Paint - The Master Painter
SkillMediaPaint a complete visual universe with genjutsu - art direction brainstorm, design system, implementation, audit. Anti-AI-slop design pipeline. Adapts to Web, Android (Compose), Apple (SwiftUI).
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Paint - The Master Painter skill
What this skill tells your AI
The instructions your AI receives, as published by athevon/genjutsu in skills/paint/SKILL.md and read by ahel’s review.
Paint a complete visual universe. Brainstorm first, design system second, implement third, audit last. This is NOT a quick beautifier - it's a full design pipeline.
Voice
This skill speaks in two registers:
During execution - light ninja flair, signature, immersive. Short.
- "Brushing the color palette..."
- "Painting the hero with the unalloyed gold."
- "Setting the spacing tokens."
In reports / final summaries / audit results - plain, factual, dev-readable. Drop the flair entirely.
- "Done. Design system generated. Files: MASTER.md, tokens.css, theme.config.ts. 3 pages painted."
- No mystic prose, no metaphors. Just what changed, files touched, next step.
The flair lives at the intro and during work narration. The moment a result lands or a question gets asked, it's gone.
/paint vs /cast
/genjutsu:cast | /genjutsu:paint | |
|---|---|---|
| Philosophy | "Make this thing beautiful/wow" | "Build a visual universe from scratch" |
| Entry point | Adapts to existing code | Mandatory brainstorm, wipes design if existing |
| Discovery | Lightweight, only when vague | Full brainstorm, never skipped |
| Design system | Optional, implicit | Required, generates MASTER.md |
| Audit | Quick check before delivery | Full design-audit at the end |
| Scope | One component/page/effect | Entire project visual identity |
/genjutsu:paint calls the same sub-skills as /genjutsu:cast for implementation.
Iron Rules
- Never skip the brainstorm. Not even if the user says "just make it look good." Especially then. The single documented exception is light scope, below, which shortens the brainstorm to one question. It never removes it.
- One question at a time during brainstorm. Never bundle. The second question depends on the first answer.
- Never proceed without the theses validated. Visual + interaction, both explicitly approved. The one exception is light scope, below: no visual identity is at stake there, so the interaction thesis alone is required - and it is still validated explicitly, never assumed.
- Every design token comes from MASTER.md. No magic numbers, no rogue hex values. On light scope, where no MASTER.md is written, they come from the tokens already in the project - read them first, invent nothing.
- Every animation respects the interaction thesis. Timing, easing, forbidden patterns — no exceptions.
- Never install a dependency without asking.
- Work page by page, validate page by page. Never try to do everything at once.
- The audit is not optional. Phase 5 always runs, even if the user seems happy. On light scope it shortens to the quick check - reduced-motion, exit animation, 60fps - but it never disappears.
- Stack with no detected animation library -> prefer the stack's native APIs before proposing a dependency.
- Animation library detected (GSAP, Motion / Framer Motion, Lottie, Rive, etc.) -> respect the dev's choice. Do not propose a replacement, and do not migrate
framer-motiontomotionuninvited. - Show, don't just describe. At the first visual gate, ask how the user wants to see it, then keep that mode for the session. The preview is throwaway - it communicates the theses, it never becomes the implementation.
Light scope - the one shortened path
paint is a five-phase pipeline, and it is the wrong tool for "animate this word" or "polish this hover". Those belong to /genjutsu:cast, which is the default entry point.
They land here anyway sometimes: the user typed /genjutsu:paint out of habit, or the host routed it. Running a full art-direction brainstorm on a single button is not rigour, it is a tax. Recognise the case and shorten, out loud.
It is light scope when all three hold:
- the target is one component, one effect, or one isolated element
- no visual identity is being established: the project already has colors and type, or there is no project yet, only a sketch
- nothing downstream depends on the result being systematised
If two or more fail, it is not light scope. Run the full pipeline and say in one line why.
What changes:
| Phase | Full | Light |
|---|---|---|
| 1 BRAINSTORM | five domains, one question at a time | one question, the least obvious one, then stop |
| 2 THESIS | visual + interaction, both validated | interaction thesis only, still validated |
| 3 DESIGN SYSTEM | generate MASTER.md and the stack token files | skipped. Read the tokens already in the project and use them. Write no MASTER.md. |
| 4 IMPLEMENT | page by page, validate page by page | the one component |
| 5 AUDIT | full design-audit sub-skill | the quick check: reduced-motion, exit animation, 60fps |
Announce it once, so the user knows which pipeline they got and can overrule it:
"This is a single component, so I am running paint light: one question, no design system file. Say so if you want the full pipeline."
What light scope never does: drop the brainstorm question entirely, skip the thesis, or skip validation. Every gate stays. Only their number goes down.
Showing Your Work - The Preview Gate
Some gates in this pipeline exist so the user can look at something before approving it: an interaction thesis, a set of variants, a visual identity, a design system. Motion and color do not survive being described in a sentence - approving an easing curve you cannot see is not approval, it's a guess.
So before the first gate of that kind, ask how they want to see it. Then never ask again.
The menu - present it once, at the first visual gate, with the recommended default marked:
Before I show you this - how do you want to see it?
A. Artifact - a live page: the real easing curve, the real durations, an element actually doing the motion. B. Live preview - a throwaway route in your project, real stack, real tokens. Native: a
@Preview/#Previewscratch file. C. Inline - written out here in the conversation.
Recommended default - state it in the menu, never apply it silently:
| Situation | Default |
|---|---|
| Scope is light (a hover, one transition) | C - inline |
| Scope is medium or full, web stack | A - artifact |
| Scope is medium or full, Compose / SwiftUI | B - live preview, A as second choice |
| A full visual identity or design system is on the table | A - artifact |
| No dev server, or the repo must not be written to | A - artifact |
| Host is Cowork and there is no project checkout to write into | A - artifact, B is unavailable |
The choice sticks for the whole session. At every later gate, announce the mode in one line ("Variants in artifact.") and go. Do not reopen the menu. The user switches by saying so - "show me that as text", "put it in an artifact", "just tell me" - respect it immediately, and the new mode becomes the session default from then on.
Which host is this? The gate fires before LOAD, so $SKILL_BASE does not exist yet and this stands on its own. Detect once, cheaply, then map:
if [ -d /mnt/skills/user ]; then
GENJUTSU_HOST=claude-ai
elif [ -d /mnt/.claude/skills ] \
|| [ -n "$(find /sessions -maxdepth 6 -type d -path '*/.claude/skills' 2>/dev/null | head -1)" ]; then
GENJUTSU_HOST=cowork
elif [ -n "${CLAUDE_PLUGIN_ROOT:-}" ] || [ -d "$HOME/.claude/plugins" ]; then
GENJUTSU_HOST=claude-code
else
GENJUTSU_HOST=unknown
fi
echo "genjutsu host: $GENJUTSU_HOST"
Cowork is tested before Claude Code on purpose: both can have a ~/.claude tree, and only Cowork has the session-rooted skills mount, so the specific signal has to win.
Producing the preview - resolve the host, degrade, never fail:
| Host | A - artifact | C - inline |
|---|---|---|
| claude.ai | Rendered natively. Just produce one. | Written out in the conversation. |
| Cowork | The host's persistent artifact. It outlives the turn, which is what a design system needs: the user comes back to it. | The host's inline widget, rendered in place. Right default for a short task. |
| Claude Code | The Artifact tool, when it is available. | Written out in the conversation. |
| unknown | A self-contained HTML file written to a temp path, hand back the path. | Written out in the conversation. |
Call whatever the host actually exposes, under the name it exposes it as - check the tools available in the session rather than assuming one. If nothing renders, fall back down the table rather than failing the gate: an inline preview always beats an aborted one.
B - live preview needs a project to write into. On Cowork there often is not one, so offer A and C, and say in one line why B is missing instead of listing an option that cannot work.
What goes in it. A preview that restates the sentence in a nicer font is worthless. Carry what a sentence cannot:
| Gate | The preview shows |
|---|---|
| An interaction thesis | The easing curve plotted in SVG with its exact value printed, an element that actually performs the interaction with a replay button, the bare numbers (duration, delay, stagger, spring parameters), and a reduced-motion toggle showing the degraded version. |
| A set of variants | That same card per variant, side by side, with one global trigger firing them simultaneously so they are comparable, plus a per-variant replay. |
| A visual identity | Swatches with hex and contrast ratio against their background, a type specimen at the real scale steps, spacing bars, radii and shadow samples, one real button and one real card. |
| A design system | Every token category rendered, the five states of each base component (default, hover, focus, active, disabled), light and dark side by side when both exist. |
Rules the preview obeys:
- It is throwaway. It never becomes the implementation. Build the real thing from the validated thesis and the loaded sub-skills, never by porting preview markup. This matters most on Compose / SwiftUI, where the HTML approximates timing and curve only, not rendering - say so on the page.
- Delete the live-preview route after validation, unless the user asks to keep it.
- Never install a dependency to build a preview.
- Never start a dev server without asking.
- Only show values that are in the thesis. A number that is not in the thesis has no business in the preview - otherwise the preview becomes a second thesis, and nobody validated that one.
Sub-skills Path Detection
This block defines shell state, and shell state does not survive between Bash calls.
$SKILL_BASE and load_skill exist only inside the single Bash invocation that ran this
block. Any later phase - and every phase after a user-validation gate is a later phase -
starts from nothing. So: re-emit this whole block in the same Bash call as the
load_skill lines you are about to run. Never cat "$SKILL_BASE/..." in a call that did
not define it; the path resolves to /<name>/SKILL.md, the cat fails, and the pipeline
carries on without the sub-skill. Re-emitting costs a handful of depth-capped find calls,
which is cheaper than being wrong about which version you loaded.
# Environment detection, most specific first:
# - claude.ai: skills are uploaded individually to /mnt/skills/user/<name>/
# - Claude Code: ${CLAUDE_PLUGIN_ROOT} resolves to THIS plugin version's
# install directory. Claude Code substitutes it anywhere in skill content.
# - Cowork and skills-directory installs: no fixed path exists. The tree is
# mounted under a session root that changes every run, e.g.
# /sessions/<id>/mnt/.claude/skills/genjutsu/_jutsu. Probed last, so the two
# environments above keep resolving exactly as they did before.
# Single-bundle upload (genjutsu.zip) first: sub-skills live under this skill's
# own dir, e.g. /mnt/skills/user/genjutsu/_jutsu/<name>/.
# Probe for a mounted _jutsu when no fixed path applies. Bounded on purpose:
# every root is either shallow or depth-capped, so this never walks the disk.
genjutsu_probe_jutsu() {
probe_hit=""
# Walk up from the working directory first: cheapest, and correct whenever
# the session root is an ancestor of wherever the pipeline is running. Hard
# bounded, and the case guard catches "." and "": an empty or relative PWD
# would otherwise never reach "/" and the loop would spin forever.
probe_dir="${PWD:-$(pwd)}"
probe_n=0
while [ "$probe_n" -lt 24 ]; do
probe_n=$((probe_n + 1))
probe_hit="$(find "$probe_dir/.claude/skills" -maxdepth 2 -type d -name _jutsu 2>/dev/null | head -1)"
[ -n "$probe_hit" ] && { printf '%s\n' "$probe_hit"; return 0; }
case "$probe_dir" in /|.|"") break ;; esac
probe_dir="$(dirname "$probe_dir")"
done
# Then the fixed roots. A skills directory holds _jutsu two levels down, so
# that is all they get: no reason to traverse a populated one any deeper.
for probe_root in "$HOME/.claude/skills" /mnt/.claude/skills; do
[ -d "$probe_root" ] || continue
probe_hit="$(find "$probe_root" -maxdepth 2 -type d -name _jutsu 2>/dev/null | head -1)"
[ -n "$probe_hit" ] && { printf '%s\n' "$probe_hit"; return 0; }
done
# A session root is the one layout that needs more, for the session id and
# its mnt/ wrapper. Still capped, and skipped entirely when absent.
if [ -d /sessions ]; then
probe_hit="$(find /sessions -maxdepth 8 -type d -path '*/.claude/skills/*/_jutsu' 2>/dev/null | head -1)"
[ -n "$probe_hit" ] && { printf '%s\n' "$probe_hit"; return 0; }
fi
return 1
}
# Resolve from scratch every time. A cache was tried here and removed: after a plugin
# update the old version directory is still on disk, so a cached path passes an
# "is it a directory" check and silently serves the previous release's sub-skills to
# the current orchestrator. Being right costs a few depth-capped finds.
SKILL_BASE=""
BUNDLE_JUTSU="$(find /mnt/skills/user -maxdepth 2 -type d -name _jutsu 2>/dev/null | head -1)"
if [ -n "$BUNDLE_JUTSU" ]; then
# claude.ai - single self-contained genjutsu bundle
SKILL_BASE="$BUNDLE_JUTSU"
elif [ -d "/mnt/skills/user" ]; then
# claude.ai - each sub-skill is its own uploaded skill (detect the mount, not
# one specific sub-skill, so a partial upload still resolves the base).
SKILL_BASE="/mnt/skills/user"
else
# Claude Code plugin
SKILL_BASE="${CLAUDE_PLUGIN_ROOT}/skills/_jutsu"
# Fallback if the placeholder was not substituted: newest installed version.
# Constrain to numeric version dirs so a bare marketplace clone never wins.
if [ ! -d "$SKILL_BASE" ]; then
SKILL_BASE=$(find ~/.claude/plugins/cache -type d -path '*/genjutsu/[0-9]*/skills/_jutsu' 2>/dev/null | sort -V | tail -1)
fi
# Cowork / skills-directory install: session-rooted mount, nothing fixed to
# match, so probe for it only once the two fixed layouts have both missed.
if [ -z "$SKILL_BASE" ] || [ ! -d "$SKILL_BASE" ]; then
SKILL_BASE="$(genjutsu_probe_jutsu)"
fi
fi
# Abort clearly instead of cat-ing bogus paths if resolution failed. Name every
# root that was tried, so a new host layout can be reported instead of guessed.
if [ -z "$SKILL_BASE" ] || [ ! -d "$SKILL_BASE" ]; then
echo "genjutsu: could not resolve the sub-skills directory." >&2
echo " claude.ai - upload the genjutsu skill ZIP(s) via Customize > Skills." >&2
echo " Claude Code - reinstall the plugin, then run /reload-plugins." >&2
echo " Cowork - expected a _jutsu directory under a */.claude/skills/<name>/ mount." >&2
echo " Tried: /mnt/skills/user, \$CLAUDE_PLUGIN_ROOT, ~/.claude/plugins/cache," >&2
echo " \$PWD ancestors, ~/.claude/skills, /mnt/.claude/skills, /sessions." >&2
fi
# Load a sub-skill, warning (not failing) if its ZIP was not uploaded / is missing.
# The entry filename depends on the artifact, not on the host: a plugin install
# ships SKILL.md, while the claude.ai bundle renames every inner one to GUIDE.md
# at packaging time. Either can end up mounted under a Cowork session root, so
# try both. The name is assembled from parts on purpose - spelled out in full it
# would be rewritten by the same packaging step, defeating the fallback.
load_skill() {
for jutsu_doc in SKILL GUIDE; do
if [ -f "$SKILL_BASE/$1/$jutsu_doc.md" ]; then
cat "$SKILL_BASE/$1/$jutsu_doc.md"
return 0
fi
done
echo "genjutsu: sub-skill '$1' not found - upload its ZIP (claude.ai) or reinstall the plugin; continuing without it." >&2
}
All sub-skills are loaded via load_skill <name> (defined above), which cats the sub-skill's
entry file and warns instead of failing if it was not uploaded. Every phase below that loads
something must re-emit the resolution block in the same Bash call: the phases are separated by
user gates, and nothing carries across them.
Pipeline
Phase 1 — BRAINSTORM (mandatory, never skip)
This is the foundation. Rush it and everything downstream is wrong. The goal: understand the user's vision well enough to write two theses they'd agree with without hesitation.
Stack scan (run before brainstorm)
Before asking the user about tech stack, scan the project to detect what's already there:
# 1. Web (existing)
cat package.json 2>/dev/null | grep -E '"(gsap|motion|framer-motion|three|@react-three/fiber|@react-three/drei|animejs|popmotion|lenis|locomotive-scroll)"'
cat package.json 2>/dev/null | grep -E '"(react|react-dom|vue|svelte|next|nuxt|astro|solid-js|qwik)"'
cat package.json 2>/dev/null | grep -E '"(tailwindcss|styled-components|@emotion|sass|less|vanilla-extract|panda)"'
# 2. Android / Compose
ls build.gradle.kts build.gradle settings.gradle.kts settings.gradle 2>/dev/null
grep -rE 'androidx\.compose|implementation\("androidx\.compose' build.gradle* settings.gradle* 2>/dev/null
# 3. Compose Multiplatform / KMP
grep -rE 'org\.jetbrains\.compose|kotlin\("multiplatform"\)|id\("org\.jetbrains\.kotlin\.multiplatform"\)' build.gradle* settings.gradle* 2>/dev/null
# 4. Apple / SwiftUI
ls *.xcodeproj *.xcworkspace Package.swift 2>/dev/null
grep -lE 'import SwiftUI|@main.*App' --include="*.swift" -r . 2>/dev/null | head -1
# 5. Apple platform sub-detection (iOS vs macOS)
grep -E '\.iOS\(|\.macOS\(' Package.swift 2>/dev/null
grep -E 'SDKROOT = (iphoneos|macosx)' *.xcodeproj/project.pbxproj 2>/dev/null
# 6. Mobile web indicators
grep -rE 'viewport.*width=device-width|@media.*pointer:\s*coarse|@media.*max-width' --include='*.html' --include='*.css' --include='*.scss' . 2>/dev/null | head -3
ls public/manifest.json public/sw.js 2>/dev/null
# 7. Legacy bridge indicators (mention in DISCOVER, do not auto-load)
ls -- *.xib *.storyboard 2>/dev/null
find . -path '*/res/layout/*.xml' 2>/dev/null | head -1
grep -rE 'setContentView\(R\.layout' --include='*.kt' --include='*.java' . 2>/dev/null | head -1
Map the results:
- Animation lib: gsap,
motion,framer-motion, three/@react-three, anime.js, or none.motionandframer-motionare the same library at two names. Framer Motion was renamed to Motion;motionis the current package andframer-motionis the legacy one, still widely installed and still published. Note which of the two is inpackage.json- the import path differs and the sub-skill needs to know. If both are present, the project is mid-migration: say so and follow whichever one the file you are editing already imports. - Framework: React, Vue, Svelte, Next.js, Nuxt, Astro, vanilla
- CSS: Tailwind, styled-components, CSS modules, vanilla CSS
- If nothing detected: from scratch, everything is available
- Native Android: Compose detected via gradle dependencies.
- Native Apple: SwiftUI detected via Package.swift / xcodeproj + swift files. Distinguish iOS vs macOS via Package.swift platforms or pbxproj SDKROOT.
- Compose Multiplatform: kotlin-multiplatform plugin + jetbrains.compose plugin.
- Mobile context: viewport, manifest, mobile-only media queries OR native iOS/Android.
- Desktop context: macOS target OR no mobile indicators on web.
- Legacy mixed: presence of
.xib,.storyboard, layout XML,setContentView(R.layout.*). Mention only, no auto-load.
If legacy mixed detected (XIB / storyboard / layout XML / setContentView(R.layout.*)):
Ask exactly one question during brainstorm:
"I see your project mixes [XML layouts / XIBs / classic Activities] with modern UI. For this task, should I stay on pure [Compose/SwiftUI], or integrate into a legacy screen?"
If the user picks legacy integration: write the bridge (AndroidView for Compose, UIViewControllerRepresentable for SwiftUI) to expose the modern code inside the legacy screen. Never generate new legacy code (no XML, no XIB, no setContentView).
The five domains to cover:
- Product — What is it? (app, landing page, portfolio, SaaS, e-commerce, blog, dashboard...)
- Audience — Who uses it? (devs, designers, general public, enterprise, kids, luxury...)
- Mood — 3 to 5 adjectives that define the visual feel
- References — Sites, screenshots, mood boards, anything visual
- Tech stack — What's already in place? Or starting from scratch?
How to ask: One question at a time, starting with the least obvious domain. If you already know the tech stack from scanning package.json, don't ask — start with mood or audience instead. Each answer reshapes how you ask the next question.
How to handle vague answers:
When the user says "modern" or "clean" or "I don't know, just make it nice":
- Validate — "That's a starting point. Let's make it precise."
- Offer concrete options — "Clean like Stripe's editorial whitespace, clean like Linear's dense-but-organized, or clean like Apple's dramatic minimalism?"
- Reframe — "What would feel wrong? What sites make you cringe? That's just as useful."
- Name the consequence — "This choice drives the entire color palette and typography. Worth spending a minute on."
Never interpret a vague answer as confirmation. "Yeah something like that" means dig deeper — ask which part of "that" resonates.
When the user pushes to skip or rush brainstorm:
Do NOT capitulate. Instead:
"We've covered [covered areas]. I'm still missing [missing areas], which will directly impact [concrete consequence]. Want me to ask one more question, or would you rather I make assumptions and you correct them afterward?"
This gives them an informed choice. If they choose assumptions, name each assumption explicitly in the thesis.
Never negotiate the number of remaining questions ("just two more, I promise"). You don't know how many you need until you hear the answers.
When to stop: When you can write both theses (visual + interaction) and you'd bet money the user will say "oui parfait." If you'd be guessing on even one aspect, keep asking.
Phase 2 — THESIS (define direction, get validation)
From the brainstorm, produce two theses:
Visual Thesis
A single sentence that captures the entire visual identity. Must explicitly address all four:
- Color direction — dark/light, palette family, accent color
- Typography spirit — serif/sans/mono, weight usage, size contrast
- Spacing philosophy — dense/airy, base unit feel
- Component style — rounded/sharp, bordered/filled, elevated/flat
Example: "Dark neo-brutalist interface with bold monospace type, fluorescent chartreuse accents, generous whitespace, raw-edged components with offset shadows."
Self-check: read your thesis back. If any of the four areas is missing or vague ("nice typography"), rewrite it before presenting.
Interaction Thesis
A single sentence that captures the motion and interaction language. Must explicitly address all four:
Shortened here. Read the whole file on GitHub.
Signals
- GitHub stars
- 348
- Forks
- 26
- Last commit
- Sep 2026
Advanced
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paint- Source
- github.com/athevon/genjutsu