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Turn an article, case study, brand narrative

Scroll world storytelling

by MengTo · MIT license · ★ 6,243 on GitHub · updated Sep 23

Scroll world storytelling cover

Turn an article, case study, brand narrative, product journey, or long-form story into a cinematic scroll-driven landing page using one of three renderers: scrubbed video, a real-time Three.js world, or semantic HTML/SVG data and…

---
name: scroll-world-storytelling
description: "Turn an article, case study, brand narrative, product journey, or long-form story into a cinematic scroll-driven landing page using one of three renderers: scrubbed video, a real-time Three.js world, or semantic HTML/SVG data and typography. Use when the user asks for a scroll world, fly-through landing page, article-to-website transformation, animated planet, data scrollytelling, video-scrubbed page, connected visual journey, or story-led alternative to ordinary stacked sections."
---

# Scroll World Storytelling

Turn source material into one connected journey. Scroll advances a visual world and the copy reveals the story in deliberate beats.

The skill has exactly three production modes. Choose one primary mode before building:

1. **Video scrub** — generated or filmed footage, mapped to scroll.
2. **Three.js world** — a real-time 3D object, place, planet, or system.
3. **HTML / data / type** — semantic DOM, SVG charts, metrics, and kinetic typography.

Do not mix modes by default. A focused renderer produces a clearer concept, smaller test surface, and more reliable fallback.

## Start with the contract

Overview

Turn source material into one connected journey. Scroll advances a visual world and the copy reveals the story in deliberate beats.

What you get

  • Story map and final beat ledger.
  • Style bible.
  • Chosen mode and why it fits.
  • Working page and reusable story configuration.
  • Exact asset-generation and page prompts.
  • Local assets with source, model, and rights notes where applicable.
Manual install (npx, ZIP)
Claude Codenpx skills add MengTo/Skills --skill scroll-world-storytelling -g -a claude-code
Claude Code (manual)mkdir -p ~/.claude/skills && curl -sL https://codeload.github.com/MengTo/Skills/tar.gz/a965851e27dc \ | tar -xz -C ~/.claude/skills --strip-components=3 Skills-a965851e27dc/agent-skills/web-design/scroll-world-storytelling
Windows (PowerShell)New-Item -ItemType Directory -Force "$HOME\.claude\skills" | Out-Null; Invoke-WebRequest "https://m.agentalley.io/zip/90e2a8377a07f0a2a99b/scroll-world-storytelling.zip" -OutFile "$env:TEMP\scroll-world-storytelling.zip"; Expand-Archive "$env:TEMP\scroll-world-storytelling.zip" -DestinationPath "$HOME\.claude\skills" -Force
Claude.ai / desktopDownload the ZIP and upload it under Settings → Capabilities → Skills.
Codex, Cursor, other agentsPoint them at SKILL.md. The other files are plain text.

Connects with Agent Alley MCP · agentalley.io/mcp

Files included

  • SKILL.md11.6 KB
  • REFERENCES.md610 B
  • agents/1 file · 321 B
  • demo/16 files · 4.5 MB
Read the files here
MengTo/a96585119 files
SKILL.md
Show the full text242 lines

Scroll World Storytelling

Turn source material into one connected journey. Scroll advances a visual world and the copy reveals the story in deliberate beats.

The skill has exactly three production modes. Choose one primary mode before building:

  1. Video scrub — generated or filmed footage, mapped to scroll.
  2. Three.js world — a real-time 3D object, place, planet, or system.
  3. HTML / data / type — semantic DOM, SVG charts, metrics, and kinetic typography.

Do not mix modes by default. A focused renderer produces a clearer concept, smaller test surface, and more reliable fallback.

Start with the contract

Write these blocks before implementation.

Goal

Turn the supplied story into a one-page journey with 5–7 memorable beats and one final action. A first-time visitor should understand the thesis, tension, mechanism, proof, and payoff without reading the source.

House rules
  • Preserve the source thesis, sequence, facts, and caveats. Never invent proof.
  • Use one connected world, one dominant motion grammar, and one art direction.
  • Let motion carry transitions; let copy explain meaning.
  • Keep one primary CTA. Keep navigation and utility controls quiet.
  • Keep native, reversible document scrolling. Never hijack the wheel.
  • Never spend generation credits, publish, deploy, or replace production files without approval.
  • Keep builder and verifier separate when agents are available.
Bar
  • A visitor can explain the arc after one pass.
  • Scrolling works forward, backward, slowly, and with a fast flick.
  • No visible jump, flash, or unintended reversal at a seam.
  • The page remains legible on mobile and with reduced motion.
  • Every completion claim includes browser, console, responsive, and asset evidence.

Read the whole source

  1. Read the complete article or narrative.
  2. Inspect the target repo, framework, asset pipeline, and current page.
  3. Separate source facts from presentation ideas.
  4. Collect supplied brand assets and 2–3 references when available.
  5. Identify the one action the story should earn.

If a local daily-inspiration archive exists, inspect the latest one or two capture articles, their stills, and representative local motion files before choosing the art direction. Extract principles such as palette, hierarchy, material, composition, and motion; do not copy layouts literally or upload local reference files to an external generator without explicit approval.

When reuse rights are unclear, paraphrase the source and keep quotations short. Never fabricate testimonials, metrics, or customer claims.

Build the story map

Reduce the source to 5–7 beats:

  1. Hook — the promise or surprising thesis.
  2. Old way — the friction or belief being rejected.
  3. New rule — the idea that changes the route.
  4. Mechanism — how the system works.
  5. Proof — the strongest evidence.
  6. Payoff — the transformed end state.
  7. Action — one next step.

Create a beat ledger before code:

Field Constraint
id short stable slug
scene what exists in the visual world
eyebrow 2–4 words
headline 3–8 words
body one sentence, ideally under 24 words
evidence exact source fact or asset
motion one clear verb phrase
scroll weight 0.7–1.8 viewport heights
CTA final beat only unless required earlier

Combine repeated arguments. Do not turn every paragraph into a scene.

Write the style bible

Define:

  • Mood: three precise adjectives.
  • World metaphor: one place or system that can hold every beat.
  • Palette: 4–6 named colors with one dominant field and one accent.
  • Typography: one display voice and one reading voice.
  • Material language: one system such as paper, glass, clay, photographic, or mechanical.
  • Motion grammar: forward glide, orbit, crane, lateral track, dive, or staged reveal.
  • Pacing: where the story pauses and where it moves quickly.
  • Exclusions: three visual clichés to avoid.

For generated media, reuse the style preamble byte-for-byte in every asset prompt.

Choose one mode

Choose Best for Strength Main cost
Video scrub cinematic realism, places, products, pre-rendered camera moves exact art direction and photographic finish heavier assets and seek tuning
Three.js world planets, objects, maps, systems, spatial interaction real-time depth and responsive camera control WebGL performance and fallback work
HTML / data / type reports, launches, metrics, editorial stories accessible, crisp, lightweight, content-first less photographic spectacle

If the story is primarily proof and numbers, prefer HTML/data. If the central metaphor is spatial and interactive, prefer Three.js. If cinematic imagery is the idea, prefer video.

Mode 1 — Video scrub

Use demo/video/index.html and demo/video/PROMPT.md.

Generate the source clip
  1. Choose one continuous 6–15 second camera move. Avoid cuts.
  2. Write three materially different style studies before generating: change the dominant field, material language, lighting, and composition—not just the accent color.
  3. Keep important subjects near center with usable headline space.
  4. Generate a short calibration clip before the final render when paid tools are used.
  5. For multi-leg journeys, start each leg from the previous leg's actual rendered last frame.
  6. Keep raw masters and record provider, model, prompt, seed, duration, aspect ratio, and rights.

When the user requests Grok Imagine, use its current video interface or API, choose Video, set the requested aspect ratio, duration, and resolution, and generate the approved style studies. Prefer 16:9, 6–10 seconds, and 720p for a first landing-page pass unless the brief requires otherwise. Never substitute a procedural placeholder and call it generated footage.

Preferred prompt shape:

Single continuous [camera move], no cuts. Travel through [world metaphor] from [opening] to [payoff]. [Exact scene sequence]. [Byte-identical style preamble]. Center-safe composition, quiet negative space for editorial copy, no text, no logos, no captions.

Do not promise seamless connectors unless the model accepts the required start frame, or both endpoints for a connector.

Encode for scrubbing
ffmpeg -i source.mp4 -an \
  -c:v libx264 -preset slow -crf 20 -pix_fmt yuv420p \
  -g 8 -keyint_min 8 -sc_threshold 0 \
  -movflags +faststart output.mp4
  • Use one codec and encode profile across every clip.
  • Strip audio unless the experience explicitly includes it.
  • Keep small GOPs for responsive seeking.
  • Use byte-range hosting or fetch to a Blob URL before scrubbing.
  • Keep the first frame as a poster until video paints.
  • Map one normalized scroll value to currentTime; coalesce seeks in requestAnimationFrame.
  • Reduced motion uses the poster or ordered stills with ordinary document flow.

Mode 2 — Three.js world

Use demo/threejs/index.html and demo/threejs/PROMPT.md.

  1. Produce three art-direction studies before committing. Each must change the field color, object material, light behavior, typography relationship, and composition—not just shader colors.
  2. Reject the generic default of a glowing blue planet in dark space unless the source specifically earns it.
  3. Create one scene, perspective camera, renderer, and world group.
  4. Make the hero object carry the metaphor: sculpture, machine, archive, constellation, city, product, or a non-literal planetary system.
  5. Map scroll progress to camera position, camera target, object rotation, lights, and scene states.
  6. Keep ambient motion subtle; scroll must remain the primary conductor.
  7. Cap device pixel ratio at 2 and update renderer and camera on resize.
  8. Pause continuous rendering when the page is hidden or off-screen.
  9. Dispose geometries, materials, textures, and listeners during teardown.
  10. Provide a static CSS/SVG poster when WebGL fails or reduced motion is requested.

Use local, pinned Three.js files in portable demos. Do not depend on a remote CDN for the core renderer.

Mode 3 — HTML / data / type

Use demo/html-data/index.html and demo/html-data/PROMPT.md.

  1. Start with semantic headings, paragraphs, lists, tables, and real links.
  2. Turn the strongest evidence into one chart grammar: bars, line, range, slope, or comparison.
  3. Use inline SVG only when a DOM chart needs paths or axes; keep labels as selectable text.
  4. Drive CSS custom properties from one normalized scroll value.
  5. Animate transforms, opacity, clip paths, counters, and SVG stroke offsets.
  6. Keep chart scales truthful and expose values in accessible text or a table.
  7. Let the page remain complete and readable when JavaScript is disabled.
  8. Reduced motion removes interpolation while preserving state changes and order.

This mode should not secretly become Canvas or WebGL. Its advantage is native layout, accessibility, and sharp responsive typography.

Shared page contract

Keep content separate from renderer code:

const story = {
  title: "The journey",
  cta: { label: "Begin", href: "#begin" },
  sections: [
    {
      id: "hook",
      eyebrow: "01 / Premise",
      title: "A destination, not a route.",
      body: "Define arrival clearly and let the system find the path.",
      evidence: null,
      scroll: 1.4
    }
  ]
};

Every runtime needs:

  • A pinned or sticky visual stage.
  • One scroll conductor and config-driven chapters.
  • Native reversible scrolling and keyboard focus.
  • Local easing without changing scene endpoints.
  • Work that stops when settled, unless ambient motion is visibly required.
  • Lazy loading for heavy current and next assets.
  • Semantic headings, one real CTA, and visible focus.
  • A reduced-motion version with ordinary document flow.

Verify with a fresh pass

Check:

  1. Story — every beat advances the thesis.
  2. Timing — the right state is active at each scroll position.
  3. Reverse — backward scroll restores the exact prior state.
  4. Performance — no unnecessary work after settling; no decoder or WebGL backlog.
  5. Responsive — verify 390, 768, 1024, and 1440 pixel widths.
  6. Mobile — fast flick, orientation change, safe areas, and readable copy.
  7. Accessibility — semantic order, visible focus, contrast, and reduced motion.
  8. Integrity — every fact matches the source and the CTA works.
  9. Console — no errors or failed local assets.
  10. Mode proof — confirm the result actually uses the selected renderer.

Repeat: build, verify, close the largest gap. Stop when no material gap remains against the bar.

Deliverables

Return:

  • Story map and final beat ledger.
  • Style bible.
  • Chosen mode and why it fits.
  • Working page and reusable story configuration.
  • Exact asset-generation and page prompts.
  • Local assets with source, model, and rights notes where applicable.
  • Desktop and mobile behavior.
  • Verification evidence and known limitations.

Start at demo/index.html for the three-mode launcher. Keep REFERENCES.md as the external reading list.

1---
2name: scroll-world-storytelling
3description: "Turn an article, case study, brand narrative, product journey, or long-form story into a cinematic scroll-driven landing page using one of three renderers: scrubbed video, a real-time Three.js world, or semantic HTML/SVG data and typography. Use when the user asks for a scroll world, fly-through landing page, article-to-website transformation, animated planet, data scrollytelling, video-scrubbed page, connected visual journey, or story-led alternative to ordinary stacked sections."
4---
5 
6# Scroll World Storytelling
7 
8Turn source material into one connected journey. Scroll advances a visual world and the copy reveals the story in deliberate beats.
9 
10The skill has exactly three production modes. Choose one primary mode before building:
11 
121. **Video scrub** — generated or filmed footage, mapped to scroll.
132. **Three.js world** — a real-time 3D object, place, planet, or system.
143. **HTML / data / type** — semantic DOM, SVG charts, metrics, and kinetic typography.
15 
16Do not mix modes by default. A focused renderer produces a clearer concept, smaller test surface, and more reliable fallback.
17 
18## Start with the contract
19 
20Write these blocks before implementation.
21 
22### Goal
23 
24> Turn the supplied story into a one-page journey with 5–7 memorable beats and one final action. A first-time visitor should understand the thesis, tension, mechanism, proof, and payoff without reading the source.
25 
26### House rules
27 
28- Preserve the source thesis, sequence, facts, and caveats. Never invent proof.
29- Use one connected world, one dominant motion grammar, and one art direction.
30- Let motion carry transitions; let copy explain meaning.
31- Keep one primary CTA. Keep navigation and utility controls quiet.
32- Keep native, reversible document scrolling. Never hijack the wheel.
33- Never spend generation credits, publish, deploy, or replace production files without approval.
34- Keep builder and verifier separate when agents are available.
35 
36### Bar
37 
38- A visitor can explain the arc after one pass.
39- Scrolling works forward, backward, slowly, and with a fast flick.
40- No visible jump, flash, or unintended reversal at a seam.
41- The page remains legible on mobile and with reduced motion.
42- Every completion claim includes browser, console, responsive, and asset evidence.
43 
44## Read the whole source
45 
461. Read the complete article or narrative.
472. Inspect the target repo, framework, asset pipeline, and current page.
483. Separate source facts from presentation ideas.
494. Collect supplied brand assets and 2–3 references when available.
505. Identify the one action the story should earn.
51 
52If a local daily-inspiration archive exists, inspect the latest one or two capture articles, their stills, and representative local motion files before choosing the art direction. Extract principles such as palette, hierarchy, material, composition, and motion; do not copy layouts literally or upload local reference files to an external generator without explicit approval.
53 
54When reuse rights are unclear, paraphrase the source and keep quotations short. Never fabricate testimonials, metrics, or customer claims.
55 
56## Build the story map
57 
58Reduce the source to 5–7 beats:
59 
601. **Hook** — the promise or surprising thesis.
612. **Old way** — the friction or belief being rejected.
623. **New rule** — the idea that changes the route.
634. **Mechanism** — how the system works.
645. **Proof** — the strongest evidence.
656. **Payoff** — the transformed end state.
667. **Action** — one next step.
67 
68Create a beat ledger before code:
69 
70| Field | Constraint |
71| --- | --- |
72| id | short stable slug |
73| scene | what exists in the visual world |
74| eyebrow | 2–4 words |
75| headline | 3–8 words |
76| body | one sentence, ideally under 24 words |
77| evidence | exact source fact or asset |
78| motion | one clear verb phrase |
79| scroll weight | 0.7–1.8 viewport heights |
80| CTA | final beat only unless required earlier |
81 
82Combine repeated arguments. Do not turn every paragraph into a scene.
83 
84## Write the style bible
85 
86Define:
87 
88- Mood: three precise adjectives.
89- World metaphor: one place or system that can hold every beat.
90- Palette: 4–6 named colors with one dominant field and one accent.
91- Typography: one display voice and one reading voice.
92- Material language: one system such as paper, glass, clay, photographic, or mechanical.
93- Motion grammar: forward glide, orbit, crane, lateral track, dive, or staged reveal.
94- Pacing: where the story pauses and where it moves quickly.
95- Exclusions: three visual clichés to avoid.
96 
97For generated media, reuse the style preamble byte-for-byte in every asset prompt.
98 
99## Choose one mode
100 
101| Choose | Best for | Strength | Main cost |
102| --- | --- | --- | --- |
103| Video scrub | cinematic realism, places, products, pre-rendered camera moves | exact art direction and photographic finish | heavier assets and seek tuning |
104| Three.js world | planets, objects, maps, systems, spatial interaction | real-time depth and responsive camera control | WebGL performance and fallback work |
105| HTML / data / type | reports, launches, metrics, editorial stories | accessible, crisp, lightweight, content-first | less photographic spectacle |
106 
107If the story is primarily proof and numbers, prefer HTML/data. If the central metaphor is spatial and interactive, prefer Three.js. If cinematic imagery is the idea, prefer video.
108 
109## Mode 1 — Video scrub
110 
111Use [demo/video/index.html](demo/video/index.html) and [demo/video/PROMPT.md](demo/video/PROMPT.md).
112 
113### Generate the source clip
114 
1151. Choose one continuous 6–15 second camera move. Avoid cuts.
1162. Write three materially different style studies before generating: change the dominant field, material language, lighting, and composition—not just the accent color.
1173. Keep important subjects near center with usable headline space.
1184. Generate a short calibration clip before the final render when paid tools are used.
1195. For multi-leg journeys, start each leg from the previous leg's actual rendered last frame.
1206. Keep raw masters and record provider, model, prompt, seed, duration, aspect ratio, and rights.
121 
122When the user requests Grok Imagine, use its current video interface or API, choose Video, set the requested aspect ratio, duration, and resolution, and generate the approved style studies. Prefer 16:9, 6–10 seconds, and 720p for a first landing-page pass unless the brief requires otherwise. Never substitute a procedural placeholder and call it generated footage.
123 
124Preferred prompt shape:
125 
126> Single continuous [camera move], no cuts. Travel through [world metaphor] from [opening] to [payoff]. [Exact scene sequence]. [Byte-identical style preamble]. Center-safe composition, quiet negative space for editorial copy, no text, no logos, no captions.
127 
128Do not promise seamless connectors unless the model accepts the required start frame, or both endpoints for a connector.
129 
130### Encode for scrubbing
131 
132~~~bash
133ffmpeg -i source.mp4 -an \
134 -c:v libx264 -preset slow -crf 20 -pix_fmt yuv420p \
135 -g 8 -keyint_min 8 -sc_threshold 0 \
136 -movflags +faststart output.mp4
137~~~
138 
139- Use one codec and encode profile across every clip.
140- Strip audio unless the experience explicitly includes it.
141- Keep small GOPs for responsive seeking.
142- Use byte-range hosting or fetch to a Blob URL before scrubbing.
143- Keep the first frame as a poster until video paints.
144- Map one normalized scroll value to `currentTime`; coalesce seeks in `requestAnimationFrame`.
145- Reduced motion uses the poster or ordered stills with ordinary document flow.
146 
147## Mode 2 — Three.js world
148 
149Use [demo/threejs/index.html](demo/threejs/index.html) and [demo/threejs/PROMPT.md](demo/threejs/PROMPT.md).
150 
1511. Produce three art-direction studies before committing. Each must change the field color, object material, light behavior, typography relationship, and composition—not just shader colors.
1522. Reject the generic default of a glowing blue planet in dark space unless the source specifically earns it.
1533. Create one scene, perspective camera, renderer, and world group.
1544. Make the hero object carry the metaphor: sculpture, machine, archive, constellation, city, product, or a non-literal planetary system.
1555. Map scroll progress to camera position, camera target, object rotation, lights, and scene states.
1566. Keep ambient motion subtle; scroll must remain the primary conductor.
1577. Cap device pixel ratio at 2 and update renderer and camera on resize.
1588. Pause continuous rendering when the page is hidden or off-screen.
1599. Dispose geometries, materials, textures, and listeners during teardown.
16010. Provide a static CSS/SVG poster when WebGL fails or reduced motion is requested.
161 
162Use local, pinned Three.js files in portable demos. Do not depend on a remote CDN for the core renderer.
163 
164## Mode 3 — HTML / data / type
165 
166Use [demo/html-data/index.html](demo/html-data/index.html) and [demo/html-data/PROMPT.md](demo/html-data/PROMPT.md).
167 
1681. Start with semantic headings, paragraphs, lists, tables, and real links.
1692. Turn the strongest evidence into one chart grammar: bars, line, range, slope, or comparison.
1703. Use inline SVG only when a DOM chart needs paths or axes; keep labels as selectable text.
1714. Drive CSS custom properties from one normalized scroll value.
1725. Animate transforms, opacity, clip paths, counters, and SVG stroke offsets.
1736. Keep chart scales truthful and expose values in accessible text or a table.
1747. Let the page remain complete and readable when JavaScript is disabled.
1758. Reduced motion removes interpolation while preserving state changes and order.
176 
177This mode should not secretly become Canvas or WebGL. Its advantage is native layout, accessibility, and sharp responsive typography.
178 
179## Shared page contract
180 
181Keep content separate from renderer code:
182 
183~~~js
184const story = {
185 title: "The journey",
186 cta: { label: "Begin", href: "#begin" },
187 sections: [
188 {
189 id: "hook",
190 eyebrow: "01 / Premise",
191 title: "A destination, not a route.",
192 body: "Define arrival clearly and let the system find the path.",
193 evidence: null,
194 scroll: 1.4
195 }
196 ]
197};
198~~~
199 
200Every runtime needs:
201 
202- A pinned or sticky visual stage.
203- One scroll conductor and config-driven chapters.
204- Native reversible scrolling and keyboard focus.
205- Local easing without changing scene endpoints.
206- Work that stops when settled, unless ambient motion is visibly required.
207- Lazy loading for heavy current and next assets.
208- Semantic headings, one real CTA, and visible focus.
209- A reduced-motion version with ordinary document flow.
210 
211## Verify with a fresh pass
212 
213Check:
214 
2151. **Story** — every beat advances the thesis.
2162. **Timing** — the right state is active at each scroll position.
2173. **Reverse** — backward scroll restores the exact prior state.
2184. **Performance** — no unnecessary work after settling; no decoder or WebGL backlog.
2195. **Responsive** — verify 390, 768, 1024, and 1440 pixel widths.
2206. **Mobile** — fast flick, orientation change, safe areas, and readable copy.
2217. **Accessibility** — semantic order, visible focus, contrast, and reduced motion.
2228. **Integrity** — every fact matches the source and the CTA works.
2239. **Console** — no errors or failed local assets.
22410. **Mode proof** — confirm the result actually uses the selected renderer.
225 
226Repeat: build, verify, close the largest gap. Stop when no material gap remains against the bar.
227 
228## Deliverables
229 
230Return:
231 
232- Story map and final beat ledger.
233- Style bible.
234- Chosen mode and why it fits.
235- Working page and reusable story configuration.
236- Exact asset-generation and page prompts.
237- Local assets with source, model, and rights notes where applicable.
238- Desktop and mobile behavior.
239- Verification evidence and known limitations.
240 
241Start at [demo/index.html](demo/index.html) for the three-mode launcher. Keep [REFERENCES.md](REFERENCES.md) as the external reading list.
242 
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Details

Updated
Sep 23, 2026
License
MIT
Stars on the repo
★ 6,243
Checked
Source
MengTo/Skills ↗
Creator
MengTo · 6 listings
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SkillApply subtle gradient-border treatments for premium webBorder GradientsMengTo/Skills · by MengToApply subtle gradient-border treatments for premium web surfaces. Use when cards, pricing panels, nav bars, modals, buttons, or hero surfaces need a refined edge highlight without a loud glow.★ 6.2k GitHub starsSkillBuild rich, scroll-controlled real-time Three.js experiencesBuild Three.js Scroll WorldsMengTo/Skills · by MengToBuild rich, scroll-controlled real-time Three.js experiences as one persistent 3D world whose camera, lighting, atmosphere, materials, objects, DOM story, and interactions evolve across authored chapters. Use for 3D scrollytelling, scroll-driven WebGL worlds, camera journeys, interactive portfolios, product stories, exhibitions, explainers, game or film microsites, spatial narratives, and multi-scene websites where native scroll should travel through one continuous place. Not limited to landing pages.★ 6.2k GitHub starsSkillBuild, fix and review character combat animations so theyGame dev: combat animationMengTo/Skills · by MengToBuild, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.★ 6.2k GitHub starsSkillScore a game's combat skills and spells out of 10 with blindGame dev: combat skill polishMengTo/Skills · by MengToScore a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.★ 6.2k GitHub starsSkillBuild a cursor trail whose spacing stays constant at anyPointer trail emitterMengTo/Skills · by MengToBuild a cursor trail whose spacing stays constant at any hand speed, by emitting motes per unit of distance travelled rather than on a timer, so a flick draws the same continuous ribbon as a crawl instead of breaking into scattered dots. Covers sub-segment placement, the ring-buffer ordering trap, the idle breath a distance emitter needs, anchoring the trail to the screen in a 3-D scene, scaling scatter against the plane it hangs on, coasting instead of stopping dead, touch and reduced-motion fallbacks, and why moving the emitter to a DOM overlay to raise its z-index costs more than it buys. Use for cursor wisps, pointer sparks, embers, magic trails, comet tails, plankton, dust, or any mote trail that must stay legible however fast the hand moves.★ 6.2k GitHub stars