Critique
Elite art-direction skills for Claude Code — design direction, OKLCH color, typography, motion, structured critique, and frame-rate craft. Any medium, any stack.
npx -y skills add jangles-byte/atelier --skill critiqueAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
2 things to look at
- 12 days oldThe repository was created 12 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
- 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
A structured design-critique protocol that turns "looks off" into ranked, concrete changes with exact values (px, ms, curves, colors) — never vibes. Use this skill whenever evaluating any rendered visual: reviewing a screenshot, judging your own just-built UI/chart/slide/game screen before shipping, responding to "does this look good?", "review this design", "why does this feel off?", "roast my landing page", or comparing two design options. ALWAYS run this skill as the final step of any visual work, on a real render — it is the package's quality gate.
SKILL.md
2.9 KB, as published. Nobody here has run it
Critique
A critique is an ordered list of changes with exact values, produced by evaluating a real render against a fixed rubric. "Feels unbalanced" is not critique; "increase section gap 32px→64px so the pricing table separates from the hero" is.
Workflow
- Get a real render. Screenshot the running artifact (browser preview, simulator,
plot output, game capture) — never critique source code or imagination.
If anything moves, a still is not a render. Capture the motion and watch it:
Then interact with it directly — hover, open and close, mash the trigger — because interruption bugs only appear under abuse.../motion/scripts/capture-motion.py index.html --out review.gif --duration 1200 - Inventory — one paragraph of what is objectively on screen (elements, reading order as encountered, palette, faces in use). Forces looking before judging.
- Score the rubric — eight dimensions, 1–5 each, using references/rubric.md. Cite evidence per score.
- Write the change list — every scored weakness becomes a change in the exact format of references/change-format.md: ranked by impact, each with location, current value → new value, and the principle it serves. 3 changes minimum, 10 maximum; past 10, ship the top 10 and re-critique after.
- Apply and re-render. A critique that isn't applied and re-verified is a memo. Iterate until the weakest rubric dimension scores ≥ 4 or the user stops you.
Which reference to load
| Situation | Load |
|---|---|
| Scoring any render; the eight dimensions with anchors | references/rubric.md |
| Writing the output; worked example of a full critique | references/change-format.md |
Rules
- Judge against the design philosophy first (does it keep its own promises?), the rubric second. If no philosophy exists, write a one-line inferred intent and say so.
- Diagnose over prescribe when uncertain of intent — but never emit a finding without a proposed exact value. Uncertainty goes in a parenthetical, not in vagueness.
- Strengths get one sentence, findings get the rest. Flattery is not calibration.
- Accessibility findings (contrast, motion, hit targets) always rank above aesthetic findings, whatever their scores.