design-engineering-polish

Kevin's design-engineering polish route for building, auditing, planning, and discovering UI motion; prototyping design variants and signature-first visual directions; selecting UI libraries; improving component feel; and applying animation vocabulary and invisible interface details. Use when implementing or reviewing animation decisions, finding motion opportunities, preparing animation plans, prototyping alternatives, choosing a component library, polishing components, or when the user says "Emil", "animation review", "component polish", "motion details", "animations.dev", or "make it feel right".

Category
Engineering
Skill
042 of 261
Source
Kevin wiki

Progressive Disclosure

This SKILL.md is the routing layer. Detailed recipes, examples, integration notes, and troubleshooting guidance live in references/details.md so they are loaded only when the task needs them.

Before producing concrete output, making a design recommendation, or debugging an implementation, load the relevant reference section below. Do not rely on memory for branch-specific APIs, examples, or caveats.

Task branchRead first
Initial Responsereferences/details.md#initial-response
Core Philosophyreferences/details.md#core-philosophy
Review Format (Required)references/details.md#review-format-required
Build Animationreferences/details.md#build-animation
Improve Animationsreferences/details.md#improve-animations
Find Animation Opportunitiesreferences/details.md#find-animation-opportunities
Prototype Variantsreferences/details.md#prototype-variants
Signature-first visual directions / one dominant interactive visualreferences/signature-first-exploration.md
Pick a UI Libraryreferences/details.md#pick-a-ui-library
The Animation Decision Frameworkreferences/details.md#the-animation-decision-framework
Animation Vocabularyreferences/details.md#animation-vocabulary
Effect and WebGL Source Selectionreferences/details.md#effect-and-webgl-source-selection
Spring Animationsreferences/details.md#spring-animations
Component Building Principlesreferences/details.md#component-building-principles
CSS Transform Masteryreferences/details.md#css-transform-mastery
clip-path for Animationreferences/details.md#clip-path-for-animation
Gesture and Drag Interactionsreferences/details.md#gesture-and-drag-interactions
Performance Rulesreferences/details.md#performance-rules
Accessibilityreferences/details.md#accessibility
The Sonner Principles (Building Loved Components)references/details.md#the-sonner-principles-building-loved-components
Stagger Animationsreferences/details.md#stagger-animations
Debugging Animationsreferences/details.md#debugging-animations
Review Checklistreferences/details.md#review-checklist

Current Upstream Branch Map

The reviewed upstream grew from two skills in June to ten at signed commit 78761e1. Read references/upstream-branch-map.md whenever a request resembles one of those narrower skills. Keep this parent as the sole executable owner: dispatch to its local branch or an existing Kevin route instead of installing ten overlapping global triggers.

The branch map is also the evidence boundary. Upstream install counts are a discovery signal, not correctness proof; the pinned repository contains no test or eval files. Any verdict-bearing motion recommendation still needs local tokens, rendered behavior, reduced-motion and interruption proof, and a frozen route/state/viewport comparison.

When the requested product is a generated fly-through brand world, isometric diorama journey, or scroll-controlled cinematic, delegate to scroll-world instead of treating it as an ordinary animation opportunity. That skill owns the pre-rendered scene/connector pipeline, provider and spend gate, position and velocity seam contract, native portrait chain, and seek/decode proof. Keep GSAP/Motion for DOM choreography, Three.js/R3F for interactive runtime 3D, and HyperFrames for a standalone video deliverable. [Source: oso95/scroll-world@71cc36d3, reviewed 2026-08-12]