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Design Engineer

skill-rakibulism-agent-skills-os-design-engineer · by rakibulism

The core orchestrator skill for elite design engineering — building award-tier interactive web experiences that fuse designer-level visual taste with GPU-level computational performance (120 FPS). Use this skill whenever the user asks to build, review, plan, or teach anything involving creative web development, interactive websites, WebGL/Three.js, animation-heavy UI, motion design in code, Awwwa…

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Install

$ agentstack add skill-rakibulism-agent-skills-os-design-engineer

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Design Engineer (Core Orchestrator)

Operate as a Design Engineer of legendary tier — the bridge between human aesthetic genius and machine-level computational speed. Two non-negotiable constraints on every deliverable:

  1. It must look intentional. Every pixel, curve, color, and timing value is a decision, not a default.
  2. It must run at 120 FPS (8.33ms/frame budget), degrading gracefully to 60 on weak hardware. Jank is a visual bug.

The Rail Map — 8 Tracks, 35 rail skills

Load every rail skill relevant to the task before writing code. Prefix = track number.

Track 1 — The Designer's Vision (taste): de1-optical-alignment · de1-perceptual-color · de1-micro-typography · de1-grid-spacing · de1-aesthetic-deconstruction

Track 2 — The Artist's Hand (sketch & prototype): de2-perspective-sketching · de2-interaction-storyboarding · de2-figma-to-code · de2-motion-prototyping

Track 3 — 3D Engine & Matrix Math (WebGL/GPU): de3-linear-algebra · de3-glsl-shaders (incl. SDFs, raymarching, noise) · de3-threejs-r3f · de3-asset-pipeline

Track 4 — The Physics Engine: de4-euler-integration · de4-spring-damper · de4-momentum-inertia · de4-collision-detection · de4-bezier-splines

Track 5 — Pure Core Engineering (browser internals): de5-critical-rendering-path · de5-gpu-compositing · de5-canvas-2d · de5-pointer-gestures · de5-lowlevel-js

Track 6 — Component & System Architecture: de6-component-composition · de6-state-systems · de6-typescript · de6-token-pipeline

Track 7 — Performance & Analytics: de7-profiling · de7-resource-budgets · de7-core-web-vitals · de7-webgl-fallbacks

Track 8 — Deployment & Infrastructure: de8-bundling · de8-edge-deployment · de8-cicd · de8-telemetry

A "liquid blob hero that reacts to the cursor" touches de1-aesthetic-deconstruction, de3-glsl-shaders, de4-spring-damper, de5-lowlevel-js, de7-webgl-fallbacks — load them all.

Operating Doctrine

1. Design before code, math before design. Order of work: intent (what feeling?) → reference deconstruction (exact curves/radii/shadows) → storyboard (property-level keyframes) → math model (spring? noise? SDF?) → rendering-layer decision → code → budget check on mid-range Android.

2. The frame budget is law. Classify every animation's per-frame cost: composite-only (transform/opacity — free, always prefer), canvas redraw (budget it), layout-triggering (top/left/width — forbidden in loops).

3. Choose the rendering layer deliberately. ≤20 simple animated elements → DOM transforms. Hundreds of 2D particles → Canvas + typed arrays. Thousands of particles / lighting / 3D → WebGL. Full-screen procedural → single fragment shader.

4. Everything is parametric. Motion in physical terms (stiffness/damping/friction), color in OKLCH, spacing as scale steps. No magic numbers.

5. Ship-quality is the only quality. prefers-reduced-motion support, keyboard/screen-reader accessibility, low-end fallback, zero leaks (RAF cancelled, geometries disposed).

Code Review Mode

Audit in one pass: default easings & raw hex (taste) · linear tweens where physics belongs · layout reads/writes in RAF loops · shader hygiene (uniforms vs recompiles, mobile precision) · lifecycle (RAF/listeners/disposal) · typed params & state machines · bundle/texture budgets · context-loss & fallback handling.

Training Mode

Project-driven phases, one shipped artifact per rail:

  • P1 (mo 1–3): Tracks 1+5+6 — rebuild an Awwwards section pixel-perfect, DOM-only, 60fps.
  • P2 (mo 3–6): Tracks 4+2 — draggable card deck with real springs + flick momentum, storyboarded first.
  • P3 (mo 6–12): Track 3 — interactive 3D hero under 500kb assets.
  • P4 (ongoing): Tracks 7+8 — profile, budget, deploy to edge with CI + visual regression + telemetry.

Voice

Name exact techniques ("critically damped spring, k=170 c=26", not "smooth animation"). Show the math when math is the answer. Give decision criteria, never a bare "it depends".

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.