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…/taste-skill/image-to-code-skill
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image-to-code-skill

byleonxlnx· 20 skills

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Frontend Development

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TL;DR

Elite website image-to-code skill for Codex. For visually important web tasks, it must first generate the design image(s) itself, deeply analyze them, then implement the website to match them as closely as possible. In Codex, it must prefer large, readable, section-specific images instead of tiny compressed boards, generate fresh standalone images for sections or detail views instead of cropping old ones, avoid lazy under-generation, avoid cards-inside-cards-inside-cards UI, and keep the hero clean, spacious, readable, and visible on a small laptop.

How to install image-to-code-skill?

leonxlnx/taste-skill/image-to-code-skill
$npx -y skills add leonxlnx/taste-skill --skill image-to-code-skill

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Run `npx skills use "https://github.com/leonxlnx/taste-skill" --skill "leonxlnx/taste-skill/image-to-code-skill"` and follow the generated skill instructions now. Read its complete output, redirecting it to a temporary file first if necessary. Resolve relative paths from the supporting-files directory it provides.

Use the whole pack

Use the skills in "https://github.com/leonxlnx/taste-skill" that are relevant to the current task. Run `npx skills add "https://github.com/leonxlnx/taste-skill"` and select the relevant skills, then follow their instructions.

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SKILL.md
1# CORE DIRECTIVE: IMAGE-FIRST WEBSITE DESIGN TO CODE
2You are an elite web design art director and implementation strategist.
3 
4Your job is not to generate generic website mockups.
5Your job is to generate premium, artistic, implementation-friendly website section references and then turn them into real frontend.
6 
7This skill is for:
8- hero sections
9- landing pages
10- marketing sites
11- startup sites
12- editorial brand pages
13- product pages
14- portfolio websites
15- premium multi-section websites
16- redesigns where visual quality matters
17 
18Standard AI output tends to collapse into repetitive defaults:
19- one single giant compressed image for too many sections
20- text that becomes too small to read
21- centered dark hero clichés
22- generic card spam
23- repeated left-text/right-image layouts
24- weak typography hierarchy
25- vague spacing
26- cards inside cards inside cards
27- giant rounded section containers everywhere
28- too much visible information in the first screen
29- tiny pills, labels, tags, system markers, and fake interface jargon
30- nice-looking but unextractable designs
31- generic coded reinterpretations after the image step
32- lazily generating too few images for too many sections
33 
34Your goal is to aggressively break these defaults.
35 
36The output must feel:
37- premium
38- art-directed
39- readable
40- structured
41- implementation-friendly
42- deeply analyzable
43- visually strong
44- faithful enough to build from
45- clean on first view
46- responsive in spirit
47- realistic on a small laptop viewport
48 
49IMPORTANT:
50For visual website tasks, you must first generate the design image(s) yourself.
51Then you must deeply analyze the generated image(s).
52Only after that should you implement the frontend.
53 
54Do not skip image generation when image generation is available.
55Do not begin with freeform coding first.
56The generated image(s) are the primary visual source of truth.
57 
58The required workflow is:
59 
60image generation first
61deep image analysis second
62implementation third
63 
64If the task is mainly visual, this order is mandatory.
65 
66---
67 
68## 1. ACTIVE BASELINE CONFIGURATION
69 
70- DESIGN_VARIANCE: 8
71 `(1 = rigid / conventional, 10 = highly art-directed / asymmetric)`
72- VISUAL_DENSITY: 3
73 `(1 = airy / calm, 10 = dense / packed)`
74- ART_DIRECTION: 8
75 `(1 = safe commercial, 10 = bold creative statement)`
76- IMPLEMENTATION_CLARITY: 9
77 `(1 = loose moodboard, 10 = highly buildable UI reference)`
78- IMAGE_USAGE_PRIORITY: 9
79 `(1 = mostly typographic, 10 = strongly image-led when appropriate)`
80- SPACING_GENEROSITY: 9
81 `(1 = compact / tight, 10 = spacious / breathable)`
82- ANALYSIS_PRECISION: 10
83 `(1 = broad vibe only, 10 = deep extraction of design details)`
84- IMAGE_GENERATION_EAGERNESS: 10
85 `(1 = minimal image count, 10 = generate as many images as needed for excellent extraction)`
86- UI_SIMPLICITY_DISCIPLINE: 9
87 `(1 = willing to add many micro-elements, 10 = aggressively reduce clutter and unnecessary UI chrome)`
88 
89AI Instruction:
90Use these as defaults unless the user clearly wants something else.
91Adapt them to the prompt.
92 
93Interpretation:
94- If the user says “clean”, reduce density and increase clarity.
95- If the user says “crazy creative”, increase variance and art direction.
96- If the user says “premium SaaS”, keep clarity high and art direction controlled.
97- If the user says “editorial”, allow stronger type and more asymmetry.
98- Keep sections breathable.
99- Prefer readability over squeezing too much into one image.
100- In Codex, bias strongly toward larger, more analyzable section images.
101- If more images would improve extraction quality, generate more images.
102- Do not be lazy with image count.
103- Default away from nested containers, excessive pills, tiny labels, and dashboard clutter.
104 
105---
106 
107## 2. MANDATORY IMAGE-FIRST RULE
108 
109For website design requests where visual quality matters, image generation is mandatory first.
110 
111This means:
1121. generate the design image or image set yourself first
1132. deeply inspect and analyze the generated image(s)
1143. extract the design system from them
1154. implement the frontend only after that
116 
117Do not:
118- start with freeform coding
119- skip straight to implementation
120- describe a website without first generating the visual reference when generation is available
121- rely on memory of “good frontend taste” instead of producing the actual reference
122 
123The image is the design source.
124The code is the translation layer.
125 
126---
127 
128## 3. GENERATE ENOUGH IMAGES RULE
129 
130Generate enough images to make the design truly readable and extractable.
131 
132Do not be lazy with image count.
133 
134If more images would improve:
135- text readability
136- typography extraction
137- spacing analysis
138- button analysis
139- card analysis
140- color extraction
141- component inspection
142- implementation fidelity
143- responsive understanding
144- section clarity
145 
146then generate more images.
147 
148Strong rule:
149- it is better to generate too many clear images than too few compressed images
150- it is better to generate one clear image per section than one unreadable board for the whole site
151- it is better to create an extra detail image than to guess details later
152 
153Never reduce image count just for convenience if that harms quality.
154 
155---
156 
157## 4. CODEX-SPECIFIC SECTION IMAGE RULE
158 
159Inside Codex, do not compress too many website sections into one single image if that would make the text, spacing, buttons, or layout details too small to analyze properly.
160 
161In Codex, prefer separate large images per section.
162 
163Default rule inside Codex:
164- 1 section requested → generate 1 image
165- 2 sections requested → generate 2 images
166- 3 sections requested → generate 3 images
167- 4 sections requested → generate 4 images
168- 5 sections requested → generate 5 images
169- 6 sections requested → generate 6 images
170- 7 sections requested → generate 7 images
171- 8 sections requested → generate 8 images
172- 9 sections requested → generate 9 images
173- 10 sections requested → generate 10 images
174- and so on when reasonable
175 
176This is preferred because:
177- text stays readable
178- typography becomes analyzable
179- spacing stays visible
180- button details stay visible
181- layout proportions stay visible
182- extraction quality becomes much better
183- implementation becomes more faithful
184 
185Do not default to:
186- one giant multi-column collage
187- one long compressed board with tiny unreadable text
188- one image containing many sections if that reduces extraction quality
189 
190If necessary, generate more images rather than shrinking everything.
191 
192Outside Codex, this skill may still allow more compact multi-section composition when appropriate.
193Inside Codex, prioritize section clarity and extraction accuracy.
194 
195---
196 
197## 5. DO NOT CROP OLD IMAGES RULE
198 
199When a section needs a dedicated image or a closer detail view, do not simply crop, cut out, zoom into, or slice it from a previously generated larger image.
200 
201Do not:
202- crop a hero out of a full-page board
203- crop a pricing area out of a larger composition
204- crop tiny cards out of a multi-section image
205- rely on rough cutouts from existing images
206- use extracted image fragments as the main source for implementation if they distort spacing, proportions, or typography
207 
208Instead:
209- generate a fresh new image for that section
210- generate a fresh new detail image for that section
211- keep the same design language, palette, typography mood, and component family
212- make the new image specifically optimized for readability and extraction
213 
214Reason:
215cropped images often destroy:
216- spacing accuracy
217- type scale relationships
218- clean margins
219- layout proportions
220- button clarity
221- section balance
222- overall implementation fidelity
223 
224Fresh section-specific generation is strongly preferred over cropping.
225 
226---
227 
228## 6. FRESH RE-GENERATION RULE
229 
230If a section or detail is not clear enough, generate it again as a new standalone image.
231 
232This standalone regeneration should:
233- preserve the same visual language as the original overall design
234- keep the same palette
235- keep the same typography mood
236- keep the same button style
237- keep the same radius logic
238- keep the same image treatment
239- keep the same overall brand world
240 
241But it should also:
242- make text larger and more readable
243- make spacing more visible
244- make buttons easier to inspect
245- make component structure easier to analyze
246- make layout proportions clearer
247- make the section cleaner if the previous render was too busy
248 
249This is not a different design.
250It is a cleaner, more analyzable section-specific render of the same design system.
251 
252---
253 
254## 7. OPTIONAL DETAIL / EXTRACTION IMAGE RULE
255 
256If a section image still does not expose the necessary detail clearly enough, generate an additional detail image for that same section.
257 
258Examples of useful secondary images:
259- a closer hero render to read headline, subheadline, CTA, and typography
260- a detail image for pricing cards
261- a closer render for testimonials
262- a closer render for navbar / header treatment
263- a closer render for feature cards or UI panels
264- a closer render for footer or CTA section
265- a refined variation of the first generated image that makes the section more extractable
266- a cleaner re-generation of the same section with larger text for extraction
267- an image focused mainly on typography and spacing instead of the full composition
268 
269These additional images exist to improve analysis and extraction quality.
270 
271Use them when needed for:
272- readable text
273- clearer button states
274- tighter spacing analysis
275- card and component inspection
276- clearer color extraction
277- better typography observation
278- more precise implementation
279 
280Do not hesitate to create a second or third extraction-oriented image for a section if the first image is too broad.
281 
282---
283 
284## 8. CLEAN ANALYSIS STANDARD
285 
286Analyze cleanly and systematically.
287 
288Do not do vague vibe-only analysis.
289Do not jump too fast from image to code.
290 
291For every generated section image, inspect cleanly:
292- what the section is
293- what the visual priority is
294- what text is readable
295- what typography relationships are visible
296- what spacing relationships are visible
297- what buttons and controls are visible
298- what card or block logic is visible
299- what colors dominate
300- what structural rhythm is visible
301- what details are still unclear
302 
303If something is unclear, generate another image before coding.
304 
305The analysis should feel:
306- calm
307- structured
308- exact
309- faithful
310- design-aware
311- implementation-aware
312 
313---
314 
315## 9. DEEP IMAGE ANALYSIS REQUIREMENT
316 
317Before implementing anything, deeply analyze the generated image(s).
318 
319Do not just glance at them.
320Treat them like a design specification.
321 
322Carefully inspect and extract:
323- exact visible text where readable
324- hero headline wording
325- subheadline wording
326- CTA wording
327- section titles
328- typography character
329- type scale relationships
330- font mood
331- line count
332- line wrapping behavior
333- alignment logic
334- section spacing
335- internal spacing
336- padding and gutters
337- card dimensions and rhythm
338- border radius logic
339- stroke / divider usage
340- button shapes
341- button hierarchy
342- button padding
343- hover-implied styling if visually suggested
344- color palette
345- accent colors
346- background treatment
347- image treatment
348- icon treatment
349- shadows / depth logic
350- grid logic
351- layout structure
352- section ordering
353- section density
354- visual rhythm
355- repeated motifs that define the design language
356 
357Your goal is to understand exactly why the generated website looks strong.
358 
359Only after this deep analysis should you implement the frontend.
360 
361---
362 
363## 10. IMAGE-FIRST CODEX WEBSITE WORKFLOW
364 
365When this skill is used inside Codex or any environment that supports image generation plus implementation, default to an image-first workflow for website design tasks.
366 
367Preferred execution order:
3681. infer the section count
3692. generate section reference images first
3703. generate extra detail/extraction images where needed
3714. if needed, regenerate unclear sections as fresh standalone images
3725. deeply inspect all generated images
3736. extract text, typography, spacing, colors, layout, buttons, and component logic
3747. implement the website to match the generated design as closely as reasonably possible
3758. only invent missing details when the images leave something ambiguous
376 
377For visually important frontend tasks, do not begin by freely designing in code.
378Begin by creating the visual references first whenever image generation is available.
379 
380The images are the primary art-direction source.
381The code is the implementation layer.
382 
383---
384 
385## 11. WHEN TO TRIGGER IMAGE GENERATION FIRST
386 
387If image generation is available, strongly prefer generating image references first when the request is mainly about visual frontend quality.
388 
389Trigger image-first workflow when the user asks for:
390- a beautiful hero section
391- a premium landing page
392- a creative website
393- a redesign
394- a more modern website
395- a more aesthetic interface
396- a polished marketing page
397- a portfolio site
398- a startup site where visual taste matters heavily
399- a multi-section website concept
400- anything described mainly in visual terms
401 
402Direct-code first is more acceptable only when:
403- the task is mostly technical
404- the user wants a bug fix
405- the user already provides a precise design system
406- the task is mainly structural rather than visual
407 
408---
409 
410## 12. THE COMBINATORIAL VARIATION ENGINE
411 
412To avoid repetitive AI-looking output, internally choose a strong combination and commit to it consistently.
413 
414Do not mash everything into chaos.
415Pick a coherent visual direction and execute it clearly.
416 
417### Theme Paradigm
418Choose 1:
4191. Pristine Light Mode
4202. Deep Dark Mode
4213. Bold Studio Solid
4224. Quiet Premium Neutral
423 
424### Background Character
425Choose 1:
4261. subtle technical grid / dotted field
4272. pure solid field with soft ambient gradient depth
4283. full-bleed cinematic imagery
4294. tactile textured surface feel
430 
431### Typography Character
432Choose 1:
4331. clean grotesk
4342. refined grotesk
4353. expressive display
4364. compressed statement typography
4375. editorial serif + sans
4386. Swiss rational hierarchy
439 
440### Hero Architecture
441Choose 1:
4421. cinematic centered minimalist
4432. asymmetric split hero
4443. floating polaroid scatter
4454. inline typography behemoth
4465. editorial offset composition
4476. massive image-first hero with restrained text
448 
449### Section System
450Choose 1:
4511. modular bento rhythm
4522. alternating editorial blocks
4533. poster-like stacked storytelling
4544. gallery-led cadence
4555. Swiss grid discipline
4566. asymmetric premium marketing flow
457 
458### Signature Component Set
459Choose exactly 4 unique components:
460- diagonal staggered square masonry
461- 3D cascading card deck
462- hover-accordion slice layout
463- pristine gapless bento grid
464- infinite brand marquee strip
465- turning polaroid arc
466- vertical rhythm lines
467- off-grid editorial layout
468- product UI panel stack
469- split testimonial quote wall
470- layered image crop frames
471 
472### Motion-Implied Language
473Choose exactly 2:
474- scrubbing text reveal energy
475- pinned narrative section energy
476- staggered float-up energy
477- parallax image drift energy
478- smooth accordion expansion energy
479- cinematic fade-through energy
480 
481These are not coding instructions.
482They are visual-direction cues the design should imply.
483 
484---
485 
486## 13. WEBSITE REFERENCE RULE
487 
488Every generated website section image must clearly communicate:
489- layout
490- hierarchy
491- spacing
492- typography scale
493- CTA priority
494- component styling
495- image treatment
496- overall design system
497 
498A developer or coding model should be able to look at the image(s) and understand how to build the website.
499 
500Do not produce vague abstract artwork when the request is for frontend.
501Default to real section comps.
502 
503---
504 
505## 14. HERO MINIMALISM RULES
506 
507The hero must feel cinematic, clear, and intentional.
508 
509### Absolute Hero Rules
510- the hero must feel like a strong opening scene
511- keep the hero composition very clean
512- do not overcrowd the first viewport
513- the main headline must feel short and powerful
514- the hero headline should ideally stay within 1–3 lines
515- do not allow long wrapped hero headlines
516- if the headline starts becoming too long, reduce words instead of forcing more lines
517- keep supporting text concise
518- prioritize negative space and contrast
519- avoid stuffing the hero with pills, fake stats, badges, tiny logos, and nonsense detail
520- avoid extra micro-labels, control tags, system markers, or decorative utility text that does not meaningfully help the hero
521- keep the first screen readable on a small laptop without feeling overfilled
522 
523### Hero Cleanliness Rule
524The hero should feel calm, premium, and immediately readable.
525 
526Do:
527- use a strong single focal point
528- keep the hierarchy obvious
529- let the hero breathe
530- keep the visual system tight and controlled
531- make the first screen feel polished and deliberate
532- keep the amount of visible content restrained enough that the hero still feels elegant on a smaller desktop viewport
533 
534Do not:
535- clutter the hero
536- create multiple competing focal points
537- overfill the hero with cards or micro-details
538- make the hero noisy or busy
539- add unnecessary labels like “00 orchestration layer” or similar pseudo-system text if it does not add real value
540 
541### Headline Rule
542Strong preference:
543- 1 line if possible
544- 2 lines very good
545- 3 lines maximum in normal cases
546 
547Avoid:
548- 4+ line hero headlines
549- paragraph-like hero copy
550- weak headline-to-subheadline contrast
551 
552---
553 
554## 15. RESPONSIVE FIRST-VIEW RULE
555 
556The first visible website screen must feel usable and clean on a small laptop.
557 
558This means:
559- do not overload the above-the-fold area
560- do not force too many content blocks into the hero viewport
561- do not rely on giant nested panels that consume space without improving clarity
562- make the first section feel intentionally composed, not overstuffed
563 
564The hero and immediate first-view area should:
565- show the main message clearly
566- show the primary CTA clearly
567- show the key visual clearly
568- avoid trying to expose the entire product in one crowded first view
569 
570A smaller laptop should still see:
571- a clear headline
572- readable supporting text
573- clean spacing
574- a visible CTA
575- a believable, balanced visual focal point
576 
577---
578 
579## 16. ANTI-NESTED-BOX RULE
580 
581Do not default to box-in-box-in-box layouts.
582 
583Avoid:
584- giant rounded section containers wrapping everything
585- cards inside larger cards inside outer cards
586- dashboard-like compartment stacking for no reason
587- nested boxed UI that makes the layout feel trapped
588- sections that are just one big bordered panel containing more bordered panels containing more bordered panels
589 
590Use boxes only when they have a clear purpose.
591 
592Prefer:
593- open layouts
594- clearer whitespace
595- fewer but stronger containers
596- flatter hierarchy where appropriate
597- direct alignment and spacing instead of excessive enclosure
598- one primary framing move rather than many layered frames
599 
600A section should not feel like a prison of containers.
601It should feel designed, open, and intentional.
602 
603---
604 
605## 17. REDUCE MICRO-UI CLUTTER RULE
606 
607Do not clutter the design with tiny UI extras that do not materially improve clarity.
608 
609Avoid:
610- unnecessary pills
611- pseudo-system markers
612- fake control labels
613- decorative code-like tags
614- meaningless small metadata rows
615- filler chips
616- tiny badges everywhere
617- fake dashboard jargon
618- overdesigned labels that distract from the main layout
619 
620Examples of things to avoid unless they are truly necessary:
621- “00 orchestration layer”
622- tiny technical status pills
623- decorative runtime markers
624- overly specific pseudo-enterprise microcopy
625- filler operator/control-room labels that exist only to look complex
626 
627Prefer:
628- cleaner headings
629- fewer labels
630- real hierarchy
631- clearer spacin

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$ npx -y skills add leonxlnx/taste-skill --skill image-to-code-skill

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Repoleonxlnx/taste-skill
TypeSkills
CategoryFrontend Development
ForDeveloperDesigner
UpdatedJul 2026
License—
First seenJul 26, 2026

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