Prototyper
Théo's collection of Agent Skills for GitHub Copilot
npx -y skills add theomonfort/skills --skill prototyperAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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What its author says it does
Copied from the file, not written here
Generate a single self-contained HTML file with 10 distinct design propositions for one UI component, all grounded in this repo's retro-JRPG universe but deliberately pushed in different directions to open the design vision. Use when the user wants to explore, prototype, brainstorm, or compare design options / variations / mockups for a UI component (e.g. a TOC sidebar, progress bar, tab switcher, card grid, button, badge, modal) before committing to one. Trigger phrases include "prototype", "design options", "10 variations", "explore designs", "mockups", "like we did for the TOC", "/prototyper". Always writes the result into `.github/Prototypes/`. Do NOT use to ship a final component into `src/` — this only produces a throwaway comparison artifact to pick from.
The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.
SKILL.md
5.9 KB, as published. Nobody here has run it
prototyper
Produce one self-contained HTML file containing 10 visually distinct design propositions for a single UI component. Every proposition must feel native to this repo's universe, yet the set as a whole should spread across the possibility space — a few safe/on-brand, several that re-imagine the layout metaphor, and a couple of wildcards — so the human reviewer's vision is opened rather than narrowed. The reviewer opens the file in a browser, compares the 10 side by side, picks one (or a mix), and then asks for it to be ported into the real component.
This skill mirrors the workflow used to create .github/Prototypes/toc-prototypes.html.
Output location (non-negotiable)
- The file always goes in
.github/Prototypes/— never inpublic/, never insrc/. These are internal, non-deployed reference artifacts (Astro only servespublic/, so.github/Prototypes/is excluded from the build on purpose). - Name it
.github/Prototypes/<component>-prototypes.html(kebab-case component slug, e.g.progress-bar-prototypes.html,equipment-tab-prototypes.html). - The
createtool works in.github/Prototypes/. If a protected-path hook ever blocks writing there, fall back to writing the file with a bash heredoc.
Workflow
1. Ground in the repo's universe (REQUIRED reading)
- Read
.github/instructions/frontend.instructions.md— the retro JRPG design tokens (colors, fonts, effects, prohibitions). These are law. - Read an existing prototype as the exact format template, e.g.
.github/Prototypes/toc-prototypes.html. Match its shape: a single page that loads the same Google Fonts via CDN, the same dark radial background, then 10 clearly-labeled variation panels (each titled likeV1 — Quest Log), a shared base CSS block plus per-variant CSS overrides, and a small JS data array + builder that renders the component markup inside each panel.
2. Study the REAL component (so the winner is portable)
- Find and read the real component's markup, CSS, and the data it maps over (class names, sample values, states). Use the real class names and realistic sample data in every variation so the chosen design can be ported back with minimal rework.
- Identify the component's functional elements that every variation must preserve (e.g. for a TOC: section grouping + accent color, item number, title, badge, current-item highlight). List them before designing.
3. Generate 10 propositions — fit the universe, but diverge
Hold two forces in tension on every proposition: belonging (it looks like it was always part of this retro-JRPG world) and divergence (it explores a direction the others don't). Use a "divergence ladder" so the set doesn't converge:
- V1–V2 — Anchor: the most refined, obviously-on-brand take. The safe pick.
- V3–V6 — Re-frame: keep the theme, change the metaphor — e.g. quest log, stage-select map, HP/EXP gauge, inventory slots, terminal/CLI, stepper with a progress line, ticket/receipt, folder tabs.
- V7–V8 — Re-shape: change orientation, density, or composition — vertical vs horizontal, dense vs airy, nodes vs rows, asymmetry, overlap.
- V9–V10 — Wildcard: a genuinely surprising direction that still respects the hard rules — push texture, motion, or an unexpected JRPG/arcade trope.
Generation rules:
- No two variations may share the same core idea. If two feel similar, replace one.
- Within any single variation keep accent colors solid and uniform (per the tokens) — no timid pastel gradients.
- Give each a short, evocative name in its panel label.
4. Honor the hard rules (from the tokens file)
- NO white/light backgrounds. NO pill shapes or
border-radius> 4px. NO gray soft drop-shadows — use neon glow only (0 0 8px <color>, 0 0 24px <rgba>). - Borders are
1px dashedor2px solidneon. High contrast. - Fonts:
'Press Start 2P'only for big brand labels (no lowercase glyphs);'DotGothic16'for prose / labels / titles;'VT323'for presentation decorations (counters, badges);'IBM Plex Mono'for code-like text. - Background: deep-purple → midnight → shadow-ink radial. Optional CRT scanlines.
5. Deliver
- Ensure the HTML is well-formed and renders standalone (sanity-check by grepping for the 10 variant labels and confirming the JS builder is present).
- Do not modify any
src/file and do not commit/push unless the user asks — the artifact is for review first. - Offer a preview: since
.github/Prototypes/isn't served by the dev server, start a throwaway static server in that folder (python3 -m http.server <port> --bind 127.0.0.1) and hand backhttp://localhost:<port>/<file>links. - Report the file path and a numbered one-line description of each of the 10 propositions, grouped by the divergence ladder (Anchor / Re-frame / Re-shape / Wildcard).
Scaling
For several components at once, run one pass per component (each its own
<component>-prototypes.html), and parallelize with background agents — give each
agent this same skill's instructions plus the one component to cover.