20 KiB
name, description
| name | description |
|---|---|
| frontend-app-builder | Use for new frontend applications, dashboards, games, creative websites, hero sections, and visually driven UI from scratch, or when the user explicitly asks for a redesign/restyle/modernization. Builds from clean, airy, high-taste image-generated concept design with faithful implementation and browser testing. |
Frontend App Builder
Use this skill to create polished frontend apps, dashboards, games, creative websites, hero sections, redesigns, and other visually driven UI. Act first as a senior front-end designer, then as an engineer implementing an approved design spec.
Core Standard
The two priorities of this skill outrank everything else:
- Create a great-looking Image Gen design first: clean, airy, distinctive, complete, and not repetitive by default.
- Do not stop until the accepted design and browser implementation match 10/10. Keep fixing visual, interaction, responsive, asset, and typography mismatches until
view_imagecomparison would pass agency sign-off.
Hard Rules
- Use Image Gen for the visual concept unless the user explicitly opts out or the task is a small UI fix inside an existing design system.
- Design the complete requested surface before coding. For a full page, app, dashboard, game, or product interface, a header or hero concept is not enough. For multi-section websites and long landing pages, prefer coordinated section-by-section concepts, plus an optional overview for rhythm, over one tall image that loses detail. For apps, dashboards, games, or compact product surfaces, generate the full primary screen plus any needed state, responsive, or asset concepts first.
- In Plan mode, generate the design first, then use
request_user_inputto get design approval before planning implementation details. - Once accepted, the concept is a production design spec. No creative liberties during implementation: do not reinterpret layout, visible copy, hierarchy, container model, styling, imagery, density, or sections unless the user approves it or a concrete blocker requires it. General design heuristics never override the accepted concept.
- The completion bar is agency-signoff faithful implementation: 10/10 fidelity to the accepted spec plus production-quality code. If the browser-rendered UI would receive design-review comments, keep fixing it.
- Before coding, build a small design system from the accepted image: tokens, typography, component families, variants, spacing, icon treatment, and container rules. Include both content typography and UI chrome typography for tools, editors, and dashboards. Implement from that system so repeated elements stay consistent.
- Hero eyebrow, kicker, pretitle, badge, or pill labels above the main heading are prohibited by default. Use one only when the user explicitly requested it or the accepted/reference design already contains it.
- Verify in the Browser plugin / built-in browser first. Use Playwright Chromium only when Browser/IAB is unavailable or unreliable, and state the fallback reason.
- Final handoff is blocked until you use
view_imageon both the accepted concept and the latest browser screenshot. This cannot be skipped or replaced with browser inspection alone. Judge the pair directly: is this agency-signoff faithfully implemented, and would a great, highly skilled design agency sign off on this exact implementation of the accepted design? If not, keep fixing. - Remove temporary QA artifacts before handoff unless the user or task explicitly asks to keep them.
Image Gen Workflow
Read and follow the installed @imagegen skill. For website-specific briefing guidance, use references/imagegen-website-concepts.md.
Before calling Image Gen:
- Copy the user's concrete requirements into the brief: product/page purpose, audience, required sections or states, workflow, supplied copy, nav labels, CTA labels, data fields, required media, responsive needs, and implementation constraints.
- Ask for the complete requested surface: full page, app screen, dashboard, game screen, or coordinated section/state set. If the deliverable is more than a hero, say the concept must include downstream sections, states, or responsive continuation.
- Repeat the implementation constraints: code-native app UI text and controls, fully rendered product/background assets with their own text and branding when appropriate, separable assets, reusable component families, intentional container model, no default card grids, no invented hero eyebrows/kickers/badges/pills, and practical HTML/CSS/component implementation.
- Preserve information architecture from user content, screenshots, or existing apps. Do not let Image Gen invent unrelated sections, fake metrics, new product claims, extra dashboards, new navigation, or a different product story.
- For multi-section websites or long landing pages, default to one coordinated concept image per major section when a single image would cram detail or flatten the layout. Keep one
accepted layout conceptresponsible for structure and rhythm; treat later images as supporting section, state, responsive, or asset specs. - For games, plan a dedicated Image Gen asset pass in addition to the concept: transparent character/state sprites or sprite sheet, terrain/platform tiles, collectibles, hazards, goal/checkpoint objects, props, and 2-3 parallax/background layers when the environment has depth. HUD text, scoring, controls, physics, and collision remain code-native.
Reject or iterate on concepts that are header-only for a full-surface ask, cluttered, generic, repetitive, under-specified, unreadable, over-decorated, off-spec with hero eyebrows/kickers/badges/pills not explicitly requested or present in the reference, or not practical to implement faithfully.
Design Quality Bar
The concept should look like a professional product mockup by a senior product designer:
- One clear creative idea or visual point of view.
- Strong first viewport with clear offer, product signal, and primary action.
- Full-page rhythm: sections, states, transitions, and mobile views feel designed as one system, without repetitive card stacks or repeated section formulas.
- Excellent typography: clear hierarchy, scale, weight, line height, label treatment, and control/chrome text that never falls back to browser-default sizing.
- Intentional whitespace and density; no filler cards, hero eyebrow/kicker labels, pills, badges, fake metrics, or icon rows unless explicitly requested or present in the accepted design.
- Coherent visual system: palette, spacing, radius, borders, shadows, gradients, icon style, imagery, and component geometry.
- High-quality generated assets for logos, brand marks, hero imagery, product renders, background scenes, illustrations, textures, posters, avatars, empty states, and game sprites/tiles/background layers. Product/background assets should be fully rendered with consistent branding and in-image text when that text belongs to the asset.
- Purposeful motion that clarifies hierarchy, reveals state, or makes the product feel tangible.
- Specific, non-generic copy when the user has not provided exact copy.
Default to clean, airy, tasteful 7/10 creativity: distinctive enough to feel designed, restrained enough to build, and not repetitive. Interpret "clean" as edited and legible, not empty or sterile.
Concept Review Mode
Use only when the user asks to generate concepts first, review options, or wait for approval.
- Generate and show the concept.
- Iterate until the user approves.
- Do not implement while the user is still reviewing.
- Once approved, treat the concept as the active spec and follow the fidelity workflow below.
Before Coding
Turn the accepted concept into a design system and implementation inventory before coding:
- Exact visible copy, nav items, CTA labels, section headings, proof points, data labels, and important UI text.
- Allowed above-the-fold copy list: every visible hero, nav, eyebrow/kicker/pretitle, badge/pill, CTA, label, and proof string allowed from the accepted concept or user-provided copy.
- First viewport composition, section order, downstream states, responsive continuation, and next-section preview.
- Brand mark, imagery roles, product mockups, dashboards, tables, charts, maps, media rails, forms, HUDs, or other visual artifacts.
- Standalone asset needs: if the concept includes a logo, brand mark, product label, packaging, poster, sign, product render, or branded background object, create matching standalone assets with Image Gen editing before implementation so branding stays coherent.
- Game asset needs: if the concept is a game, create matching production art assets with Image Gen before implementation. Include transparent sprite/state assets, tiles/platforms, collectibles, hazards, goal objects, props, and parallax/background layers as needed; use code for collision boxes and game state, not as a substitute for visible art.
- Design tokens sampled or approximated from the image: background, surface, text, muted text, border, shadow, accent, semantic colors, radii, elevation, spacing scale, and motion timing.
- Typography system: font family/fallback, type scale, weights, line heights, tracking, label treatment, heading/body/caption styles, control text styles, and responsive type behavior.
- Component families and variants: buttons, navigation, rows, panels, media frames, product mockups, cards only where present, tables, forms, chips, icons, empty states, responsive variants, hover/focus/selected states.
- Container model: cards, panels, rails, bands, lists, tables, canvases, drawers, sidebars, modals, or full-bleed sections.
- Core workflow: controls that must respond, selected states, filters, tabs, edits, creation flow, success state, playback, game controls, or generated-result demo.
If the concept omits required downstream sections, states, or mobile views, generate matching section/state concepts when visual consistency is uncertain. Otherwise extend in the exact same visual system.
Implementation
- Build the real usable surface first, not a marketing wrapper around a future app.
- Follow the repo's framework, routing, component, styling, state, accessibility, and asset conventions.
- Implement through the design system extracted from the image. Similar elements must use the same component or shared style primitive; differences should be explicit variants, not one-off copied CSS.
- Implement the accepted concept exactly. Preserve copy, hierarchy, section order, density, colors, typography, spacing, radii, borders, shadows, asset framing, and interaction model.
- For multi-section pages, implement in slices that match the accepted section concepts. Start with the first viewport, compare its browser screenshot to the section concept, fix visible drift, then continue section by section. Do not defer all visual comparison until the whole page is coded.
- Do not add new visible above-the-fold copy, hero eyebrows/kickers, explanatory labels, subtitles, or category text after concept acceptance unless it appears in the accepted concept, came from the user, or is recorded as an intentional deviation. If semantic HTML, SEO, or accessibility requires changing an H1 or heading level, change the element semantics first; do not invent compensating visible copy.
- Do not add decorative hero eyebrow labels, pills, badges, gradients, glows, or overlays that were not in the accepted design. Do not substitute a gradient treatment unless it matches the concept's palette, direction, intensity, and placement.
- Define typography on controls deliberately. Do not rely on browser defaults or inherited
16pxsizing for buttons, tabs, inputs, toolbars, sidebars, inspector panels, layer rows, status bars, command palettes, or export/share controls. - Preserve the container model. Do not add cards, bordered panels, floating containers, tiles, or card grids where the spec uses open whitespace, bands, rails, lists, tables, canvases, or full-bleed composition.
- Keep real interactive app UI text, navigation, buttons, forms, tables, controls, and labels code-native. This does not apply to text and branding that belong inside product images, posters, packaging, signs, background scenes, hero photos, or other raster assets. Do not ship a static screenshot as UI.
- Use Image Gen for central non-icon assets. Render product images and background assets completely with the needed text, logos, marks, labels, packaging, signage, and branding. When the asset must layer into the UI, request a transparent background or clean cutout. Quote exact asset text and require verbatim rendering when text matters.
- If the accepted design includes branded product imagery, use Image Gen editing to create standalone versions of the logo/product/packaging/signage assets from the concept or a matching asset pass. Include transparent-background variants when those assets need to layer into the UI. Do not rebuild branded raster assets from generic CSS, mismatched fonts, or approximate labels.
- For games, use Image Gen for visible production art: character/state sprites or sprite sheets, terrain/platform tiles, collectibles, hazards, goals/checkpoints, foreground props, and parallax/background layers. Do not fall back to canvas-drawn shapes because collision, scaling, or animation is simpler. Keep HUD text, score, controls, hit boxes, physics, and game state code-native, and tune collision geometry to the rendered assets. Any code-drawn or vector game art must be listed as an intentional deviation or concrete blocker.
- Do not replace concept assets with rough CSS drawings, generic gradients, placeholder SVGs, or stock-like crops. Images must sit naturally in the composition: background color, lighting, edges, crop, shadow, and transparency should blend with the surrounding design. SVG is fine for faithful icons and directional glyphs.
- Use SVG/icon components for arrows, chevrons, carets, disclosure indicators, pagination arrows, and carousel arrows; do not use plain text glyphs unless the concept intentionally does.
- Make app interfaces experiential: local state, meaningful selected states, working filters/tabs/forms, editable or creatable items, success states, playback controls, game controls, or simulated generated output where appropriate.
- Use interactive UI inside a hero only when it genuinely fits: SaaS/software product previews, product demos, or purposeful interactive animation. Do not force fake interactive chrome into a branded, editorial, product, venue, food, consumer, or background-led hero. Faithful implementation and consistent branding are more important than adding interactivity.
- Add motion only where it supports the design. Respect accessibility and
prefers-reduced-motion. - Keep implementation production-oriented: semantic markup, stable responsive dimensions, no fragile hardcoded hacks, and type/lint/test checks when the repo supports them.
Verification
Run the app and verify the visible product, not just the build.
- Use Browser/IAB first. Load the app, inspect the first viewport, scroll, and click through the core workflow.
- Check desktop, current browser viewport, and a mobile-sized viewport.
- Capture or locate the accepted concept and the latest implementation screenshot. Use
view_imageon both in the same QA pass before final handoff; do not skip this step or substitute a browser glance for it. - Capture the implementation at the accepted concept's native dimensions when practical. If not practical, record the blocker and also verify the current browser viewport.
- Write a fidelity ledger before final: mismatch, concept evidence, render evidence, and fix made or reason not fixed. Inspect at least five concrete comparison points covering copy, layout, typography, palette/gradients, asset treatment, spacing/container model, responsive behavior, or motion.
- Compare side by side for copy, nav, CTA labels, section order, first-viewport balance, next-section visibility, palette, gradient treatment, font personality, type scale, spacing, borders, radii, container model, asset/background blending, motion, and simulated interactions.
- Run an above-the-fold copy diff against the allowed copy list. Added, removed, renamed, or reordered visible copy must be fixed or listed as an intentional deviation; unapproved additions fail fidelity.
- Audit typography everywhere, not just the hero or main canvas. Check headings, body, captions, labels, toolbar controls, sidebar rows, tabs, inputs, inspector fields, status bars, command palettes, export/share buttons, table cells, chart labels, and mobile line breaks. Use computed CSS sizes/weights/line-heights when the screenshot suggests drift.
- For canvas/editor apps, audit app chrome separately from canvas/document text. Default zoom and pan are part of the spec; persisted local state must not hide seed, scale, or typography fixes during verification.
- Ask explicitly: is this agency-signoff faithfully implemented, and would a great, highly skilled design agency sign off on this exact implementation of the accepted design? If anything would get a design-review comment, write a concrete repair checklist and keep editing. Do not final-answer with fixable visual issues.
- Verify generated assets load, are framed correctly, and do not obscure text or controls.
- Verify the core workflow updates real local UI state. Do not ship inert controls, fake media progress, hidden required media, or placeholder interactions.
Functional QA does not count as fidelity QA. Passing build checks, clicking controls, or verifying local state cannot replace the concept-to-screenshot comparison, native-size check, and written mismatch ledger.
Hard stops: clipped primary content, accidental wrapping, prototype-looking layout, rough seeded data, placeholder boxes, generic stock-like assets, unfinished cards, code-drawn game placeholders replacing concept art, invented visible copy, invented hero eyebrows/kickers/pills/badges, mismatched gradients, images that do not blend with the background, stale debug artifacts, unreadable text, type-scale drift, browser-default control typography, mobile overflow, unprofessional responsive collapse, or any visible drift from the accepted spec.
Surface Gates
- Landing/company sites: preserve first viewport, hero role, brand/nav/CTA labels, section order, next-section preview, and signature imagery.
- Product/SaaS pages: preserve product mockups, workflow diagrams, feature strips, proof elements, and brand treatment.
- Dashboards/tools: preserve density, sidebars, headers, tables, tabs, timelines, charts, maps, row counts, and selected/detail behavior. Do not turn table-driven concepts into card grids.
- Canvas/editor tools: preserve default zoom/pan, canvas/document text scale, chrome density, toolbars, sidebars, inspector controls, layer rows, status bars, command surfaces, and autosaved/seed-state behavior.
- Timeline/planning tools: preserve grid/time-axis anatomy, row spans, event density, status rails, and command-center fit.
- Clone-like interfaces: preserve the recognizable skeleton before adding polish. Do not add marketing heroes or custom navigation that breaks the product type.
- Games: preserve the art direction with Image Gen assets for sprites, tiles/platforms, collectibles, hazards, goals/checkpoints, props, and background/parallax layers. Verify assets load, scale, animate or swap state correctly, align with collision geometry, and support movement, action/jump/drag behavior, scoring, hazards, and restart.
- Media surfaces: verify real media load, duration, play/pause, seek/progress, and visible frame changes.
- Forms/booking/purchase/restaurant flows: verify the main transaction path and confirmation state.
Final Response
Include the accepted concept path, rendered screenshot method, Browser/IAB verification method or Playwright fallback reason, view_image inspection of the accepted concept and latest implementation screenshot, native-size viewport checked or blocker, at least five inspected comparison points, above-the-fold copy diff result, remaining intentional deviations, and an explicit statement that the implementation was faithfully verified against the accepted design. Also include material mismatches fixed and core interaction path verified. If no material mismatches remain, say so directly.