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Skill

High End Visual Design

leonxlnx

Spends its rules on the feel of expensive: how far a card lifts, how light falls across it, how long an easing runs, how much room a section is given. It varies the composition every time by design, and the things it bans are the ones that read as cheap, like blunt shadows and motion that snaps.

A situation it fits

A new marketing site is going up for an AI product and the only brief is a competitor's page with the note that ours has to feel this expensive. The first pass came back tidy and internally consistent and the client called it cheap, pointing at flat cards, a menu that snapped open, and sections crowded up against each other.
High End Visual Design. Every complaint is a quantity: how far a card lifts, how light falls on it, how long the menu takes to arrive, how much room a section is given. This is the option that spends its rules on exactly those, and blunt shadows and motion that snaps are among the things it bans by name. The most tempting wrong answer is design-taste-frontend, which also pushes a page off the templated default and would happily build this site - its trap is that its lever is the aesthetic read of the brief rather than a rulebook for depth and easing, so it can produce another tidy page that loses the same argument. minimalist-ui would make the flatness a rule instead of the problem. industrial-brutalist-ui commits hard, but to machinery, which is not what expensive means here.

Skills it gets confused with

These share a family with High End Visual Design, which is another way of saying they are the ones you might reach for by mistake.

Every comparison with High End Visual Design

Knowing what High End Visual Design does is the easy half. Telling it apart from the others under time pressure is the game.

Today's session

High End Visual Design is part of leonxlnx/taste-skill. Licence: MIT. The description above was written for this game, not taken from the skill.