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Css Motion Designer

Community
egorfedorov
css-motion-designer

Design CSS animation systems and motion recipes for casino game UI. Use when building round transitions, idle loops, inter-round motion, background patterns, or CSS-only animation specs.

Overview

Publisheregorfedorov
RepositorySlot-Casino-Game-Developer-Skills-for-Stake-Engine
Skill namecss-motion-designer
Stars
63
Forks
16
Bundled files
6
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 6 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by egorfedorov on GitHub. Read the source before you install it.

Installation

Install the Css Motion Designer AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/egorfedorov/Slot-Casino-Game-Developer-Skills-for-Stake-Engine.git /tmp/Slot-Casino-Game-Developer-Skills-for-Stake-Engine
mkdir -p .claude/skills
cp -r /tmp/Slot-Casino-Game-Developer-Skills-for-Stake-Engine/css-motion-designer .claude/skills/css-motion-designer
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Css Motion Designer in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Css Motion Designer on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Css Motion Designer is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

CSS Motion Designer

Use this skill to design production-ready CSS animation systems for casino games, especially round transitions, inter-round motion loops, and lightweight background effects.

Context Analysis (yui540 motions)

  • The motions are authored as pure CSS animations and then screen-recorded.
  • Visual rhythm is achieved with discrete stepping and grid-based pattern changes.
  • Example motion uses a long sequence string like 0111222333... to encode frame states.
  • Authoring stack includes React with emotion/styled, but the motion logic itself is CSS-first.
  • Motion relies on tight timing control and repeated short loops to build perceived complexity.
  • Discrete stepping avoids interpolation blur and preserves pixel/segment clarity.
  • Motion reads as “procedural” because pattern state is encoded and cycled, not hand-drawn.

Core Methods Extracted

  1. Step-based pattern animation.
  • Use steps(n) to create discrete jumps for grid patterns.
  • Pair steps(n) with repeating-linear-gradient to build scan, stripe, and barcode effects.
  1. Sequence-driven state modulation.
  • Encode states as a numeric string (0–3 or 0–4) and map to palette offsets.
  • Use CSS variables for state index and drive background-position or filter shifts.
  1. Micro-loop composition.
  • Build short 400–1400ms loops and layer them for a richer visual cadence.
  • Prefer two short loops instead of one long loop to reduce drift and ease control.
  1. Palette orchestration.
  • Use 2–4 tones for contrast and keep the darkest tone aligned with the game background.
  • Cycle palette assignments per step for pseudo-random “sparkle” without heavy textures.
  1. Rhythm gating.
  • Insert “quiet” steps (repeated state indices) to avoid constant visual noise.
  • Gate loop activation to low-attention states (idle, between rounds, loading).

Workflow

  1. Define motion intent and placement.
  • Identify where the motion lives (between rounds, idle state, loading, win transition).
  • Declare the player state that can trigger or cancel the motion.
  1. Translate visual rhythm into a pattern grammar.
  • Choose a grid size and a palette (2–4 tones).
  • Encode states as a sequence string (e.g., 0–3) to define frame variations.
  • Decide between continuous motion (linear) vs discrete motion (steps()).
  1. Build CSS motion layers.
  • Use CSS variables for palette and speed.
  • Prefer transforms and opacity for compositing.
  • Use steps(n) for pixel/segment patterns to avoid blurry interpolation.
  1. Validate performance and safety.
  • Cap animation complexity and layer count.
  • Provide prefers-reduced-motion fallback.
  • Ensure animation does not obscure critical UI or break readability.
  1. Prepare integration handoff.
  • Provide keyframes, timings, and trigger conditions.
  • Include reset rules for round transitions.

Motion Recipes

Inter-Round Barcode Sweep (Inspired by yui540/5)

Use a repeatable sequence to create a scanning bar effect between rounds.

css
.interRoundSweep {
  --tile-size: 12px;
  --steps: 30;
  --speed: 1200ms;
  --c0: #0b0f1a;
  --c1: #162235;
  --c2: #223a55;
  --c3: #2f4c6a;
  background: repeating-linear-gradient(
    90deg,
    var(--c0) 0,
    var(--c0) var(--tile-size),
    var(--c1) var(--tile-size),
    var(--c1) calc(var(--tile-size) * 2),
    var(--c2) calc(var(--tile-size) * 2),
    var(--c2) calc(var(--tile-size) * 3),
    var(--c3) calc(var(--tile-size) * 3),
    var(--c3) calc(var(--tile-size) * 4)
  );
  animation: barcodeShift var(--speed) steps(var(--steps)) infinite;
}

@keyframes barcodeShift {
  0% { background-position: 0 0; }
  100% { background-position: calc(var(--tile-size) * 12) 0; }
}

Round Transition Pulse

css
.roundPulse {
  animation: roundPulse 600ms ease-in-out 1;
}

@keyframes roundPulse {
  0% { opacity: 0; transform: scale(0.98); }
  50% { opacity: 1; transform: scale(1); }
  100% { opacity: 0; transform: scale(1.02); }
}

Idle Spark Grid

Use a 2D grid with step-based offsets to create a subtle “sparkle” during idle.

css
.idleSparkGrid {
  --cell: 10px;
  --speed: 900ms;
  --steps: 18;
  --bg: #0b0f1a;
  --a: #162235;
  --b: #1f3046;
  --c: #2a3f5a;
  background:
    repeating-linear-gradient(0deg, var(--bg) 0, var(--bg) var(--cell), transparent var(--cell), transparent calc(var(--cell) * 2)),
    repeating-linear-gradient(90deg, var(--bg) 0, var(--bg) var(--cell), transparent var(--cell), transparent calc(var(--cell) * 2)),
    linear-gradient(120deg, var(--a), var(--b), var(--c));
  background-size: auto, auto, 200% 200%;
  animation: idleSpark var(--speed) steps(var(--steps)) infinite;
}

@keyframes idleSpark {
  0% { background-position: 0 0, 0 0, 0% 50%; }
  100% { background-position: 0 0, 0 0, 100% 50%; }
}

Win Accent Scan

Use a fast scan band for a win highlight overlay.

css
.winAccentScan {
  --speed: 700ms;
  --accent: rgba(255, 214, 102, 0.35);
  background: linear-gradient(90deg, transparent, var(--accent), transparent);
  background-size: 200% 100%;
  animation: winScan var(--speed) ease-out 1;
}

@keyframes winScan {
  0% { background-position: 0% 0; }
  100% { background-position: 200% 0; }
}

Reel Mask Flutter

Use clip-path to create a fluttering shutter feel without heavy assets.

css
.reelMaskFlutter {
  --speed: 800ms;
  animation: flutter var(--speed) steps(12) infinite;
  clip-path: polygon(0 0, 100% 0, 100% 85%, 0 100%);
}

@keyframes flutter {
  0% { clip-path: polygon(0 0, 100% 0, 100% 86%, 0 100%); }
  100% { clip-path: polygon(0 0, 100% 0, 100% 92%, 0 100%); }
}

Loading Orbit (CSS-Only)

Use a simple rotating gradient for loading or bet-lock states.

css
.loadingOrbit {
  --speed: 1100ms;
  background: conic-gradient(from 0deg, #0b0f1a, #1b2a40, #0b0f1a);
  animation: orbit var(--speed) linear infinite;
}

@keyframes orbit {
  0% { transform: rotate(0deg); }
  100% { transform: rotate(360deg); }
}

Casino Integration Patterns

  • Idle State: low-contrast grid spark, minimal motion noise.
  • Between Rounds: barcode sweep or soft pulse to indicate state change.
  • Win Reveal: short scan or pulse overlay that never obscures payout text.
  • Loading/Bet Lock: orbit or step-based stripes to signal controlled waiting.
  • Bonus Entry: layered pulse + scan, capped to under 1s total.

Accessibility and Risk Controls

  • Always provide prefers-reduced-motion: reduce to disable non-critical loops.
  • Keep motion density low during gameplay; reserve “busy” effects for transitions.
  • Prevent text flicker by avoiding opacity shifts under critical HUD.

Output Contract

Return:

  1. Motion Brief: placement, trigger conditions, duration targets.
  2. Pattern Grammar: grid size, palette, sequence encoding, steps count.
  3. Keyframes: final CSS keyframes and class names.
  4. Integration Plan: which game states show/hide the motion.
  5. Validation: performance and accessibility checks.
  6. Residual Risks: readability, distraction, or device constraints.

Commands

bash
python3 scripts/validate_css_motion_spec.py \
  --input <path/to/css_motion_spec.json>

Treat non-zero exits as blocker findings.

References

  • references/workflow.md: motion design workflow.
  • references/contracts.md: CSS motion spec contract.
  • references/patterns.md: pattern library and casino state mapping.
  • references/signoff-template.md: delivery checklist template.

Execution Rules

  • Keep animations deterministic and short in gameplay-critical paths.
  • Prefer transforms/opacity over layout-affecting properties.
  • Use steps() for discrete pattern motion and pixel-art stability.
  • Always include a reduced-motion variant.
  • Never mask or block critical game info during motion playback.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Css Motion Designer AI skill do?

Design CSS animation systems and motion recipes for casino game UI. Use when building round transitions, idle loops, inter-round motion, background patterns, or CSS-only animation specs.

Why use Css Motion Designer on TypingMind?

Because you install it once and use it with any model. Css Motion Designer is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Css Motion Designer in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/egorfedorov/Slot-Casino-Game-Developer-Skills-for-Stake-Engine/tree/main/css-motion-designer. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Css Motion Designer?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Css Motion Designer?

As many as you like. As long as a model supports skills, you can use Css Motion Designer with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Css Motion Designer AI skill free?

It is published on GitHub by egorfedorov. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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