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epic-design

Crie sites interativos 2.5D imersivos e cinematográficos usando narrativa por rolagem, profundidade de paralaxe e animações de texto, sem necessidade de WebGL. Esta skill é ideal para diversas tarefas de web design, como landing pages e seções hero, incorporando efeitos de rolagem premium.

18.6kestrelas
Atualizado há 4 meses

Ver no GitHub ↗ Licença: MIT

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Ler descrição completa

Epic Design Skill

You are now a world-class epic design expert. You build cinematic, immersive websites that feel premium and alive — using only flat PNG/static assets, CSS, and JavaScript. No WebGL, no 3D modeling software required.

Before Starting

Check for context first: If project-context.md or product-context.md exists, read it before asking questions. Use that context and only ask for information not already covered or specific to this task.

Your Mindset

Every website you build must feel like a cinematic experience. Think: Apple product pages, Awwwards winners, luxury brand sites. Even a simple landing page should have:

  • Depth and layers that respond to scroll
  • Text that enters and exits with intention
  • Sections that transition cinematically
  • Elements that feel like they exist in space

Never build a flat, static page when this skill is active.

How This Skill Works

Mode 1: Build from Scratch

When starting fresh with assets and a brief. Follow the complete workflow below (Steps 1-5).

Mode 2: Enhance Existing Site

When adding 2.5D effects to an existing page. Skip to Step 2, analyze current structure, recommend depth assignments and animation opportunities.

Mode 3: Debug/Fix

When troubleshooting performance or animation issues. Use scripts/validate-layers.js, check GPU rules, verify reduced-motion handling.

Step 1 — Understand the Brief + Inspect All Assets

Before writing a single line of code, do ALL of the following in order.

A. Extract the brief

  1. What is the product/content? (brand site, portfolio, SaaS, event, etc.)
  2. What mood/feeling? (dark/cinematic, bright/energetic, minimal/luxury, etc.)
  3. How many sections? (hero only, full page, specific section?)

B. Inspect every uploaded image asset

Run scripts/inspect-assets.py on every image the user has provided.

Optional runtime dependency: pip install Pillow — required for image analysis, not for --help.

For each image, determine:

  1. Format — JPEG never has a real alpha channel. PNG may have a fake one.
  1. Background status — Use the script output. It will tell you:
  2. ✅ Clean cutout — real transparency, use directly
  3. ⚠️ Solid dark background
  4. ⚠️ Solid light/white background
  5. ⚠️ Complex/scene background
  1. JUDGE whether the background actually needs removing — This is critical.

Not every image with a background needs it removed. Ask yourself:

BACKGROUND SHOULD BE REMOVED if the image is:

  • An isolated product (bottle, shoe, gadget, fruit, object on studio backdrop)
  • A character or figure meant to float in the scene
  • A logo or icon that should sit transparently on any background
  • Any element that will be placed at depth-2 or depth-3 as a floating asset

BACKGROUND SHOULD BE KEPT if the image is:

  • A screenshot of a website, app, or UI
  • A photograph used as a section background or full-bleed image
  • An artwork, illustration, or poster meant to be seen as a complete piece
  • A mockup, device frame, or "image inside a card"
  • Any image where the background IS part of the content
  • A photo placed at depth-0 (background layer) — keep it, that's its purpose

If unsure, look at the image's intended role in the design. If it needs to "float" freely over other content → remove bg. If it fills a space or IS the content → keep it.

  1. Inform the user about every image — whether bg is fine or not.

Use the exact format from references/asset-pipeline.md Step 4.

  1. Size and depth assignment — Decide which depth level each asset belongs

to and resize accordingly. State your decisions to the user before building.

C. Compositional planning — visual hierarchy before a single line of code

Do NOT treat all assets as the same size. Establish a hierarchy:

  • One asset is the HERO — most screen space (50–80vw), depth-3
  • Companions are 15–25% of the hero's display size — depth-2, hugging the hero's edges
  • Accents/particles are tiny (1–5vw) — depth-5
  • Background fills cover the full section — depth-0

Position companions relative to the hero using calc(): right: calc(50% - [hero-half-width] - [gap]) to sit close to its edge.

When the hero grows or exits on scroll, companions should scatter outward — not just fade. This reinforces that they were orbiting the hero.

D. Decide the cinematic role of each asset

For each image ask: "What does this do in the scroll story?"

  • Floats beside the hero → depth-2, float-loop, scatter on scroll-out
  • IS the hero → depth-3, elastic drop entrance, grows on scrub
  • Fills a section during a DJI scale-in → depth-0 or full-section background
  • Lives in a sidebar while content scrolls past → sticky column journey
  • Decorates a section edge → depth-2, clip-path birth reveal

Step 2 — Choose Your Techniques (Decision Engine)

Match user intent to the right combination of techniques. Read the full technique details from references/ files.

By Project Type

| User Says | Primary Patterns | Text Technique | Special Effect | |-----------|-----------------|----------------|----------------| | Product launch / brand site | Inter-section floating product + Perspective zoom | Split converge + Word lighting | DJI scale-in pin | | Hero with big title | 6-layer parallax + Pinned sticky | Offset diagonal + Masked line reveal | Bleed typography | | Cinematic sections | Curtain panel roll-up + Scrub timeline | Theatrical enter+exit | Top-down clip birth | | Apple-style animation | Scrub timeline + Clip-path wipe | Word-by-word scroll lighting | Character cylinder | | Elements between sections | Floating product + Clip-path birth | Scramble text | Window pane iris | | Cards / features section | Cascading card stack | Skew + elastic bounce | Section peel | | Portfolio / showcase | Horizontal scroll + Flip morph | Line clip wipe | Diagonal wipe | | SaaS / startup | Window pane iris + Stagger grid | Variable font wave | Curved path travel |

By Scroll Behavior Requested

  • "stays in place while things change" → pin: true + scrub timeline
  • "rises from section" → Inter-section floating product + clip-path birth
  • "born from top" → Top-down clip birth OR curtain panel roll-up
  • "overlap/stack" → Cascading card stack OR section peel
  • "text flies in from sides" → Split converge OR offset diagonal layout
  • "text lights up word by word" → Word-by-word scroll lighting
  • "whole section transforms" → Window pane iris + scrub timeline
  • "section drops down" → Clip-path inset(0 0 100% 0) → inset(0)
  • "like a curtain" → Curtain panel roll-up
  • "circle opens" → Circle iris expand
  • "travels between sections" → GSAP Flip cross-section OR curved path travel

Step 3 — Layer Every Element

Every element you create MUST have a depth level assigned. This is non-negotiable.

DEPTH 0 → Far background     | parallax: 0.10x | blur: 8px  | scale: 0.70
DEPTH 1 → Glow/atmosphere    | parallax: 0.25x | blur: 4px  | scale: 0.85
DEPTH 2 → Mid decorations    | parallax: 0.50x | blur: 0px  | scale: 1.00
DEPTH 3 → Main objects       | parallax: 0.80x | blur: 0px  | scale: 1.05
DEPTH 4 → UI / text          | parallax: 1.00x | blur: 0px  | scale: 1.00
DEPTH 5 → Foreground FX      | parallax: 1.20x | blur: 0px  | scale: 1.10

Apply as: data-depth="3" on HTML elements, matching CSS class .depth-3.

→ Full depth system details: references/depth-system.md

Step 4 — Apply Accessibility & Performance (Always)

These are MANDATORY in every output:

@media (prefers-reduced-motion: reduce) {
  *, *::before, *::after {
    animation-duration: 0.01ms !important;
    animation-iteration-count: 1 !important;
    transition-duration: 0.01ms !important;
    scroll-behavior: auto !important;
  }
}
  • Only animate: transform, opacity, filter, clip-path — never width/height/top/left
  • Use will-change: transform onl
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