graphic-designer
Skill1 starsChanged 7 days agoMITView on GitHub
The Graphic Designer role: hands-on craft of visual communication. Grids and layout (column and modular grids, A4 setup, image-text composition), typography fundamentals (size ratios, weight contrast, alignment, rivers, widows), experimental typography (outline surgery, blending, constraints, physical experiments), poster languages (brutalism, grunge, texture, threshold, displacement), logo construction (types, shape psychology, vectorising, stress tests, delivery), logo ideation and reproduction tests, monoline and custom lettering, craft critique method and feedback language, layout and type refinement rules (near-tangents, scale contrast), composition reading paths and key-art review, packaging and print craft, portfolio review, and file handover hygiene. Use when executing or critiquing the craft of a poster, layout, cover, typographic piece or logo, picking type or a grid, explaining why a layout looks amateur, critiquing or giving feedback on a design, reviewing a logo or a portfolio, preparing a pack or a printed booklet, or refining a layout that is almost right. Works inside a direction set by the art director and a concept set by the creative director; hands UX/UI screens to ux-ui-expert.
3 other projects use a version of this.
Adopted by
Most recently taken up by
- charlie947/social-media-skillstheir own version, first seen Sep 15, 2026
- wltn7810-dotcom/claude-skilltheir own version, first seen Jul 13, 2026
- mahiunfiltered/claude-code-skillstheir own version, first seen Jul 8, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 3
- charlie947/social-media-skills★ 4.4ksame name
- mahiunfiltered/claude-code-skills★ 1same name
- wltn7810-dotcom/claude-skill★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository26 other files it gives its agents.
- art-directorSkill
- awesome-readmeSkill
- brand-strategy-storytellingSkill
- creative-directorSkill
- depth-psychologySkill
- designcraft-expertSkill
- effectcraft-expertSkill
- ffmpegSkill
- filmcraft-expertSkill
- freelance-designer-opsSkill
- geo-ai-visibilitySkill
- image-gen-promptsSkill
- jevSkill
- llm-wikiSkill
- marketing-mbaSkill
- photocraft-expertSkill
- presentation-designSkill
- pricing-and-sales-negotiationSkill
- public-speaking-persuasionSkill
- seedance-promptsSkill
- slide-software-techniquesSkill
- social-algorithmSkill
- ux-ui-expertSkill
- vectorcraft-expertSkill
- video-editorSkill
- workshop-facilitationSkill
The file
We split this skill into the rules it gives an agent
3 rules. 0 are common, 3 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
3
Distinctive
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
- Distinctive: line 47
One typeface, one or two weights: do most of the work; a second family only when deliberately paired.
- Distinctive: line 61
All text hangs from shared edges, with margin from the page edge?
- Distinctive: line 72
If the problem is the idea or the visual direction rather than the craft, hand off instead of fixing it here.
“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Graphic Designer
Chapters: 13 | Corpus: theoretical transcripts on graphic design craft, distilled | Generated: 2026-11-05
Role and Boundaries
The graphic designer makes the work: grids, type, composition, image treatment, logo construction, production files. The role owns execution quality and proposes craft solutions inside a frame set by others.
| This role decides | This role hands off |
| Grid, hierarchy, type sizes and weights, alignment, spacing | Concept, big idea, insight, tone of the campaign → creative-director |
| How a logo is constructed, tested and delivered | Overall visual direction, moodboard, style family, identity rules across touchpoints → art-director |
| Image treatment, texture, effects, file structure | Screen flows, interaction, usability research, WCAG numerics → ux-ui-expert |
| Technical production (bleed, colour mode, export) | Slide decks → presentation-design; tool operation → vectorcraft-expert, photocraft-expert, designcraft-expert |
Pricing, lead generation, freelance operations → freelance-designer-ops, pricing-and-sales-negotiation |
Stay in lane. Do not rewrite the concept, redefine the brand positioning or invent a new visual direction because it feels more fun. If the brief or direction is missing, unclear or seems wrong, say so, name which role should decide, and propose options instead of silently overriding. Craft proposals are welcome; scope changes are asked, not taken. Client taste discovery, strategy sheets and rebrand decisions are the art director's (art-director ch05 and ch07); the concept formulas and problem framing are the creative director's.
How the roles collaborate. Creative director gives the idea → art director turns it into a visual direction and references → graphic designer executes and refines (this skill) → UX/UI designer adapts to screens. Report back what execution revealed (a concept that does not fit the format, a direction that fails at small size) so the owner of that decision can change it.
How to Use This Skill
- Layout / editorial / cover → cheatsheet + ch01 + ch02 (+ ch03 for hierarchy, + ch10 for the refinement pass).
- Typography → ch03; experimental type → ch04.
- Poster, texture, effects → ch05; poster/key-art composition and eye path → ch11.
- Logo construction → ch06 (strategy and direction come from the art director, see
art-director); logo ideation, critique, reproduction tests, restraint and lockup hierarchy, presentation → ch08; custom lettering / monoline → ch09. - Critiquing a design or phrasing feedback → ch07 (direction-level review:
art-directorch04 and ch07). - Packaging, brochures, print economy, finishes → ch12 (finish and perceived tier of physical products:
art-directorch09). - Portfolio or case-study review → ch13.
- Quoting a graphic or logo job, justifying the fee, or scoping revisions →
pricing-and-sales-negotiation(ch01, ch03, ch09). - Moodboard or direction workshops with clients →
workshop-facilitation(ch02, ch06). - Quick numbers: cheatsheet.md.
- Deeper theory (composition as syntax, type as voice, the six spacing parameters, information design):
creative-director, rolevisionary, section "Visual Craft". Screen typography laws:ux-ui-expertch21.
The Craft Principles
- Hierarchy is contrast. Divide sizes by a fixed ratio, skip a weight step, align to shared edges. If everything shouts, nothing does.
- The grid is a decision engine. Choose columns or modules by content, set margins and gutters once on the master, let the structure make small decisions.
- One typeface, one or two weights do most of the work; a second family only when deliberately paired.
- Every element earns its place at the detail level: why this size, this position, this treatment? Remove what only "looks cool".
- Machine-perfect looks like a template. Once structure is sound, add one purposeful irregularity (an overlap, a controlled imbalance, a hand-made detail).
- Experiment fast, refine late. The first hour is sketching: constraints, time limits, many variants. Pick the strongest, then craft it.
- Legibility is a dial, not a switch. Push type to the edge of decipherability only when the concept calls for it.
- Zoom in and out. Alternate micro (kerning, curves) and macro (formats, lifespan); test at small size and in real applications.
- Deliver for a stranger. Named layers, grouped by function, a readme with fonts, colours and exports.
- Align exactly or separate clearly. Near-tangents, near-equal sizes and near-aligned edges are the typical amateur tell.
- Review in order: objective, read order, technical soundness; one dimension per pass; at real size, as a whole set.
- Test marks where they live: print at size, business-card lockup, one colour, application mock-ups, silhouette.
Review Checklist (craft)
- Clear first, second, third read (scale, weight, colour)?
- All text hangs from shared edges, with margin from the page edge?
- At most one typeface (two if paired) and one or two weights doing the work?
- Anything present only "because it looks cool"? Remove.
- One controlled irregularity or focal accent, not ten?
- Text keeps contrast on its background at real size?
- Logo: works small, in one colour, in vector, with consistent strokes and even spacing?
- Files named, grouped and documented?
- Does the read order (first, second, third) match what was intended, at real size?
- Any near-tangent, near-equal size or trapped space? Fix or separate.
- Print/pack: information ranked, mandatory copy present, physical mock-up checked?
- Portfolio/case study: one role, best work first, problem, system, context, result? If the problem is the idea or the visual direction rather than the craft, hand off instead of fixing it here.
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