agentleFS
LogicOberLogicOber/Worldview-Skills/skills/3d-assets/vfx-effect/SKILL.md

vfx-effect

Skill2 starsChanged 49 days agoApache-2.0View on GitHub

Entry point for a reusable visual-effect design — an ability, an explosion, a spell, a transformation, a weather event — defined as a shape grammar, a palette, a timing envelope and a causality rule, then produced as a reference board and a short loop or one-shot clip. Use when the user names an effect, an ability's look, a magic system, or asks "what does it look like when…".

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Cause first: Every prompt states the physical event, then the effect.

    line 41

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

VFX Effect

Design an effect the viewer can read in one frame and recognise every time.

What a good effect has

  • A shape grammar. Rings, shards, threads, arcs, columns. One family per source. The mage's effects are circles and constellation lines; the warrior's are straight edges and walls. Mixing grammars across one character reads as random.
  • A palette. Two colours and one accent. Stated in the design, repeated in every prompt.
  • A timing envelope. Wind-up (the tell), release, peak, decay — in seconds. A 0.3 s tell that the audience learns to read is what makes an ability fair in a game and legible in a film.
  • A cause. The effect follows a physical event: blade contact, palm strike, landing, the core reaching critical. Written cause-first in every prompt.
  • A scale rule. How big at rank 1, how big at ultimate. The ultimate is a different scale, not a different colour.

What the user gets

DeliverableFormat
Effect designshape grammar · palette · timing envelope · cause · scale · sound family
Reference board4-panel: tell · release · peak · decay
Clip3–6 s loop or one-shot, on a neutral or in-context background
Variantsrank-1 / ultimate · hit / miss · on flesh / on stone / on metal
Sprite sheet (optional)frame strip for 2D engines

Rules this entry enforces

  • Cause first. Every prompt states the physical event, then the effect. "Blade contacts bone; only then does the burn spread along the crack." Effects that precede their cause are the most common action failure.
  • One grammar per source. Enforced across a character's kit or a boss's phases.
  • Tell is mandatory. 0.2–1.0 s of readable wind-up on the board and in the clip.
  • Peak does not hide the subject. The character's face and weapon silhouette stay readable at peak; an effect that whites out the frame for more than 3 frames is rejected.
  • Style ceiling. Photoreal styles express effects through light, particulate and camera; drawn speed lines and impact frames belong to anime and stylised 3D only.
  • Damage without gore when the style calls for it. A burn-and-crumble chain (heat mark → cracks spread → carbonise → collapse to ash) replaces blood in ZeroBlood projects. Written as a chain so the model does not skip to the end.

Example

BONE RING (boss signature)
  Grammar: concentric rings, slab uplift
  Palette: cyan-green core light · bone white · dark iron accent
  Envelope: tell 0.8 s (cyan climbs the blade) → release (blade strikes floor)
    → peak 0.6 s (ring of slabs erupts, fog reverses) → decay 1.2 s (dust settles)
  Cause: blade contact with the arena floor
  Scale: 8 m radius phase 2 · 14 m phase 3
  Sound: sub-bass thud, stone shear, wind reversal

CONSTELLATION SHIELD (mage counter)
  Grammar: circle + connecting lines
  Palette: blue-white · pale gold · none
  Envelope: tell 0.3 s (hands rise, points of light appear) → release → peak
    1.5 s (ring holds, projectiles and fog freeze inside) → decay 0.5 s
  Cause: both palms raised and opened
  Scale: 3 m rank 1 · 6 m ultimate
  Sound: glass chime, then silence inside the ring

Related entries

  • hero-skill-system — the kit these effects belong to
  • boss-battle — signature skills and their counters
  • film-action-combat (core) — how effects are timed inside a fight prompt

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.