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Found 5 Skills
Walk the user through four directional axes (tone register, aesthetic philosophy, audience relationship, sensory ambition) and produce a structured aesthetic brief that downstream skills consume as required input. This is the aesthetic depth layer, distinct from `creative-brief` which covers the operational kickoff (scope, audience, deliverables, constraints). Use this skill when a project needs aesthetic coherence across many small decisions and the user has not yet articulated direction beyond a vague feeling. The brief becomes a reference that content, copy, design, and art-direction skills check against when producing output. Triggers on creative direction, aesthetic direction, set the aesthetic, define the visual direction, what's the vibe, what's the tone, the four axes, tone register, aesthetic philosophy, audience relationship, sensory ambition, our visual register. Also triggers when multiple downstream aesthetic-producing skills are about to run and need a shared brief to maintain coherence. Does NOT fire when the user needs a general kickoff brief covering scope and constraints (use `creative-brief` instead), for tactical single-piece work, when the user already has complete aesthetic direction documented, for purely functional output, or for production-stage work where direction is locked.
Apply the halo effect in product design and UX. Use when designing first impressions, brand perception, feature presentation, or understanding how one positive attribute influences perception of others.
Diagnostic audit across all seven layers — identifies the bottleneck layer and recommends where to focus
Conduct a structured competitive analysis comparing UX patterns, features, strengths, and gaps across rival products.
Design game concepts adapted from a novel. Based on SOURCE_BIBLE and PRODUCT_BRIEF, generate three genuinely distinct directions in the unlocked dimensions, then select the most viable playable prototype using hard vetoes and explicit trade-offs. This framework can be used to determine what type of game the novel should be adapted into, compare game concepts, choose a game direction for the book, and decide whether the novel should be turned into an interactive story.