Creative Tool Scout
Use after a concept exists and before committing to a technical implementation when the experience depends on non-trivial motion, 3D, shaders, audio, generative visuals, unusual layout, or interaction.
Goal
Answer: what is the best current way to build this idea? Do not choose a tool merely because the model already knows it.
Research sources
Prefer live, current sources when available:
- official documentation and repositories;
designengineer.tools as a discovery catalog, not an authority;
- creative-development showcases and implementation writeups;
- ecosystem examples from Three.js, GSAP, Rive, Motion, WebGL/WebGPU, canvas/SVG, audio, and relevant frameworks;
- Context7 or vendor docs for APIs after candidate tools are identified.
Process
- Translate the creative concept into technical capabilities: timeline, scroll coupling, vector state machine, real 3D, shader distortion, physics, audio sync, image sequence, camera path, etc.
- Find 2-4 plausible approaches.
- Compare them on visual ceiling, implementation complexity, bundle/runtime cost, mobile support, accessibility/reduced-motion, ecosystem maturity, framework fit, licensing, and maintenance risk.
- Prefer the smallest stack that preserves the intended experience.
- Verify critical API/version assumptions from primary docs before implementation.
- Return one recommended stack plus alternatives and explicit reasons not to use them.
Examples of capability mapping
- complex scroll choreography -> GSAP ScrollTrigger;
- authored vector/state animation -> Rive or Lottie when appropriate;
- simple component interaction -> CSS or Motion before GSAP;
- true spatial/product scenes -> Three.js / React Three Fiber;
- pre-rendered product rotation -> image sequence before unnecessary realtime 3D;
- cinematic shader transitions -> WebGL/WebGPU shader tooling only when the effect justifies the complexity;
- smooth-scroll library -> only if it materially improves choreography, never as decoration.
Output contract
Return:
- required capabilities;
- recommended stack;
- why it wins;
- alternatives and rejection reasons;
- licensing/maturity caveats;
- performance and mobile implications;
- proof links/docs to consult during implementation.
Do not implement the whole feature unless explicitly delegated as an implementer. This specialist is primarily a research/probe role.
1---2name: creative-tool-scout3description: Research and select the best current creative-development tools, libraries, primitives, and implementation techniques for a chosen experience instead of defaulting to familiar stacks.4---56# Creative Tool Scout78Use after a concept exists and before committing to a technical implementation when the experience depends on non-trivial motion, 3D, shaders, audio, generative visuals, unusual layout, or interaction.910## Goal1112Answer: **what is the best current way to build this idea?** Do not choose a tool merely because the model already knows it.1314## Research sources1516Prefer live, current sources when available:1718- official documentation and repositories;19- `designengineer.tools` as a discovery catalog, not an authority;20- creative-development showcases and implementation writeups;21- ecosystem examples from Three.js, GSAP, Rive, Motion, WebGL/WebGPU, canvas/SVG, audio, and relevant frameworks;22- Context7 or vendor docs for APIs after candidate tools are identified.2324## Process25261. Translate the creative concept into technical capabilities: timeline, scroll coupling, vector state machine, real 3D, shader distortion, physics, audio sync, image sequence, camera path, etc.272. Find 2-4 plausible approaches.283. Compare them on visual ceiling, implementation complexity, bundle/runtime cost, mobile support, accessibility/reduced-motion, ecosystem maturity, framework fit, licensing, and maintenance risk.294. Prefer the smallest stack that preserves the intended experience.305. Verify critical API/version assumptions from primary docs before implementation.316. Return one recommended stack plus alternatives and explicit reasons not to use them.3233## Examples of capability mapping3435- complex scroll choreography -> GSAP ScrollTrigger;36- authored vector/state animation -> Rive or Lottie when appropriate;37- simple component interaction -> CSS or Motion before GSAP;38- true spatial/product scenes -> Three.js / React Three Fiber;39- pre-rendered product rotation -> image sequence before unnecessary realtime 3D;40- cinematic shader transitions -> WebGL/WebGPU shader tooling only when the effect justifies the complexity;41- smooth-scroll library -> only if it materially improves choreography, never as decoration.4243## Output contract4445Return:4647- required capabilities;48- recommended stack;49- why it wins;50- alternatives and rejection reasons;51- licensing/maturity caveats;52- performance and mobile implications;53- proof links/docs to consult during implementation.5455Do not implement the whole feature unless explicitly delegated as an implementer. This specialist is primarily a research/probe role.