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Agent Orchestration
Skill

/overdrive

Pushes interfaces past conventional limits with technically ambitious implementations — shaders, spring physics, scroll-driven reveals, 60fps animations. Use when the user wants to wow, impress, go all-out, or make something that feels extraordinary.

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From plugin
ccg
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Install
$ npx -y skills add fengshao1227/ccg-workflow --skill overdrive --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/overdrive

Context preview

The summary Claude sees to decide when to auto-load this skill.

Pushes interfaces past conventional limits with technically ambitious implementations — shaders, spring physics, scroll-driven reveals, 60fps animations. Use when the user wants to wow, impress, go all-out, or make something that feels extraordinary.

SKILL.md

overdrive.SKILL.md
name: overdrive
description: "Pushes interfaces past conventional limits with technically ambitious implementations — shaders, spring physics, scroll-driven reveals, 60fps animations. Use when the user wants to wow, impress, go all-out, or make something that feels extraordinary."
argument-hint: "[target]"
user-invocable: false

Start your response with:

──────────── ⚡ OVERDRIVE ─────────────
》》》 Entering overdrive mode...

Push an interface past conventional limits. This isn't just about visual effects — it's about using the full power of the browser to make any part of an interface feel extraordinary: a table that handles a million rows, a dialog that morphs from its trigger, a form that validates in real-time with streaming feedback, a page transition that feels cinematic.

MANDATORY PREPARATION

Invoke /frontend-design — it contains design principles, anti-patterns, and the **Context Gathering Protocol**. Follow the protocol before proceeding — if no design context exists yet, you MUST run /teach-impeccable first.

**EXTRA IMPORTANT FOR THIS SKILL**: Context determines what "extraordinary" means. A particle system on a creative portfolio is impressive. The same particle system on a settings page is embarrassing. But a settings page with instant optimistic saves and animated state transitions? That's extraordinary too. Understand the project's personality and goals before deciding what's appropriate.

Propose Before Building

This skill has the highest potential to misfire. Do NOT jump straight into implementation. You MUST:

1. **Think through 2-3 different directions** — consider different techniques, levels of ambition, and aesthetic approaches. For each direction, briefly describe what the result would look and feel like. 2. **Ask the user using AskUserQuestion.** to present these directions and get the user's pick before writing any code. Explain trade-offs (browser support, performance cost, complexity). 3. Only proceed with the direction the user confirms.

Skipping this step risks building something embarrassing that needs to be thrown away.

Iterate with Browser Automation

Technically ambitious effects almost never work on the first try. You MUST actively use browser automation tools to preview your work, visually verify the result, and iterate. Do not assume the effect looks right — check it. Expect multiple rounds of refinement. The gap between "technically works" and "looks extraordinary" is closed through visual iteration, not code alone.

---

Assess What "Extraordinary" Means Here

The right kind of technical ambition depends entirely on what you're working with. Before choosing a technique, ask: **what would make a user of THIS specific interface say "wow, that's nice"?**

For visual/marketing surfaces

Pages, hero sections, landing pages, portfolios — the "wow" is often sensory: a scroll-driven reveal, a shader background, a cinematic page transition, generative art that responds to the cursor.

For functional UI

Tables, forms, dialogs, navigation — the "wow" is in how it FEELS: a dialog that morphs from the button that triggered it via View Transitions, a data table that renders 100k rows at 60fps via virtual scrolling, a form with streaming validation that feels instant, drag-and-drop with spring physics.

For performance-critical UI

The "wow" is invisible but felt: a search that filters 50k items without a flicker, a complex form that never blocks the main thread, an image editor that processes in near-real-time. The interface just never hesitates.

For data-heavy interfaces

Charts and dashboards — the "wow" is in fluidity: GPU-accelerated rendering via Canvas/WebGL for massive datasets, animated transitions between data states, force-directed graph layouts that settle naturally.

**The common thread**: something about the implementation goes beyond what users expect from a web interface. The technique serves the experience, not the other way around.

The Toolkit

Organized by what you're trying to achieve, not by technology name.

Make transitions feel cinematic

  • **View Transitions API** (same-document: all browsers; cross-document: no Firefox) — shared element morphing between states. A list item expanding into a detail page. A button morphing into a dialog. This is the closest thing to native FLIP animations.
  • **`@starting-style`** (all browsers) — animate elements from `display: none` to visible with CSS only, including entry keyframes
  • **Spring physics** — natural motion with mass, tension, and damping instead of cubic-bezier. Libraries: motion (formerly Framer Motion), GSAP, or roll your own spring solver.

Tie animation to scroll position

  • **Scroll-driven animations** (`animation-timeline: scroll()`) — CSS-only, no JS. Parallax, progress bars, reveal sequences all driven by scroll position. (Chrome/Edge/Safari; Firefox: flag only — always provide a static fallback)

Render beyond CSS

  • **WebGL** (all browsers) — shader effects, post-processing, particle systems. Libraries: Three.js, OGL (lightweight), regl. Use for effects CSS can't express.
  • **WebGPU** (Chrome/Edge; Safari partial; Firefox: flag only) — next-gen GPU compute. More powerful than WebGL but limited browser support. Always fall back to WebGL2.
  • **Canvas 2D / OffscreenCanvas** — custom rendering, pixel manipulation, or moving heavy rendering off the main thread entirely via Web Workers + OffscreenCanvas.
  • **SVG filter chains** — displacement maps, turbulence, morphology for organic distortion effects. CSS-animatable.

Make data feel alive

  • **Virtual scrolling** — render only visible rows for tables/lists with tens of thousands of items. No library required for simple cases; TanStack Virtual for complex ones.
  • **GPU-accelerated charts** — Canvas or WebGL-rendered data visualization for datasets too large for SVG/DOM. Libraries: deck.gl, regl-based custom renderers.
  • **Animated data transitions** — morph between chart state
Read more
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