, websites, and Figma files to extract their design and generate a `design.md` with token system, component inventory, and reconstruction notes. Use this skill whenever the user wants to understand, document, replicate, or audit the design of something visual: a screenshot, a URL, a Figma link, a Pinterest reference, a mockup, a competitor's site, a component, a dashboard, a landing page. Also when they ask 'extract the design system from X', 'document the style of Y', 'analyze this visually', 'convert this image into tokens', 'help me replicate this design', 'what palette does this site use', 'how is this built'. Also for single elements: 'copy this navbar', 'recreate this illustration', 'give me a prompt to regenerate this graphic' — element mode outputs a focused element.md, with token-grounded image-model prompts when the element is visual art. If the user brings any visual source and wants to understand it at a design level — this skill should activate.
Premium brand-kit image generation skill for creating high-end brand-guidelines boards, logo systems, identity decks, and visual-world presentations. Trained for minimalist, cinematic, editorial, dark-tech, luxury, cultural, security, gaming, developer-tool, and consumer-app brand systems. Optimized for intentional logo concepting, refined composition, sparse typography, strong symbolic meaning, premium mockups, art-directed imagery, and flexible grid layouts.
Elite mobile app image-generation skill for creating premium, app-native screen concepts and flows. Designed for iOS, Android, and cross-platform mobile products. Prioritizes clean hierarchy, comfortably readable text, strong multi-screen consistency, controlled color palettes, non-generic creative direction, textured surfaces, image-led composition, tasteful custom iconography, and clean phone mockup framing. By default, screens should be shown inside a subtle premium iPhone or similar phone mockup with a visible frame, while the main focus stays on the app content itself. This skill generates images only. It does not write code.
Optimize web performance: bundle size, images, caching, lazy loading, and overall page speed. Use when site is slow, reducing bundle size, fixing layout shifts, improving Time to Interactive, or optimizing for Lighthouse scores. Triggers on: web performance, bundle size, page speed, slow site, lazy loading. Do NOT use for Core Web Vitals-specific fixes (use core-web-vitals), running Lighthouse audits (use perf-lighthouse), or Astro-specific optimization (use perf-astro).
| Premium brand-kit image generation skill for creating high-end brand-guidelines boards, logo systems, identity decks, and visual-world presentations. Trained for minimalist, cinematic, editorial, dark-tech, luxury, cultural, security, gaming, developer-tool, and consumer-app brand systems. Optimized for intentional logo concepting, refined composition, sparse typography, strong symbolic meaning, premium mockups, art-directed imagery, and flexible grid layouts.
| Official GSAP skill for performance — prefer transforms, avoid layout thrashing, will-change, batching. Use when optimizing GSAP animations, reducing jank, or when the user asks about animation performance, FPS, or smooth 60fps.
Take geekjourneyx/hyperframes-motion-director from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.
The instructions reference npx.
Without those the skill loads but fails at the first command.