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KrostyMall/Landing-SENSORITY

Design and build polished, non-generic UI for this TanStack Start + React + Tailwind v4 + shadcn/Radix app. Use whenever you create or restyle any interface surface — pages, landing pages, dashboards, forms, modals, nav, and game overlays (start screens, HUD, menus). Covers design tokens, layout, typography, color, spacing, motion, and the anti-"AI-slop" rules that keep output from looking generic. Triggers on "design", "UI", "make it look good", "polish", "landing page", "theme", "style", "redesign", "ugly", "clean up".

¿Qué es Landing-SENSORITY?

Landing-SENSORITY is a Cursor agent skill that design and build polished, non-generic UI for this TanStack Start + React + Tailwind v4 + shadcn/Radix app. Use whenever you create or restyle any interface surface — pages, landing pages, dashboards, forms, modals, nav, and game overlays (start screens, HUD, menus). Covers design tokens, layout, typography, color, spacing, motion, and the anti-"AI-slop" rules that keep output from looking generic. Triggers on "design", "UI", "make it look good", "polish", "landing page", "theme", "style", "redesign", "ugly", "clean up".

Compatible con~Claude Code~Codex CLI✓Cursor
npx skills add https://github.com/KrostyMall/Landing-SENSORITY/tree/HEAD/.grok/skills/design-ui

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Documentación

Design & UI

Make interfaces that look intentional and premium, not template-generic. This is the single biggest quality lever in the app builder. Apply it to DOM / overlay UI — pages, chrome, HUD, menus, forms. (For a 3D game's gameplay canvas, see the building-games skill; this skill governs the DOM UI layered over it.)

Read references/ for depth (loaded on demand — don't inline it all):

  • references/refined-ui.md — the full product-chrome/overlay design system.
  • references/typography.md — type scale, pairing, rhythm.
  • references/surfaces.md — elevation, borders, shadows, layering.
  • references/animations.md — motion, easing, transitions.
  • references/performance.md — keep UI smooth (60fps, no jank).

1. Design-system-first (do this before styling anything)

Define the system once, then compose from it. Never sprinkle ad-hoc values.

  • Tokens in CSS (Tailwind v4 is CSS-first). Put the palette, radii, and fonts in src/styles.css under @theme as CSS variables; consume them as Tailwind utilities. One source of truth.
    @import "tailwindcss";
    @theme {
      --color-bg: #0b0b0f;      --color-surface: #16161d;
      --color-fg: #e7e7ea;      --color-muted: #a0a0ab;
      --color-primary: #14b8a6; --color-border: #26262f;
      --radius: 0.75rem;        --font-sans: "Inter", system-ui, sans-serif;
    }
    
  • Use shadcn/ui components (Radix primitives + cva variants + tailwind-merge) for buttons, dialogs, dropdowns, inputs, etc. They're accessible and consistent. Generate them into src/components/ui; style via tokens, not inline hex.
  • Tailwind v4 base fix — buttons need a pointer cursor. v4's Preflight makes <button> use cursor: default, which feels broken. Add this once in src/styles.css so buttons/clickable roles show a pointer:
    @layer base {
      button:not(:disabled),
      [role="button"]:not(:disabled) { cursor: pointer; }
    }
    
  • Ban ad-hoc styling: no raw hex in JSX, no text-white/bg-black literals, no arbitrary values like p-[16px] or text-[13px]. If you need a value, it becomes a token or a scale step.

2. The quantified rubric (cheap rules that prevent "ugly")

  • ≤ 3–5 colors total (one primary + neutrals + at most one accent). No random extra hues. Don't default to purple unless asked.
  • ≤ 2 font families (often one). Pair a display/heading with a body, or use one.
  • Line-height 1.4–1.6 for body; tighter for large headings.
  • When you override a background color, override the foreground/text color too (contrast must hold — check both light and dark).
  • Mobile-first: design the ~390px layout first, then scale up. No horizontal overflow; tap targets ≥ 44px.
  • Consistent spacing scale (4/8-based). Generous whitespace beats cramming.
  • One accent, used sparingly for primary actions — not everywhere.

3. Anti-AI-slop (the tells that make output look generic — avoid)

  • No gradient-blob filler, no giant hero gradients as a substitute for content.
  • No emoji as icons — use a real icon set (lucide-react).
  • No hand-drawn SVG illustrations/maps/charts — use real libraries (recharts for charts) or real generated images.
  • No placeholder images / lorem-gray boxes in the final product — generate real images or use real content; set crossOrigin="anonymous" on canvas images.
  • Avoid the overused-font look (default system-only, or Comic Sans-tier picks).
  • Every element earns its place. Cut decorative noise. Establish a system, then vary with intent — not randomness.
  • Match the existing UI when editing an app in place; don't introduce a second visual language.

4. Layout & hierarchy

  • Clear visual hierarchy: one primary action per view; size/weight/color express importance. See references/typography.md and references/surfaces.md.
  • Use real layout structure (grid/flex, container max-widths), not absolute-position hacks. Align to a consistent grid.
  • Empty states, loading states, and error states are part of the design — don't ship blank/janky intermediate states.

5. Motion (subtle, purposeful)

  • Short, eased transitions (150–250ms) on hover/press/enter; respect prefers-reduced-motion. Details in references/animations.md.
  • Never animate layout in a way that causes jank; prefer transform/opacity.

6. Game overlays (when this pairs with building-games)

The gameplay canvas is owned by building-games. This skill styles the DOM overlay: start/"click to play" screen, HUD, score, menus, pause, mobile controls. Keep overlay readable over the canvas (backdrop, contrast), and keep it out of the pointer-lock/gameplay input path.


Finish checklist (before you call UI done)

  • Tokens defined in @theme; no ad-hoc hex / arbitrary values in JSX.
  • ≤ 5 colors, ≤ 2 fonts, consistent spacing scale.
  • Contrast holds; foreground overridden wherever background is.
  • Mobile (~390px) has no overflow; targets ≥ 44px.
  • Real icons/images/charts — none of the anti-slop tells.
  • Loading/empty/error states handled; motion subtle and reduced-motion-safe.
  • Rendered and eyeballed in a browser (see AGENTS.md verification), not just curl.

Individual skills in this repo

This repo contains 4 individual skills — each has its own dedicated page.

KrostyMall/Landing-SENSORITY

Add user accounts and sign-in to this TanStack Start app. Use when the app needs authentication, sign-in, user accounts, protected routes, or per-user data. Triggers on "auth", "login", "log in", "sign in", "sign up", "account", "users", "authentication", "protected", "who is logged in", "current user", "per-user".

KrostyMall/Landing-SENSORITY

Build browser games and interactive/canvas/3D experiences in this TanStack Start + React app. Use for any game, simulation, or WebGL/Canvas experience — 2D or 3D, single-player. Covers the game loop & timing, 3D orientation/camera conventions, collision, performance, assets, audio, save, game feel, and per-genre playbooks. For WASD / vehicle / flight **input signs and inverted A/D**, open the **`controls`** skill — do not rely on this file or racing-kart alone. Triggers on "game", "minecraft", "fps", "platformer", "racing", "tetris", "snake", "shooter", "3d", "three.js", "canvas", "voxel", "physics".

KrostyMall/Landing-SENSORITY

Player-facing input signs for browser games: WASD, vehicles, flight, FPS mouse-look, and the #1 failure mode (inverted A/D). Mandatory control self-tests and a tiny test interface so you can verify A turns left before shipping. Load for ANY game with movement, steering, flying, driving, tanks, boats, mechs, drones, planes, karts, third-person follow cams — not only racing. Triggers on "controls", "WASD", "inverted", "steer", "flight", "airplane", "kart", "vehicle", "yaw", "roll", "pitch", "mouse look", "A/D".

KrostyMall/Landing-SENSORITY

Deep guide for game ANIMATION assets: motion cycles, action keyframes, effect sequences, and animation sprite sheets — built around a video-first pipeline. In this app-builder sandbox, execute via the video2dsprite / generate2dsprite skills (magenta + scripts), not ad-hoc ffmpeg. Use whenever generating anything that moves: walk/run cycles, attacks, idles, FX, flags, fire, animation sheets. Complements game-asset-core.

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