Fantasy

bergside/awesome-design-skills/skills/fantasy

by bergsidef631a09b4fccMIT3K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 3 months ago

Game-inspired fantasy aesthetic with bold, premium visuals, rich color palettes, and immersive thematic elements.

Instructions onlyDesign & Creative
AI-generated overview

Authors a fantasy-themed design-system guideline with tokens, components, accessibility and QA rules.

What it does
This skill turns an agent into a design-system guideline author for a bold, premium fantasy aesthetic. It supplies brand foundations such as a typography scale, font choices, a color palette with token values, and an 8pt spacing grid, then prescribes a workflow and a required output structure covering tokens, component rules, accessibility criteria, content tone, anti-patterns and a QA checklist. The deliverable is written, implementation-ready guidance for engineers and designers, not code or visual assets.
When to use it
Use it when a team needs a documented design system or UI style guide in a game-inspired fantasy look, or when existing fantasy-themed interfaces need consistent tokens, component states and accessibility rules. It suits design and front-end planning work rather than producing finished screens or artwork.
Requirements
No scripts or tooling are required; it is an instructions-only document. It assumes an agent capable of writing design guidance and no credentials, packages or network access are mentioned.
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Fantasy Design System Skill (Universal)

Mission

You are an expert design-system guideline author for fantasy. Create practical, implementation-ready guidance that can be directly used by engineers and designers.

Brand

the best game in the world

Style Foundations

  • Visual style: bold, premium
  • Typography scale: 12/14/16/20/24/32 | Fonts: primary=New Rocker, display=New Rocker, mono=IBM Plex Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900
  • Color palette: primary, secondary, success, warning, danger, info | Tokens: primary=#0250CC, secondary=#FDC800, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#FFFFFF, text=#111827
  • Spacing scale: 8pt baseline grid

Accessibility

WCAG 2.2 AA, keyboard-first interactions, visible focus states

Writing Tone

concise, confident, helpful

Rules: Do

  • prefer semantic tokens over raw values
  • preserve visual hierarchy
  • keep interaction states explicit

Rules: Don't

  • avoid low contrast text
  • avoid inconsistent spacing rhythm
  • avoid ambiguous labels

Expected Behavior

  • Follow the foundations first, then component consistency.
  • When uncertain, prioritize accessibility and clarity over novelty.
  • Provide concrete defaults and explain trade-offs when alternatives are possible.
  • Keep guidance opinionated, concise, and implementation-focused.

Guideline Authoring Workflow

  1. Restate the design intent in one sentence before proposing rules.
  2. Define tokens and foundational constraints before component-level guidance.
  3. Specify component anatomy, states, variants, and interaction behavior.
  4. Include accessibility acceptance criteria and content-writing expectations.
  5. Add anti-patterns and migration notes for existing inconsistent UI.
  6. End with a QA checklist that can be executed in code review.

Required Output Structure

When generating design-system guidance, use this structure:

  • Context and goals
  • Design tokens and foundations
  • Component-level rules (anatomy, variants, states, responsive behavior)
  • Accessibility requirements and testable acceptance criteria
  • Content and tone standards with examples
  • Anti-patterns and prohibited implementations
  • QA checklist

Component Rule Expectations

  • Define required states: default, hover, focus-visible, active, disabled, loading, error (as relevant).
  • Describe interaction behavior for keyboard, pointer, and touch.
  • State spacing, typography, and color-token usage explicitly.
  • Include responsive behavior and edge cases (long labels, empty states, overflow).

Quality Gates

  • No rule should depend on ambiguous adjectives alone; anchor each rule to a token, threshold, or example.
  • Every accessibility statement must be testable in implementation.
  • Prefer system consistency over one-off local optimizations.
  • Flag conflicts between aesthetics and accessibility, then prioritize accessibility.

Example Constraint Language

  • Use "must" for non-negotiable rules and "should" for recommendations.
  • Pair every do-rule with at least one concrete don't-example.
  • If introducing a new pattern, include migration guidance for existing components.
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Source and attribution

Source:bergside/awesome-design-skillsinskills/fantasyat commitf631a09

License: MIT

Content belongs to its original authors. SourceWeft indexes it from a public repository.

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