Agent skill

Frontend Design

by Orkas-AI in Orkas-AI/Orkas-VideoStudio

Aesthetic direction for OrkasVideoStudio HTML and motion-graphics compositions.

MITAuto-check passedMedia & Creative

Install Frontend Design

skills CLI
$ npx skills add Orkas-AI/Orkas-VideoStudio --skill frontend-design -a claude-code

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

GitHub CLI
$ gh skill install Orkas-AI/Orkas-VideoStudio frontend-design --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/Orkas-AI/Orkas-VideoStudio.git skills-src && mkdir -p .claude/skills && cp -r skills-src/packages/skills/frontend-design .claude/skills/frontend-design && 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
frontend-design
GitHub stars
499
Token cost
~4.3k tokens
SKILL.md length
2,057 words
Files
4 (incl. references)
Skills in repo
14
Repo updated
First seen
Licence
MIT

At a glance

Aesthetic direction for OrkasVideoStudio HTML and motion-graphics compositions.

  • Works in 6 steps: Draft the thesis, dedicated cover, any… → Self-critique the contract: name the… → Run the internal pre-code art-direction… → …
  • Tasks that involve Motion graphics
  • SKILL.md covers Generation references, Design Thesis, Visual Direction and Avoid Template Gravity, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Frontend Design is an agent skill from Orkas-AI/Orkas-VideoStudio. Aesthetic direction for OrkasVideoStudio HTML and motion-graphics compositions. Use before stage-compose writes composition-manifest.json artdirection and index.html to choose a subject-specific visual point of view, type, palette, layout signature, restrained motion, and anti-template checks.

Its SKILL.md is about 4.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/html-generation-playbook.md`, `references/visual-primitives.md` and `references/worked-compositions.md`).

It sits in Media & Creative, covering Motion graphics and AI video generation. It works with HeyGen. The repository describes itself as: Turn your coding agent into a video studio: describe a video in plain language, and your agent writes the timeline and produces the file. The licence is MIT.

When your agent uses it

  • Tasks that involve Motion graphics
  • Tasks that involve AI video generation

Example prompts

  • “/frontend-design”

Workflow steps

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

  1. Draft the thesis, dedicated cover, any reference-fidelity contract, and the rest of the contract.
  2. Self-critique the contract: name the most generic choice and replace it.
  3. Run the internal pre-code art-direction pass: choose VisualDirectionV1, scene grammar, hero visual, three depth layers, motion verbs…
  4. Write HTML/SVG from the contract. With a concrete reproduce/edit reference, use its observed geometry and visual system as the thesis…
  5. Run ovs draft ... --quality draft. If structural, contract, source, audio, media, or sampled-frame QA fails, repair the contract or scene…
  6. Judge every returned keyframe rather than only frame 0. Inspect frame-0 cover communication. Compare reference layout anchors and…

What it can do on your machine

Read from SKILL.md and the folder at commit c0c3c3e. 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

    No scripts in the folder and no shell commands in SKILL.md (its code samples are json).

    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

Frontend Design loads about 4.3k tokens when it runs, and up to ~9.3k if it reads all its reference files. Until then it costs about 78 tokens; SKILL.md has 2,057 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~78
When it runs · the whole SKILL.md, loaded when a task matches
~4.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~9.3k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from Orkas-AI/Orkas-VideoStudio at commit c0c3c3e, republished under its MIT licence (© Orkas-AI). 2,057 words, ~4,297 tokens.

Download SKILL.mdSave it as .claude/skills/frontend-design/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
frontend-design
description
Aesthetic direction for OrkasVideoStudio HTML and motion-graphics compositions. Use before stage-compose writes composition-manifest.json art_direction and index.html to choose a subject-specific visual point of view, type, palette, layout signature, restrained motion, and anti-template checks.

frontend-design

Use this as the design-lead layer for COMPOSE work. It shapes HTML/SVG motion graphics before stage-compose records them in project/composition/composition-manifest.json#art_direction and index.html.

This skill does not pick the video production line, replace video-craft, or relax HyperFrames/OVS renderer constraints. If there is a conflict, renderer determinism, safe zones, legibility, audio ownership, and user-approved creative direction win.

Generation references

Read the HTML generation playbook before non-trivial authoring. Load visual primitives when selecting scene grammar, and worked compositions only when examples are useful:

  • references/html-generation-playbook.md — the private pre-code art-direction pass, frame-composition rules, and opening/resolved-state authoring pattern.
  • references/visual-primitives.md — reusable CSS/SVG composition primitives and scene-grammar selection guidance.
  • references/worked-compositions.md — worked examples showing how subject matter becomes a cohesive visual system without copying a fixed template.

These references improve the initial generation. They do not create a new artifact, user gate, or approval step. Keep the art-direction pass internal and record only the decisions needed to make manifest art_direction executable.

Design Thesis

Before writing HTML, choose a compact visual thesis:

  • subject_world: the real materials, artifacts, interface metaphors, gestures, environment, or culture of the topic.
  • audience: who must understand this at phone size and what they already know.
  • one_job: what this video frame sequence must make clear.
  • tone: one or two precise words that shape type, color, spacing, and motion.
  • signature_device: one memorable visual move that belongs to this brief.
  • aesthetic_risk: one justified choice that avoids generic output without hurting readability.

Keep the thesis specific. "Modern tech style" is not a thesis. "Battery-lab oscilloscope traces become the progress line" is.

Visual Direction

Visual identity gate

Do not start index.html until composition-manifest.json#art_direction carries a usable visual identity:

  • aesthetic.subject_world, aesthetic.one_job, aesthetic.signature_device, aesthetic.aesthetic_risk, and aesthetic.anti_template_check
  • cover with the first-scene id, approved headline, at least two content signals, dominant hero, composition strategy, and frame_time_sec: 0
  • role-based typography_tokens and baseline color_tokens
  • visual_direction with a design tradition, lazy-default rejections, video-scale rule, depth-layer rule, motion-verb rule, and rhythm pattern
  • a scene-level plan with hero_visual, depth_layers, opening_state, and resolved_state
  • executable references and reference_fidelity whenever concrete reference media exists

If the first concrete visual move is a generic grid, circles connected by lines, a centered title card, emoji-as-icon, or a web-dashboard layout, the visual identity is not ready. Revise the direction first; do not compensate with more glows or animation.

VisualDirectionV1

For non-trivial COMPOSE work, write a compact visual_direction object inside manifest art_direction. It is the front-loaded aesthetic director for HTML authoring; it is not a template and not a user gate.

Required fields:

  • visual_tradition: a real design tradition, designer, art movement, or cultural reference that controls composition behavior. Examples: Swiss Pulse / Josef Müller-Brockmann precision grid, Data Drift / Refik Anadol data field, Velvet Standard / Vignelli restraint, Deconstructed / Neville Brody rupture, Maximalist Type / Paula Scher scale. Avoid empty labels such as "modern tech", "premium", or "cinematic" by themselves.
  • composition_behavior: how frames should be arranged and how the eye should travel: grid-locked data, research atlas, editorial archive, full-bleed object, kinetic type wall, product surface, map/flow, or diagram build.
  • lazy_defaults_rejected: the first generic design move rejected and the brief-specific replacement. Question purple/blue neon gradients, black neon circles, centered equal-weight layouts, identical cards, decorative emoji/icons, tiny badges, default web dashboards, and pure black/white.
  • video_scale: the scale floor for this canvas, at or above the video-craft floor that ovs lint checks. For 1920x1080, default to headline 72-140px, body/supporting text 42px and up, labels and captions at or above the ~40px legibility floor, borders 2-4px, safe padding 60-140px, and decorative opacity 12-25%.
  • depth_layer_rule: how every scene will maintain background atmosphere, midground content, and foreground accents/metadata with topic-derived materials.
  • motion_verb_rule: the verbs primary elements are allowed to use. Every meaningful element needs a verb such as draws, locks, counts up, slams, drifts, fractures, reveals, or resolves.
  • typography_register: the communication roles for display, body, data/label, caption, and any expressive font. Do not pair two similar sans-serifs; use extreme weight/scale contrast and video-readable type.
  • rhythm_pattern: the scene rhythm before HTML, such as hook-build-HOLD-surge-resolve, drift-build-PEAK-drift-resolve, or fast-fast-SLOW-fast-hold.

Example:

json
{
  "visual_direction": {
    "visual_tradition": "Swiss Pulse precision grid + Data Drift AI atmosphere",
    "composition_behavior": "research atlas: huge years anchor a coordinate grid while model/paper fragments lock into position",
    "lazy_defaults_rejected": "reject glowing circles on a thin timeline; replace with paper fragments, parameter contours, and data-field coordinates",
    "video_scale": "1920x1080: headline 88-132px, body 44-56px, labels 40-44px, borders 2-4px, safe padding 96-140px, atmospheric opacity 12-22%",
    "depth_layer_rule": "BG token field/grid/grain, MG timeline and model artifacts, FG large year + metadata ticks",
    "motion_verb_rule": "timeline draws, years stamp, nodes lock, token fields drift, paper fragments slide/resolve",
    "typography_register": "large tabular years as display voice, concise labels as body, monospace metadata for data",
    "rhythm_pattern": "hook-build-HOLD-surge-resolve"
  }
}
Resolved frame before motion

For each scene, build the fully readable resolved frame first in static HTML/CSS/SVG. This is the frame where the scene's message, hierarchy, and hero visual are clearest.

The exact frame at zero must already show the message and hero. Add GSAP entrances from a visible base state; do not fade the opening title, hero or whole scene from zero opacity. The CSS/SVG resolved layout is the source of truth; the timeline describes how the viewer arrives there. Do not design a scene by placing elements at their animated start state and hoping the tween lands in a good composition.

For every non-trivial scene, internally check before writing tweens:

  • What is the one dominant visual object at the resolved frame?
  • Does meaningful visual material occupy the safe canvas, or is it a small cluster in empty space?
  • Which topic-derived background, midground hero, and foreground annotation layers are visible?
  • What changes between opening and resolved state beyond a container fade?
  • Which element carries continuity from the prior scene?
Preview critique before draft

When the HTML Preview Gate is required, treat the snapshot contact sheet as the design checkpoint, and judge every returned frame rather than the opening one alone. If a scene reads as a low-effort slide, a generic diagram, a blank start, or text labels substituting for the promised visual, repair the contract or the affected HTML before moving to an mp4 draft. This is a localized HTML-preview correction, not an open-ended final-video rerender loop.

Avoid Template Gravity

Reject choices that could fit almost any brief:

  • Purple/blue neon gradients, glass panels, generic bento cards, floating UI cards, decorative blobs, and stock SaaS dashboards unless the subject truly calls for them.
  • Numbered markers, timelines, terminal windows, blueprint grids, or newspaper rules when the content is not actually sequential, technical, architectural, or editorial.
  • A palette made from one hue family with lighter/darker variations only.
  • Long labels in circles, tiny badges, dense microcopy, or walls of text doing the visual's job.
  • Motion everywhere. Spend motion on the one thing the viewer must notice.
  • Decorative emoji/icons as the primary graphic language. Use topic-specific SVG marks, diagrams, data forms, object silhouettes, or typographic systems instead unless the user explicitly asked for playful emoji language.

If the first design idea feels like a reusable demo template, revise the thesis before coding.

Contract Fields

Add an aesthetic object to project/composition/composition-manifest.json#art_direction:

json
{
  "aesthetic": {
    "subject_world": "what the visual language borrows from",
    "audience": "who it is for",
    "one_job": "the frame sequence's job",
    "tone": ["precise", "brief"],
    "signature_device": "one remembered visual behavior",
    "aesthetic_risk": "the deliberate non-default choice",
    "anti_template_check": "what was rejected as too generic"
  }
}

The rest of the contract must make the thesis executable:

  • visual_direction: the VisualDirectionV1 object: design tradition, composition behavior, rejected lazy defaults, video scale, depth-layer rule, motion-verb rule, typography register, and rhythm pattern.
  • cover: {scene_id,headline,content_signals,hero_visual,composition_strategy,frame_time_sec:0} for the first canonical scene.
  • references and reference_fidelity: concrete media intent, basis, roles, stable local path, preserve/may-change axes, targets, anchors, and observable paired-frame comparison criteria from design-system-importer.
  • typography_tokens: role-based, not just sizes. Include display, body, data/label, and caption roles when needed.
  • color_tokens: named baseline values with rationale. Include neutrals, primary accent, and any purposeful supporting accents needed for brand, hierarchy, data meaning, or scene variation.
  • layout_boxes: describe visual hierarchy, not only coordinates. Name the focal zone and supporting zones.
  • motion_budget: state what carries meaning, what stays still, and how each transition maps to the story.
  • scene_variation: prevent three near-identical card/title scenes in a row.
  • Each designed scene should compactly name scene_world, hero_visual, composition, depth_layers, motion_verbs, opening_state, resolved_state, continuity_in, continuity_out, and any primitive_refs selected from the generation references. Keep these fields inside the existing contract; do not create another user-facing planning artifact.
Show full SKILL.md (835 more words)Show less

HTML Direction

When writing index.html:

  • Treat frame 0 as a dedicated cover. It needs one dominant topic-specific hero and at least two visible content signals from the actual video. Mark the hero with data-role="visual" data-cover-hero and matching visible elements with data-cover-signal="<exact content_signals value>"; do not mark the title, generic background, or decoration as evidence.
  • Complete the private art-direction pass from references/html-generation-playbook.md immediately before coding. Decide the dominant visual, spatial tension, depth layers, opening/resolved states, and continuity behavior for every scene; do not output this as a new user gate.
  • Select and adapt primitives from references/visual-primitives.md. They are ingredients, not templates: change geometry, scale, rhythm, and content so the result belongs to the brief.
  • Use video scale, not web scale, and keep every readable element at or above the video-craft floor. Build each frame in three semantic depth layers: a topic-derived background field, a dominant midground message/diagram, and foreground accents or metadata. Do not add arbitrary decoration; every layer should reinforce subject, hierarchy, scale, direction, or continuity.
  • Give every meaningful element a motion verb before writing GSAP. If the author cannot say whether a path draws, a year stamps, a number counts up, a card locks, or a texture drifts, the element is not yet designed.
  • Derive the main CSS variables from manifest art_direction.color_tokens; keep extra chromatic colors intentional and named enough to audit. Do not flatten the design or recolor the whole video only to reduce a static palette count.
  • Let one element carry personality: a custom progress line, typographic reveal, diagram grammar, texture, data mark, or transition family. Keep surrounding elements quiet.
  • Use type as design material: contrast display/body roles, make title/body hierarchy unmistakable, and keep labels large enough for the video-craft floor.
  • Preserve the authored casing of approved English copy. Use sentence case or natural title case for titles and sentence case for body copy, captions, subtitles, and CTAs. Existing all caps may remain only when that exact casing appears in approved user copy or an external brand/source, and then only for one short metadata label, eyebrow, acronym, or code. A model-authored art direction, design tradition, typography register, or generic tech/editorial mood is never permission to convert copy to all caps. Never apply text-transform: uppercase through a broad selector or use all caps for multi-line copy; if a title, body, caption, subtitle, or CTA is all caps, or two English text roles in one scene read as all caps, restore the approved casing and revise the hierarchy with family, width, weight, scale, color, or spacing instead.
  • Do not default every composition to Arial/Helvetica with only size changes. Use available local or deterministic system font stacks deliberately, create contrast through family, width, weight, scale, color, spacing, or tracking while preserving approved casing, and vendor any required font inside assets/; never fetch a remote font at render time.
  • Use structural marks only when they encode meaning: steps for sequences, coordinates for maps, ticks for time, nodes for relationships, brackets for comparison.
  • Prefer SVG for diagrams, paths, meters, masks, charts, and signature geometry; keep prose and captions as real HTML text.
  • Default to SVG/static held states first. Use GSAP only when a timed reveal, transition, or emphasis genuinely improves comprehension; animate SVG groups or a few containers instead of many HTML cards.
  • For vertical video, design for platform UI: keep essential text away from the bottom action area and make the first frame readable as a thumbnail.
  • Respect prefers-reduced-motion in CSS where practical, but drive render-critical animation through the paused GSAP timeline.

Build Loop

  1. Draft the thesis, dedicated cover, any reference-fidelity contract, and the rest of the contract.
  2. Self-critique the contract: name the most generic choice and replace it.
  3. Run the internal pre-code art-direction pass: choose VisualDirectionV1, scene grammar, hero visual, three depth layers, motion verbs, typography register, rhythm pattern, opening/resolved states, and cross-scene continuity. Keep it inside the generation turn; no new user confirmation.
  4. Write HTML/SVG from the contract. With a concrete reproduce/edit reference, use its observed geometry and visual system as the thesis within the preserve/may-change boundary. Without one, use adapted visual primitives and worked examples as reasoning references, not fixed templates.
  5. Run ovs draft ... --quality draft. If structural, contract, source, audio, media, or sampled-frame QA fails, repair the contract or scene structure first; do not only nudge CSS numbers. Missing preview-required art direction is a blocking contract error, not a cosmetic note: ovs draft returns E_DESIGN_CONTRACT_BLOCKED until the aesthetic thesis, cover, VisualDirectionV1, motion budget, scene variation budget, per-scene depth layers, and per-scene motion verbs are complete. Treat visual/readability findings as draft notes unless they make the approved message unreadable.
  6. Judge every returned keyframe rather than only frame 0. Inspect frame-0 cover communication. Compare reference layout anchors and protected axes side-by-side; for video references compare declared source time ranges to target-scene motion/timing. Judge the requested reproduce/edit/guide outcome, never the reference's origin.

Output Standard

When reporting a COMPOSE draft or blocker, include the short design direction used: thesis, signature device, and any check/craft issue that forced a design change.

© Orkas-AI, 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 3 other files (references) in packages/skills/frontend-design of Orkas-AI/Orkas-VideoStudio.

  • SKILL.md
  • references/html-generation-playbook.md
  • references/visual-primitives.md
  • references/worked-compositions.md

Open the folder on GitHubat commit c0c3c3e

Compare with similar skills

Frontend Design next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Frontend Design compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Frontend Design this skillOrkas-AI/Orkas-VideoStudio499—~4.3kAutomated safety check: PassMIT
HyperFrames Video Entry Pointheygen-com/hyperframes60k3 repos~5.2kAutomated safety check: PassApache-2.0
Hyperframes ShowreelBlackBeltTechnology/pi-agent-dashboard315—~1.5kAutomated safety check: PassMIT
Super Video MakerBomx/super-video-maker-skill310—~11kAutomated safety check: NotesNone
AI Motion DirectorPluviobyte/video-production-skills671—~1.6kAutomated safety check: PassNone
Avatar MixUpload-Post/avatar-mix131—~4.9kAutomated safety check: NotesMIT

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Works with

Questions about Frontend Design

What does Frontend Design do?

Aesthetic direction for OrkasVideoStudio HTML and motion-graphics compositions. Frontend Design is an agent skill from Orkas-AI/Orkas-VideoStudio. Aesthetic direction for OrkasVideoStudio HTML and motion-graphics compositions.

When should I use Frontend Design?

Frontend Design fits situations like: tasks that involve Motion graphics; tasks that involve AI video generation.

How do I install Frontend Design in Claude Code?

Run `npx skills add Orkas-AI/Orkas-VideoStudio --skill frontend-design -a claude-code`. Or copy the skill folder (packages/skills/frontend-design in Orkas-AI/Orkas-VideoStudio) into .claude/skills/frontend-design in your project. Claude Code loads it when a task matches its description.

How do I install Frontend Design in Codex?

Run `npx skills add Orkas-AI/Orkas-VideoStudio --skill frontend-design -a codex`. Or copy the skill folder (packages/skills/frontend-design in Orkas-AI/Orkas-VideoStudio) into .agents/skills/frontend-design in your project. Codex loads it when a task matches its description.

Can I use Frontend Design 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 Orkas-AI/Orkas-VideoStudio --skill frontend-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/frontend-design, .gemini/skills/frontend-design, .github/skills/frontend-design and .opencode/skills/frontend-design in your project.

What does Frontend Design need to run?

SKILL.md names no scripts, command-line tools or credentials: Frontend Design is instructions for the agent only.

Does Frontend Design 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 Frontend Design 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. Review the folder before installing.

What licence does Frontend Design use?

Frontend Design 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 Frontend Design use?

About 4.3k tokens (SKILL.md is roughly 17k 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 5k tokens, read only when the agent opens those files.

What are the alternatives to Frontend Design?

Skills that share tags, products or a category with Frontend Design: HyperFrames Video Entry Point (heygen-com/hyperframes, 60k stars), Hyperframes Showreel (BlackBeltTechnology/pi-agent-dashboard, 315 stars), Super Video Maker (Bomx/super-video-maker-skill, 310 stars) and AI Motion Director (Pluviobyte/video-production-skills, 671 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Frontend Design?

Orkas-AI (a GitHub user) maintains it in Orkas-AI/Orkas-VideoStudio, which has 499 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on September 22, 2026.

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