Use when creating premium cinematic web motion with GSAP, ScrollTrigger, and Lenis for luxury editorial sites, creative portfolios, or Awwwards-style interactions: smooth scroll reveals, staggered text, parallax, pinned sections, magnetic hover, custom…
Skills in this repository
oimiragieo/gotcontext-frontend-developer - Page 2
SkillsMP has collected 458 skills from oimiragieo/gotcontext-frontend-developer. Open a skill to review its source and details.
oimiragieo/gotcontext-frontend-developerShowing 40 of 458 collected skills.
Use when creating or redesigning creative-studio, agency, photographer, artist, or portfolio sites where project work leads—dark editorial shells, full-bleed campaign media, color-coded case-study chapters, oversized service typography, restrained reveals,…
Use when creating or redesigning appointment-based service sites for salons, barbers, spas, wellness studios, clinics, or hospitality—warm editorial layouts, serif-led identity, documentary portraits, calm treatment selectors, location-aware booking, and…
Use when building falling leaves that read as leaves (not confetti): each leaf tumbling on its own axis with sideways slip driven by that tumble. Covers 2D canvas and instanced 3D, recycling, density maths, depth layering, tone-mapped colour, reduced motion,…
Use when creating or redesigning enterprise AI, automation, security, or operations product pages that explain system boundaries, approvals, auditability, exceptions, and rollback—dark cinematic heroes, hairline grids, metric pauses, expandable solution rows,…
Use when profiling, diagnosing, or improving Three.js or WebGL game performance without regressing gameplay—frame-time drops, CPU/GPU pressure, draw calls, texture/geometry budgets, animation loops, adaptive quality, mobile performance, and browser…
Use when building a cursor trail whose spacing stays constant at any hand speed by emitting motes per distance travelled (not on a timer)—sub-segment placement, ring-buffer ordering, idle breath, 3D screen anchoring, coasting, touch and reduced-motion…
Use when creating or redesigning SaaS or AI product landing pages where a real workflow, interface, or deterministic demo is the central proof—pale atmospheric shells, product UI in the hero, prompt-to-output stories, audience tabs, compact feature modules,…
Use when building cursor-following spotlight reveals that expose a second aligned image through a soft radial mask—hover-to-color, before-and-after, x-ray, material, texture, product-detail, or illustrated heroes where a desaturated or embossed base stays…
Use when turning an ordered process into a data-driven vertical or horizontal scroll story with a base line, progress fill, active step states, responsive collapse, semantic fallback, and reduced-motion—onboarding, checkout, roadmaps, recipes, case studies,…
Use when building reversible scroll-controlled visual transformations with a pinned or sticky stage, normalized progress, and video, image-sequence, canvas, SVG, or DOM renderers—hero transformations, product assembly, UI walkthroughs, object rotation,…
Use when revealing marked-up text word by word as scroll progress advances while preserving semantic inline links, emphasis, responsive wrapping, and reduced-motion readability—headlines, quotes, manifestos, product statements, onboarding, or editorial…
Use when creating subtle editorial word-by-word text reveals where each word fades and rises into place on viewport entry—premium portfolio headlines, hero copy, section intros, and short marketing text needing a cinematic staggered reveal with…
Use when a single section needs a restrained particle atmosphere (petals, leaves, snow, sparks, confetti, dots, paper, icons, or brand fragments) with configurable density, gravity, wind, sway, recycling, pointer disturbance, and reduced-motion…
Use when building, tuning, or QA-testing a Three.js game for mobile web: touch movement and actions, target selection, touch inventory, safe areas, portrait/landscape HUD, battery/performance budgets, and real-device browser verification.
Use when building or refactoring reusable, data-driven enemy archetype and moveset systems for Three.js action games—content schemas, model/rig conventions, combat timing and contact contracts, runtime state boundaries, placeholders, fixtures, or playthrough…
Use when building 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 (scrollytelling, portfolios, product stories,…
Use when creating premium cinematic web motion with GSAP, ScrollTrigger, and Lenis for luxury editorial sites, creative portfolios, or Awwwards-style interactions: smooth scroll reveals, staggered text, parallax, pinned sections, magnetic hover, custom…
Use when creating or redesigning creative-studio, agency, photographer, artist, or portfolio sites where project work leads—dark editorial shells, full-bleed campaign media, color-coded case-study chapters, oversized service typography, restrained reveals,…
Use when creating or redesigning appointment-based service sites for salons, barbers, spas, wellness studios, clinics, or hospitality—warm editorial layouts, serif-led identity, documentary portraits, calm treatment selectors, location-aware booking, and…
Use when building falling leaves that read as leaves (not confetti): each leaf tumbling on its own axis with sideways slip driven by that tumble. Covers 2D canvas and instanced 3D, recycling, density maths, depth layering, tone-mapped colour, reduced motion,…
Use when creating or redesigning enterprise AI, automation, security, or operations product pages that explain system boundaries, approvals, auditability, exceptions, and rollback—dark cinematic heroes, hairline grids, metric pauses, expandable solution rows,…
Use when profiling, diagnosing, or improving Three.js or WebGL game performance without regressing gameplay—frame-time drops, CPU/GPU pressure, draw calls, texture/geometry budgets, animation loops, adaptive quality, mobile performance, and browser…
Use when building a cursor trail whose spacing stays constant at any hand speed by emitting motes per distance travelled (not on a timer)—sub-segment placement, ring-buffer ordering, idle breath, 3D screen anchoring, coasting, touch and reduced-motion…
Use when creating or redesigning SaaS or AI product landing pages where a real workflow, interface, or deterministic demo is the central proof—pale atmospheric shells, product UI in the hero, prompt-to-output stories, audience tabs, compact feature modules,…
Use when building cursor-following spotlight reveals that expose a second aligned image through a soft radial mask—hover-to-color, before-and-after, x-ray, material, texture, product-detail, or illustrated heroes where a desaturated or embossed base stays…
Use when turning an ordered process into a data-driven vertical or horizontal scroll story with a base line, progress fill, active step states, responsive collapse, semantic fallback, and reduced-motion—onboarding, checkout, roadmaps, recipes, case studies,…
Use when building reversible scroll-controlled visual transformations with a pinned or sticky stage, normalized progress, and video, image-sequence, canvas, SVG, or DOM renderers—hero transformations, product assembly, UI walkthroughs, object rotation,…
Use when revealing marked-up text word by word as scroll progress advances while preserving semantic inline links, emphasis, responsive wrapping, and reduced-motion readability—headlines, quotes, manifestos, product statements, onboarding, or editorial…
Use when creating subtle editorial word-by-word text reveals where each word fades and rises into place on viewport entry—premium portfolio headlines, hero copy, section intros, and short marketing text needing a cinematic staggered reveal with…
Use when a single section needs a restrained particle atmosphere (petals, leaves, snow, sparks, confetti, dots, paper, icons, or brand fragments) with configurable density, gravity, wind, sway, recycling, pointer disturbance, and reduced-motion…
Use when building, tuning, or QA-testing a Three.js game for mobile web: touch movement and actions, target selection, touch inventory, safe areas, portrait/landscape HUD, battery/performance budgets, and real-device browser verification.
Use when building or refactoring reusable, data-driven enemy archetype and moveset systems for Three.js action games—content schemas, model/rig conventions, combat timing and contact contracts, runtime state boundaries, placeholders, fixtures, or playthrough…
Use when building 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 (scrollytelling, portfolios, product stories,…
Use when creating premium cinematic web motion with GSAP, ScrollTrigger, and Lenis for luxury editorial sites, creative portfolios, or Awwwards-style interactions: smooth scroll reveals, staggered text, parallax, pinned sections, magnetic hover, custom…
Use when creating or redesigning creative-studio, agency, photographer, artist, or portfolio sites where project work leads—dark editorial shells, full-bleed campaign media, color-coded case-study chapters, oversized service typography, restrained reveals,…
Use when creating or redesigning appointment-based service sites for salons, barbers, spas, wellness studios, clinics, or hospitality—warm editorial layouts, serif-led identity, documentary portraits, calm treatment selectors, location-aware booking, and…
Use when building falling leaves that read as leaves (not confetti): each leaf tumbling on its own axis with sideways slip driven by that tumble. Covers 2D canvas and instanced 3D, recycling, density maths, depth layering, tone-mapped colour, reduced motion,…
Use when creating or redesigning enterprise AI, automation, security, or operations product pages that explain system boundaries, approvals, auditability, exceptions, and rollback—dark cinematic heroes, hairline grids, metric pauses, expandable solution rows,…
Use when profiling, diagnosing, or improving Three.js or WebGL game performance without regressing gameplay—frame-time drops, CPU/GPU pressure, draw calls, texture/geometry budgets, animation loops, adaptive quality, mobile performance, and browser…