premium-visual-style
paean-ai/deeptide/skills/premium-visual-style/SKILL.md
Use this skill when building or refining a sample that must feel polished, cohesive, and professionally designed: games, tools, dashboards, landing pages, presentation decks, and interactive demos. Create interfaces that look intentional at first glance and remain usable after the novelty fades. The work should feel like a high-quality product sample, not a placeholder or prototype. - Choose a domain-appropriate tone. Games can be expressive; operational tools should be quiet and information-dense; decks should be editorial and export-friendly. - Make…
What's in it
- Premium Visual Style For Samples
- Goal
- Design Baseline
- Color Guidance
- Layout Standards
- Typography
- Motion And Feedback
- Verification Checklist
- When In Doubt
# Premium Visual Style For Samples
Use this skill when building or refining a sample that must feel polished,
cohesive, and professionally designed: games, tools, dashboards, landing pages,
presentation decks, and interactive demos.
## Goal
Create interfaces that look intentional at first glance and remain usable after
the novelty fades. The work should feel like a high-quality product sample, not
a placeholder or prototype.
## Design Baseline
- **Choose a domain-appropriate tone.** Games can be expressive; operational
tools should be quiet and information-dense; decks should be editorial and
export-friendly.
- **Make the primary subject visible immediately.** The first viewport should
show the game, product, slide, board, canvas, terminal, or artifact itself.
- **Use restrained, repeatable systems.** Define spacing, radii, borders,
surface colors, typography, and interaction states once.
- **Prefer real structure over decoration.** Grids, panels, metrics, terminals,
cards, and gameplay surfaces are stronger than decorative blobs.
- **Design for scanning.** Headings, labels, values, controls, and feedback
should be easy to locate under time pressure.
## Color Guidance
Build a palette with roles:
```css
:root {
--bg: #060910;
--surface: #0d1728;
--surface-2: #101d31;
--line: rgba(125, 211, 252, 0.18);
--text: #eaf4ff;
--dim: #9aaec4;
--cyan: #3dd8eb;
--blue: #0ea5e9;
--green: #10b981;
--amber: #fbbf24;
}
```
Use accents sparingly:
- One primary accent for calls to action.
- One success/resource color.
- One warning/damage color.
- One neutral line and panel system.
- Avoid making the whole UI variations of a single hue.
## Layout Standards
- Use stable dimensions for boards, canvases, decks, cards, HUD bars, and icon
buttons.
- Avoid nested cards. Use cards for repeated items, modals, framed tools, and
true content units.
- Keep sections full-width or canvas-centered; avoid floating marketing cards
unless they are the actual content.
- Preserve clear hierarchy: title, state, primary surface, secondary controls,
log/details.
- On mobile, prioritize the interactive surface and the next required action.
## Typography
- Use system fonts unless a project already has a font system.
- Keep letter spacing at `0` for normal text; use positive tracking only for
small uppercase labels.
- Avoid viewport-width font scaling for compact UI components.
- Make text fit inside buttons and cards. Use wrapping, shorter labels, or
container-specific font sizes.
Example:
```css
.eyebrow {
color: var(--cyan);
font-size: 12px;
font-weight: 800;
letter-spacing: 0.16em;
text-transform: uppercase;
}
.card-title {
font-size: 16px;
line-height: 1.15;
letter-spacing: 0;
}
```
## Motion And Feedback
Use motion to explain state:
- Button hover: small border/color shift.
- Game hit: flash, particle burst, damage number.
- Drag/drop: selection outline and invalid placement feedback.
- Wave/reward: short log entries, clear phase labels.
- Deck export: print button with a direct action.
Avoid long ornamental animations that compete with interaction.
## Verification Checklist
- Desktop screenshot looks complete without scrolling unless the format is a
long page.
- Mobile screenshot has no horizontal overflow or clipped text.
- Text does not overlap buttons, cards, canvas, or HUD.
- The visual palette has enough contrast and is not a one-note hue.
- The first viewport communicates what the sample is.
- The implementation does not rely on external assets unless intentionally
required.
## When In Doubt
Prefer fewer, better components. A polished sample with a strong board, clear
HUD, tight controls, and three excellent effects beats a cluttered sample with
ten half-finished panels.
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