Agent skill

Illustration Isometric Mono

by MengTo in MengTo/Skills

Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit.

MITAuto-check passedFrontend & Design

Install Illustration Isometric Mono

skills CLI
$ npx skills add MengTo/Skills --skill illustration-isometric-mono -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install MengTo/Skills illustration-isometric-mono --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/illustration/illustration-isometric-mono .claude/skills/illustration-isometric-mono && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
illustration-isometric-mono
GitHub stars
6.7k
Token cost
~5k tokens
SKILL.md length
2,756 words
Files
15 (incl. scripts, references)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit.

  • Works in 9 steps: Brief. Name the subject and list seven… → Layout table. Copy… → Floor. One castShadow per object,… → …
  • Someone asks for isometric illustration
  • SKILL.md covers The look in one sentence, Palette, Line and fill and Characters, plus 7 more sections
  • Runs JavaScript scripts from its folder; calls node

What it does

Illustration Isometric Mono is an agent skill from MengTo/Skills. Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit. Traits: one rounded off-white slab with a faceted bevelled edge; every face filled by the way it faces (top lightest, right darkest) from five greens; 0.9 deep-green outlines on every edge; dense fine repeated detail (rack units, ribs, vents, keys, code lines); soft green shadows and glows on the slab. Covers projection, shading, line weights, object vocabulary, layout and…

Its SKILL.md is about 5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 other files, including scripts and reference files (for example `agents/openai.yaml`, `demo/PROMPT.md` and `references/craft.md`).

It sits in Frontend & Design. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.

When your agent uses it

  • Someone asks for isometric illustration
  • Green isometric art
  • Art for empty states
  • Marketing cards in this style

Example prompts

  • “Use the illustration-isometric-mono skill to draw true-isometric diorama illustrations of developer and design workspaces in one green ramp…”
  • “/illustration-isometric-mono”

Requirements

  • Node.js

Workflow steps

9 steps, taken from the first numbered list in SKILL.md.

  1. Brief. Name the subject and list seven to ten objects that tell it, with one hero. Say what glyph names each object.
  2. Layout table. Copy scripts/dev-stack.gen.mjs to your work folder as card.gen.mjs, change its import to scripts/iso.mjs by absolute path…
  3. Floor. One castShadow per object, contact pools for small objects, one to four glows, cable shadows, then flushFloor().
  4. Objects back to front. Kit props first; write new props as functions in card.gen.mjs from box, prismZ, poly3, extrude and face mappers…
  5. Render: node /path/card.gen.mjs card.svg "Card Title" && node scripts/render.mjs card.svg card.png
  6. Sheet with the examples: node scripts/render.mjs --sheet sheet.png examples/*.svg card.svg. Ask "same kit, same set?"
  7. Zoom each object at 4–6x: node scripts/render.mjs card.svg z-obj.png --zoom x,y,w,h --scale 6. Check seams, outline weights, painter's…
  8. Critique on the five criteria in references/craft.md (criterion 2 becomes "object drawing": construction, detail density, glyphs). Fix and…
  9. Lint and colour check: node scripts/lint.mjs card.svg --prefix xx- must PASS, then node scripts/ramp-check.mjs card.svg must report 0…

What it can do on your machine

Read from SKILL.md and the folder at commit 83a47fe. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 5 files in scripts/ (JavaScript), which the agent can run.

    Shell commands in SKILL.md call:

    • node

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Illustration Isometric Mono loads about 5k tokens when it runs, and up to ~7.6k if it reads all its reference files. Until then it costs about 230 tokens; SKILL.md has 2,756 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~230
When it runs · the whole SKILL.md, loaded when a task matches
~5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 2,756 words, ~4,964 tokens.

Download SKILL.mdSave it as .claude/skills/illustration-isometric-mono/SKILL.md (or your agent's skills folder). This skill also uses 14 other files; get the full folder from GitHub.
name
illustration-isometric-mono
description
Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit. Traits: one rounded off-white slab with a faceted bevelled edge; every face filled by the way it faces (top lightest, right darkest) from five greens; 0.9 deep-green outlines on every edge; dense fine repeated detail (rack units, ribs, vents, keys, code lines); soft green shadows and glows on the slab. Covers projection, shading, line weights, object vocabulary, layout and the iso.mjs kit (racks, databases, laptops, containers, cards, badges, books, plants, cables, status tower). Use when someone asks for isometric illustration, an iso scene, 2.5D tech art, monochrome or green isometric art, a server room, dev stack or cloud picture, or art for empty states, onboarding, 404 pages, blog headers, feature spots or marketing cards in this style.

Illustration: Isometric mono

A small world on a slab: seven to ten developer or design objects arranged on one rounded platform, drawn in true isometric with a single green ramp, every edge inked and every face shaded by its orientation. It reads as a precise, technical, calm product illustration, and suits infrastructure, tooling and workflow subjects: dev stacks, pipelines, studios, data centres.

Boundary: there are no people here. For a character acting out a tech moment use illustration-flat-with-black or illustration-outlined-cartoon; for one hero object with a hard offset shadow and floating extras use illustration-teal-spot; for chunky navy-extruded pop geometry use illustration-bold-pop.

Extracted from a set of 42 original design-and-coding cards in 14 styles; the three cards in examples/ are this style's shipped cards. Design Studio and CI Pipeline both scored 8.5 on their first judged round; both were built on the kit that ships in scripts/iso.mjs.

The look in one sentence

Every surface is a flat face of a true-isometric solid, filled from one green ramp by the direction it faces and outlined in 0.9 deep green, standing on a single bevelled off-white slab with soft green light pooled around it.

Palette

RoleHexWhere it goes
Card background#ffffffNo background rect; the slab floats on white
Outline#0f3d30Every visible edge (0.9), insets and panels (0.5–0.55), tiny parts (0.35–0.45)
Off-white#fbf8f1Slab top, top faces of light and mid objects, label plates, paper
Pale mint#c9f3d6Slab chamfer, lit LEDs, highlighted code lines, trackpads, tape
Mint#8de8a6Left (+y) faces of light objects, slab band, code lines, leaf faces
Mid green#5cc58aRight (+x) faces of light objects, left faces of mid objects, glows, detail lines
Deep green#2f9e6cRight faces of mid objects, keys, shadow starts, fine ribs, slab bottom bevel
Very deep#0b4a3aScreens, keyboards' wells, rack units, mug interiors, terminal cards
  • Faces get colour from shade(normal, material), which blends top/left/right colours by the face normal. Curved and rotated faces therefore produce in-between hexes (50–140 per card). They are correct; check them with scripts/ramp-check.mjs, not by eye. lint.mjs --palette lists them all as warnings by design.
  • Materials (top / left / right): M.light off-white / mint / mid (default objects), M.pale off-white / pale / mint (plugs, coasters), M.mid off-white / mid / deep (racks, monitors, pots, cabinets), M.deep very deep / mid / deep (flat dark cards), M.dark deep / deep / very deep.
  • Opacity only on floor decals (shadows, glows, the slab's under-shadow), screen sheens (#5cc58a 0.16–0.22) and highlight bands. No other hue ever: no greys, no accent colour, no text colour outside the ramp.

Line and fill

Numbers in SVG units at 480 wide (the kit already scales plan units by K = 0.91).

  • Outline 0.9 #0f3d30 on every visible edge of every solid, drawn once per edge (poly3, prismZ and platform do this). Round joins and caps.
  • Face fills carry a 0.35 stroke in their own colour so neighbouring faces don't show hairline gaps. Do the same whenever you fillP a face yourself.
  • Panels and insets 0.5–0.55 (door insets at stroke-opacity 0.7, plinth lines at 0.6). Tiny parts (plugs, corner castings, swatches) 0.35–0.45.
  • Detail lines in ramp greens: ribs and vents 0.45–0.6 in #2f9e6c or #0b4a3a (opacity 0.55–0.75 on the right faces), container ribs every 2.6, vents every 2.2, rack units every 6.4 with LEDs r 0.7–0.8, book page lines every 1.15, code lines 1.0–1.2 in pale/mint/mid on very deep screens, a >_ prompt at 2.4.
  • Platform: inner rim #5cc58a 0.6 at opacity 0.75, 6.5 inside the edge; bevel seams 0.5 at opacity 0.55; a soft under-shadow #5cc58a at 0.2 offset 4 and blurred 4.
  • Cables: three strokes along one Catmull-Rom curve: outline 3.0, mid green 1.55, a 0.5 mint highlight offset (−0.35, −0.45). A thinner gauge: 2.46 and 1.09.

Characters

This style draws no people. The hero-object rules take their place:

  • One hero, usually at the slab centre (plan x and y within ±30): a laptop with code, a monitor with a design tool, a conveyor. It carries the most detail and gets a mid-green glow in front of it (glow(..., 0.5) about 52 x 30). A hero that is a tall row (a rack row) runs along an upper edge instead, with its glow on the floor in front of it.
  • Supporting objects are 40–70% of the hero's footprint and each tells one part of the subject. Build every one from boxes, rounded prisms, cylinders and extrusions; nothing is a flat icon stuck on the slab except deliberate flat cards (z ≤ 3).
  • Every object has one face of fine repeated detail (units, ribs, keys, pages, slats) and at least one glyph that names it (</>, a tick, an upload arrow, a >_).
  • Heights vary in four bands: flat 2–3 (cards, sketchbooks), low 18–30 (mugs, books, containers), mid 40–60 (cabinets, gates), tall 68–90 (racks, shelves, towers, monitors). Tall pieces stand only along the upper edges; a row of identical racks counts as one piece.

Decor and props

  • Kit props (scripts/iso.mjs): rack, database, laptop, container, mug, card (terminal), cloudBadge, books/book, plant, tower (status lights), cable with cableShadow. Primitives: box, rbox (rotated), prismZ over rring/circle (rounded slabs, cylinders), poly3 (any convex solid), extrude (standing badges and icons), textOn. Detail helpers: hatch, dotGrid, fan.
  • Example-only props worth copying from the generators' structure: monitor with design UI, shelf, drawing tablet, sketchbook, pen cup, swatches, mood board (Design Studio); conveyor, gates, robot arm, pallet stack, dashboard card, rocket badge (CI Pipeline). Read them in examples/*.svg for layout and detail density.
  • Reuse with care: take at most three kit props straight from any one example; build the rest for the subject from primitives (a cooling unit is a box with fan and hatch, a drive crate is an open box with thin boxes inside, gas cylinders are prismZ cylinders with a label band).
  • Floor light: a cast shadow for every object; a dark contact pool (#2f9e6c at 0.3–0.34) under every small object; one to four mid-green glows (0.46–0.6) in front of screens, LEDs and lit panels; halo() for lamps and stack lights.
  • Text: none, or at most two monospace labels laid on a face with textOn() (ui-monospace 5.6, weight 700, pale mint on very deep). Draw glyphs as lines.
  • Never: people, sky, background shapes, a second slab, floating objects off the slab, sparkles, confetti, any non-green hue, perspective.

Composition

  • One slab: platform() with half size 122 and corner radius 26 in plan units. It projects to x 55.5–424 (77% of the card width), its bottom edge at y 330.5. With objects the ink box is 368.5 x 287–297: margins left and right 56, bottom 30, top 34–44.
  • Card ink coverage 22–24%. Seven to ten objects (a flat floor element such as tiles or a card counts) with 12–25 plan units between footprints; keep every footprint within ±110 so it stays clear of the rim line.
  • Where plan points land on the card: screen x = 240 + 0.788·(x − y), screen y = 204 + 0.455·(x + y) − 0.91·z.
Slab partPlanCard
Back corner (top)(−122, −122)(240, 93)
Left corner(−122, 122)(48, 204)
Right corner(122, −122)(432, 204)
Front corner (bottom)(122, 122)(240, 315)
Upper-left edge / upper-right edgex = −122 / y = −122
  • Depth runs from the back corner (small x + y) to the front corner (large x + y). Put tall pieces along the two upper edges, flat cards and small items toward the left, right and front corners. Fill all four quadrants of the slab.
  • The slab centre (plan 0, 0; card 240, 204) always holds an object. Usually that is the hero. When the subject is itself a tall row (racks, shelves), the row runs along an upper edge and a low object takes the centre; an empty centre reads as a hole.
  • Spread objects in screen x, not just in plan. Objects with similar x − y stack in one column on the card and overlap each other; give neighbours in depth different x − y.
  • Leave at least 4 px on the card between neighbouring silhouettes, or overlap them clearly; a cylinder top just kissing a base plate reads as a tangent.
  • One or two cables tie the hero to back objects and lie on the slab (z 1.1), climbing into ports at the ends.
  • Light comes from −x (upper left): every shadow falls toward +x (lower right).

Techniques

1. The projection and the shading come from the kit. Plan coordinates (x, y, z) map with P(x, y, z) = [240 + (x − y)·cos30°·0.91, 204 + ((x + y)/2 − z)·0.91]. Build solids and let the kit pick each face's fill:

js
import * as I from '/abs/path/illustration-isometric-mono/scripts/iso.mjs';
I.init('dc-'); I.floorDefs(); I.platform();
// ...every castShadow / glow / cableShadow, then I.flushFloor() (technique 3)...
I.box(-20, 20, -30, 30, 0, 40, I.M.mid);                                   // a cabinet
I.prismZ(I.rring(60, 60, 18, 12, 3, 0, 3), 0, 3, I.M.deep);                 // a rounded flat card
I.prismZ(I.circle(-60, 60, 12, 12), 0, 24, I.M.light);                      // a cylinder

2. Draw on faces with face mappers. onLeft(y) maps (x, z) onto the +y face, onRight(x) maps (y, z) onto the +x face, onTop(z) maps (x, y). Combine with quad() and line():

js
const F = I.onLeft(30);                                                    // front (+y) face of the cabinet
I.both(I.D(I.quad(F, -16, 4, 16, 36)), I.VD, I.OUT, 0.5);                  // dark door panel
let ribs = ''; for (let x = -13; x <= 13; x += 2) ribs += I.line(F, [[x, 8], [x, 32]]);
I.strokeP(ribs, I.DG, 0.5);                                                // fine repeated detail

3. Floor first, then objects back to front. All castShadow, glow and cableShadow calls go before flushFloor(), which clips them to the slab and blurs them by 1.6. Shadow length is h · 0.62 plan units toward +x; for very tall objects pass h · 0.35–0.45 so the shadow doesn't run off the slab.

js
I.castShadow(I.rectFoot(-20, 20, -30, 30), 40, 0.62, 0.24);                // footprint, height, length k, alpha
I.glow(60, 60, 26, 20, I.DG, 0.32);                                        // contact pool under a small object
I.glow(0, 50, 52, 30, I.MG, 0.5);                                          // screen spill in front of the hero
I.flushFloor();

Then draw objects in ascending x + y of their footprint centres. When one object reaches both behind and in front of another (a conveyor through gates, a robot arm over a belt), split it into back and front calls, as the CI Pipeline card does.

4. Fine repeated detail has helpers. hatch(F, u0, u1, w0, w1, step, dir, colour, width) draws ribs, slats, vents, bays and louvres inside a face rectangle (dir 'w' lines run along w, 'u' along u); dotGrid(F, ...) draws perforations and cork; fan(F, uc, wc, r) draws a round fan grille. Put each feature on a face that has open slab in front of it: a +x face needs clear slab toward +x, a +y face toward +y. A fan drawn on a +x face six units from a taller rack was hidden entirely. Reserve a clear strip on a face for a cable socket; a socket drawn over a battery panel looks like a mistake.

js
const R = I.onRight(-90);                                                  // +x face of a cooling unit at x = -90
I.fan(R, -46, 34, 13);                                                     // fan centred at y -46, z 34
I.hatch(R, -62, -30, 7, 18, 2.2, 'u', I.DG, 0.5);                          // louvres under it
I.dotGrid(I.onTop(1.2), -82, -70, -64, -54, 2.4, I.DG, 0.7, 0.7);          // perforated floor tile

5. Standing shapes are extrusions. For a badge, logo or icon standing on the slab, describe its outline in (u, w) and pass a front-face mapper to extrude() (or copy cloudBadge()): side walls are sorted and shaded automatically, concave notches get crease lines.

A full worked card: scripts/dev-stack.gen.mjs rebuilds examples/dev-stack.svg from a layout table (identical to within anti-aliasing). Start every new card by copying it.

Show full SKILL.md (1,045 more words)Show less

Failure modes

  • Objects float. The first Dev Stack round had no cast shadows or contact pools and every object looked pasted on; give each object a castShadow and each small one a dark pool.
  • Wireframe objects. An early container drawn as outlines and ribs read as a cage; fill every face from a material.
  • Empty slab region. The first layout left the front right quarter bare; spread seven to ten objects over all four quadrants.
  • Empty centre. With the racks along the back edge, a first Data Center layout left plan (0, 0) bare and the card read as a ring of objects round a hole; put a low object there.
  • A column of objects. Three props placed at different plan depths but the same x − y stacked on top of each other on the card; vary x − y.
  • Detail on a hidden face. A fan grille on a face that a taller neighbour covers is wasted; check which faces stay visible before decorating.
  • The slab floats. Removing the platform's blurred under-shadow makes the whole diorama hover; keep platform() intact.
  • Painter's order wrong. An object drawn after a nearer one covers it; sort by x + y and split straddling objects. Open containers (crates, trays, shelves) need three passes: the box and its dark opening, then the contents back to front, then the near walls (+y and +x faces) and their top rims again. Drawn in one pass, drives in a crate hung in front of its front wall.
  • A rearranged example. A first Data Center draft reused six kit props from Dev Stack (card, books, cloud, database, rack, mug) and read as Dev Stack moved around; use at most three props from any one example and build the rest for the subject.
  • Shadows in two directions. Mixed light reads as a mistake at once; every shadow goes toward +x.
  • Hairline seams between faces. A face filled without its 0.35 self-coloured stroke shows a white crack against its neighbour at 2x.
  • Heavy or uneven lines. Edges thicker than 0.9 turn it into an icon set; detail heavier than 0.6 clogs. Keep the two tiers.
  • Coarse detail. Plain boxes without ribs, units or keys read as a low-detail stock icon; every object needs one face of fine repeats.
  • A non-green colour. Any accent hue breaks the monochrome; ramp-check.mjs fails on it.
  • Fake isometric. Angles from a 2:1 pixel grid or a perspective camera don't match the kit's 30°; only ever place points through P().
  • Text instead of glyphs. Words on objects look like labels on a diagram; draw </>, ticks and arrows as lines.

Examples

  • examples/dev-stack.svg: "Dev Stack". A laptop with code cabled to two server racks, a database stack, a shipping container, a terminal card, a cloud upload badge, books and a mug. Shows racks, cylinders, the laptop screen UI, cables and contact pools. Rebuilt by scripts/dev-stack.gen.mjs.
  • examples/design-studio.svg: "Design Studio". A monitor running a design tool on a stand, a drawing tablet with stylus, a bookshelf, a mood board, a sketchbook, swatches, a pen cup, a snake plant and a mug. Shows screen UI on a vertical face, leaning books and frames, the plant leaves.
  • examples/ci-pipeline.svg: "CI Pipeline". Code boxes ride a conveyor out of a repo cabinet through build and test gates to a robot arm that stacks them on a pallet, with a status tower, a container, a dashboard card and a rocket badge. Shows split back/front drawing, text on a face, halos and a story told left to right.

Workflow

Run every command from the skill folder (the folder that holds this file).

  1. Brief. Name the subject and list seven to ten objects that tell it, with one hero. Say what glyph names each object.
  2. Layout table. Copy scripts/dev-stack.gen.mjs to your work folder as card.gen.mjs, change its import to scripts/iso.mjs by absolute path, and replace the layout table: footprints in plan units within ±110, heights in the four bands, tall pieces along the upper edges, something at the centre. Before drawing, convert each footprint centre to card coordinates with the formula in Composition and check that no two objects share a screen column.
  3. Floor. One castShadow per object, contact pools for small objects, one to four glows, cable shadows, then flushFloor().
  4. Objects back to front. Kit props first; write new props as functions in card.gen.mjs from box, prismZ, poly3, extrude and face mappers, each with one face of fine detail and one glyph.
  5. Render: node /path/card.gen.mjs card.svg "Card Title" && node scripts/render.mjs card.svg card.png
  6. Sheet with the examples: node scripts/render.mjs --sheet sheet.png examples/*.svg card.svg. Ask "same kit, same set?"
  7. Zoom each object at 4–6x: node scripts/render.mjs card.svg z-obj.png --zoom x,y,w,h --scale 6. Check seams, outline weights, painter's order, shadow contact, cable ends in their ports.
  8. Critique on the five criteria in references/craft.md (criterion 2 becomes "object drawing": construction, detail density, glyphs). Fix and repeat from step 5; expect three or four rounds.
  9. Lint and colour check: node scripts/lint.mjs card.svg --prefix xx- must PASS, then node scripts/ramp-check.mjs card.svg must report 0 strays.

Verify

  • Every point comes from P(): edges run at exactly ±30° or vertical.
  • One slab, 368.5 wide, side margins 56, bottom margin 30; nothing leaves the slab.
  • Seven to ten objects in all four quadrants, one at the slab centre; tall pieces along the upper edges.
  • Each face's fill matches its orientation: top lightest, +y face mid, +x face darkest (dark M.deep slabs excepted).
  • Every visible edge is outlined at 0.9; all detail strokes are 0.6 or finer (except code lines, glyph strokes, bars and cables).
  • No white hairline cracks between faces at 4x.
  • Every object casts a shadow toward the lower right; small objects sit in a dark contact pool.
  • The hero has a mid-green glow in front of it and the most detail.
  • Every object has a face of fine repeated detail and a glyph that names it, on a face with open slab in front of it.
  • No two silhouettes kiss: 4 px or more apart on the card, or clearly overlapped.
  • Cables lie on the slab and end inside a plug on a face.
  • No people, no non-green hue, at most two monospace labels.
  • ramp-check.mjs reports 0 strays and lint.mjs --prefix passes.
  • The subject reads at 1x from the objects alone.

© MengTo, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 14 other files (scripts, references) in agent-skills/illustration/illustration-isometric-mono of MengTo/Skills.

  • SKILL.md
  • agents/openai.yaml
  • demo/PROMPT.md
  • demo/index.html
  • demo/preview.jpg
  • examples/ci-pipeline.svg
  • examples/design-studio.svg
  • examples/dev-stack.svg
  • references/craft.md
  • scripts/dev-stack.gen.mjs
  • scripts/iso.mjs
  • scripts/lint.mjs
  • scripts/ramp-check.mjs
  • scripts/render.mjs
  • style.json

Open the folder on GitHubat commit 83a47fe

Compare with similar skills

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  • Builds or updates a design system in Figma from a codebase in ordered phases: discovery, variables and tokens, components, theming and documentation, with checkpoints.

    65k GitHub starsUsed in 2 repos~4.4k tokens
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  • Web Interface Guidelines Reviewer

    vercel-labs/openreview

    Official

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    1.7k GitHub starsUsed in 97 repos~308 tokens
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    4.9k GitHub starsUsed in 10 repos~865 tokens
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More from MengTo/Skills

All 39 skills in this repo
  • Draws hand-authored SVG spot illustrations in a bold pop-geometric style for design and coding scenes.

    6.7k GitHub stars~5.1k tokensUpdated 5 days ago
    Auto-check passed
  • Draws a slim, long-limbed character acting out one coding or design moment as an outline-free flat SVG card, in a fixed measured palette with confetti and no ground line.

    6.7k GitHub stars~4.9k tokensUpdated 5 days ago
    Auto-check passed
  • Draws flat vector spot illustrations of lanky people doing design and coding things, with solid black as a main fill, for empty states, onboarding and error pages.

    6.7k GitHub stars~5.2k tokensUpdated 5 days ago
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  • Draws cozy animal scenes as hand-authored 480x360 SVG cards in a grainy, risograph-like gouache style on hot pink, for empty states, headers and marketing cards.

    6.7k GitHub stars~5.2k tokensUpdated 5 days ago
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  • Draws hand-authored SVG spot illustrations in a halftone line style for design and coding scenes.

    6.7k GitHub stars~4.7k tokensUpdated 5 days ago
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  • Draws hand-inked cartoon critters and living objects as SVG cards (480x360), each acting out a coding or design idea.

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Questions about Illustration Isometric Mono

What does Illustration Isometric Mono do?

Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit. Illustration Isometric Mono is an agent skill from MengTo/Skills. Draws true-isometric diorama illustrations of developer and design workspaces in one green ramp, generated as SVG with a bundled scene kit.

When should I use Illustration Isometric Mono?

Illustration Isometric Mono fits situations like: someone asks for isometric illustration; green isometric art; art for empty states; marketing cards in this style.

How do I install Illustration Isometric Mono in Claude Code?

Run `npx skills add MengTo/Skills --skill illustration-isometric-mono -a claude-code`. Or copy the skill folder (agent-skills/illustration/illustration-isometric-mono in MengTo/Skills) into .claude/skills/illustration-isometric-mono in your project. Claude Code loads it when a task matches its description.

How do I install Illustration Isometric Mono in Codex?

Run `npx skills add MengTo/Skills --skill illustration-isometric-mono -a codex`. Or copy the skill folder (agent-skills/illustration/illustration-isometric-mono in MengTo/Skills) into .agents/skills/illustration-isometric-mono in your project. Codex loads it when a task matches its description.

Can I use Illustration Isometric Mono in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add MengTo/Skills --skill illustration-isometric-mono -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/illustration-isometric-mono, .gemini/skills/illustration-isometric-mono, .github/skills/illustration-isometric-mono and .opencode/skills/illustration-isometric-mono in your project.

What does Illustration Isometric Mono need to run?

Going by SKILL.md and its folder, Illustration Isometric Mono needs JavaScript for the scripts in its folder and the command-line tools its instructions call (node). Our summary lists: Node.js.

Does Illustration Isometric Mono access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Illustration Isometric Mono safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Illustration Isometric Mono use?

Illustration Isometric Mono is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Illustration Isometric Mono use?

About 5k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.6k tokens, read only when the agent opens those files.

What are the alternatives to Illustration Isometric Mono?

Skills that share tags, products or a category with Illustration Isometric Mono: Web Artifacts Builder (anthropics/skills, 180k stars), React Doctor (makeplane/plane, 61k stars), Impeccable (bestofjs/bestofjs, 3.1k stars) and Figma Design System Builder (warpdotdev/warp, 65k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Illustration Isometric Mono?

MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,694 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.

Source: MengTo/Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.