yogvidwankhede
- 35 skills
- 0 followers
- 8 hours ago last updated
- ▌ Vishwakarma · yogvidwankhede bundleDesign and engineering intelligence for interfaces on web, Android, and Apple platforms. Use when building or reviewing any UI, screen, component, or app; for "make this look designed", "does this look good", "review my design", "critique this UI"; for colour, OKLCh, palettes, contrast; motion, animation, transitions, springs, gestures, haptics; typography, layout, grid, spacing, responsive; accessibility, WCAG, ARIA, TalkBack, VoiceOver; design tokens, theming, dark mode; Jetpack Compose, Material 3, SwiftUI, iOS HIG, React, CSS; performance, Core Web Vitals, frame budgets, startup time; code quality, testing strategy, debugging; and structural analysis of shipped binaries. It also governs how the work is approached — resolving ambiguity, measuring baselines, making changes checkable, and keeping diffs scoped — so invoke it when implementation starts, not only when something needs visual polish.
- ▌ Code Quality · yogvidwankhede bundleUse when writing tests, configuring linters, type checks, formatters, or CI gates, or after a change that must compile before it is done.
- ▌ Platform Web · yogvidwankhede bundleUse when building or reviewing web UI or a PWA — viewport units, container queries, Core Web Vitals, fonts, theming, and semantics.
- ▌ Design Review · yogvidwankhede bundleUse when reviewing, critiquing, or auditing an interface — yours or someone else’s — to produce prioritised, actionable findings.
- ▌ Design Tokens · yogvidwankhede bundleUse when creating, naming, restructuring, or generating design tokens, or when wiring a token source into CSS, Tailwind, or TypeScript.
- ▌ Motion Design · yogvidwankhede bundleUse when adding, tuning, or reviewing any animation, transition, gesture, or scroll effect in an interface.
- ▌ 3d Game Assets · yogvidwankhede bundleUse when generating or integrating GLB assets for a browser game — orientation audits, manifests, Three.js mixers, visual consistency.
- ▌ Colour Systems · yogvidwankhede bundleUse when defining a palette, building colour ramps or theme tokens, adding a dark theme, or auditing contrast in an interface.
- ▌ Interface Copy · yogvidwankhede bundleUse when writing or reviewing any user-facing words — button labels, errors, empty states, dialogs, tooltips, form hints, or accessible names.
- ▌ Motion Physics · yogvidwankhede bundleUse when tuning springs, gestures, momentum, easing or durations — or deciding whether an interaction should be animated at all.
- ▌ Platform Apple · yogvidwankhede bundleUse when building or reviewing iOS, iPadOS, or macOS UI in SwiftUI or UIKit — safe areas, Dynamic Type, materials, springs, VoiceOver.
- ▌ Design Judgment · yogvidwankhede bundleUse when building or reviewing any user interface, to apply real design judgment and avoid the recognisable tells of generated UI.
- ▌ Theming Systems · yogvidwankhede bundleUse when building design tokens, adding dark mode or multi-brand theming, wiring a theme switcher, or supporting forced-colors, density, or RTL.
- ▌ Interface States · yogvidwankhede bundleUse when building or reviewing any screen that fetches or lists data, to design its empty, loading, error, offline, stale, and overflow states.
- ▌ Platform Android · yogvidwankhede bundleUse when building or reviewing Android UI in Compose or Views — insets, Material 3 tokens, state, touch targets, TalkBack, Gradle.
- ▌ SEO And Metadata · yogvidwankhede bundleUse when adding page metadata, structured data, sitemaps, canonicals or hreflang, or when a page is not indexed, previewed or cited correctly.
- ▌ Surface And Depth · yogvidwankhede bundleUse when applying shadows, elevation, glass, gradients, or corner radii, or when an interface looks flat, cheap, or physically incoherent.
- ▌ Interaction Design · yogvidwankhede bundleUse when building or reviewing interactive elements, forms, async actions, or destructive operations — states, feedback, errors, recovery.
- ▌ Layout Composition · yogvidwankhede bundleUse when structuring a page or component, choosing between flow, flex and grid, or fixing overflow, stacking, alignment, or layout shift.
- ▌ Micro Interactions · yogvidwankhede bundleUse when building presses, toggles, hovers, drags, swipes, toasts, or loading states — any small feedback behaviour that must feel responsive.
- ▌ Mobile Performance · yogvidwankhede bundleUse when budgeting or profiling startup, frame time, memory, or app size — or before any change justified by "this feels slow".
- ▌ Scroll Experiences · yogvidwankhede bundleUse when building reveal-on-scroll, parallax, sticky or pinned sections, horizontal scroll, scroll-snap, or scrollytelling.
- ▌ Reverse Engineering · yogvidwankhede bundleUse when statically analysing an artefact you are authorised to examine — fingerprinting, decompilation, call-flow tracing.
- ▌ Typographic Systems · yogvidwankhede bundleUse when choosing typefaces, building a type scale, setting line-height, tracking, or measure, or loading webfonts without layout shift.
- ▌ Vishwakarma Studios · yogvidwankhede bundleGame development intelligence — designing, building, reviewing, debugging, and shipping games. Use for Unity, Unreal, Godot, Bevy, love2d, raylib, custom engines; fixed timestep, game loop, ECS, physics, collision, animation state machines, blend trees, root motion, IK; shaders, PBR, lighting, post-processing; game feel — coyote time, input buffering, hitstop, screenshake, camera, juice; core loop, progression, economy, difficulty curve, level design, playtesting; netcode — client prediction, server reconciliation, lag compensation, rollback, authority, cheat resistance; game AI — A*, navmesh, flow fields, behaviour trees, GOAP, utility AI, steering; draw calls, batching, LODs, culling, GC spikes, asset streaming; Perforce, Git LFS, platform certification, game accessibility, telemetry, live ops. Also "does this feel good", "why is my game janky", "which engine should I use". Not for websites, web apps, dashboards, or non-game mobile apps — that is the vishwakarma skill.
- ▌ Accessible Components · yogvidwankhede bundleUse when building or fixing an interactive component — dialog, menu, tabs, combobox, tooltip — or handling focus, ARIA, or keyboard support.
- ▌ Rendering Performance · yogvidwankhede bundleUse when a page feels slow or janky, when optimising Core Web Vitals, or when writing code that renders, animates, or re-renders frequently.
- ▌ Accessibility Evidence · yogvidwankhede bundleUse when grading or reporting accessibility findings — evidence tiers, severity, scan versus audit, conformance states.
- ▌ Component Architecture · yogvidwankhede bundleUse when designing a component API, building a shared component library, or refactoring a component that has accumulated too many props.
- ▌ Engineering Discipline · yogvidwankhede bundleUse when implementing, debugging, planning, or reviewing any change — it governs how work is approached, not what is built.
- ▌ Public API Integration · yogvidwankhede bundleUse when an interface needs live third-party data and no API is chosen yet: selecting from public-apis, probing it, and wiring it safely.
- ▌ UI Generation Workflow · yogvidwankhede bundleUse when asked to build any page, screen, component, dashboard, or app UI, to follow the ordered procedure from brief to critique to report.
- ▌ Responsive Architecture · yogvidwankhede bundleUse when a layout must adapt across screen sizes — breakpoints, container queries, fluid type, touch targets, zoom, or mobile overflow bugs.
- ▌ Information Architecture · yogvidwankhede bundleUse when structuring navigation, grouping content, naming sections, designing a dashboard, or when users cannot find things they know exist.
- ▌ Multiplayer Game Publishing · yogvidwankhede bundleUse when building or publishing a browser multiplayer game on SharkyNet — local echo, join flows, disconnection state, player colours.