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Emil design eng

Skill tommylower/cortex/design/craft/emil-design-eng

Public skill library, workflows, tools, and references for AI-assisted development.

Install
npx -y skills add tommylower/cortex --skill emil-design-eng

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 1 stars1 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

Design-engineering craft and motion advisor. Use for UI polish, animation decisions, motion-only review, a codebase motion audit with implementation plans, or finding restrained animation opportunities.

SKILL.md

4.2 KB, as published. Nobody here has run it

Design Engineering

Use Emil Kowalski's craft heuristics as a supplier beneath the active project and Studio. Project tokens, behavior engines, and Studio motion defaults always win; values in these references are examples when the project has no answer.

This Cortex adaptation folds the upstream review-animations, improve-animations, and find-animation-opportunities workflows into one owner instead of maintaining three copies of the same motion standard. Source: emilkowalski/skills, reviewed at commit 70744e3816f1d93eafb697161a8b880a7384c5ff.

Pick a branch

User needBranch
Build or polish an interactioncraft
Review an animation diff or focused surfacereview
Survey existing motion and prepare a prioritized roadmapaudit
Find places that would genuinely benefit from motionopportunities

If invoked without a task, say you can help with craft, review, audit, or opportunity finding and ask which surface to inspect.

Shared posture

  • Train taste by studying why strong interfaces work, not by copying their skin.
  • Assume invisible details compound: response, origin, interruption, edge cases, and reduced-motion behavior matter together.
  • Default to restraint. The best motion change is often deletion.
  • Judge frequency before style. Keyboard and very high-frequency actions should feel immediate.
  • Give every animation one functional purpose: feedback, spatial continuity, state indication, explanation, or preventing a jarring change.

Workflow

  1. Load project truth. Read the active Studio profile when present, then identify the stack, motion libraries, tokens, component engine, product personality, and interaction frequency. This step is complete when a recommendation cannot accidentally introduce a parallel motion language.
  2. Choose the branch. Do not combine a read-only audit with implementation unless the user explicitly asks to move from one to the other.
  3. Load only the needed references:
  4. Execute the branch.
    • craft: implement only the requested interaction, using the project's existing primitives and tokens.
    • review: inspect the stated diff or surface and report motion findings; do not edit.
    • audit: survey the requested codebase scope, vet every cited finding, and stop for selection before writing plans. Source code remains read-only.
    • opportunities: sweep for missing feedback or continuity, reject most candidates through the gate, and report at most seven.
  5. Verify at the right level. Mechanical checks prove the code runs. Slow-motion, frame-by-frame, interruption, reduced-motion, and real-device checks prove the interaction feels right. Name any check you could not run.

Completion

  • craft is complete when the requested state graph works with project primitives and tokens, build checks pass, and the interaction has been feel-checked.
  • review is complete when every finding cites evidence and the verdict is explicit.
  • audit is complete when the scoped motion surface is accounted for and selected plans are self-contained enough for a context-free executor.
  • opportunities is complete when every reported candidate passed the full gate and considered-but-rejected candidates are visible.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.