Open a running local app in Design overview mode as URL-backed iframe screens for visual editing, flow review, duplication, and route-state exploration. Use when the user asks to inspect, compare, or edit a real local app visually in Design.
Framer-style responsive breakpoint editing in Design: one DOM tree per screen with cascading width-scoped overrides. Use when adding/removing breakpoints, editing a design at a specific device width, resolving which value renders at a width, or persisting responsive style changes.
Use Design for UI/UX exploration, side-by-side design directions, interactive prototype previews, user selection, iteration, and design-to-code handoff through the hosted Design MCP app.
Generate or refine complete interactive HTML prototypes in Design. Use when creating screens, variants, Alpine/Tailwind prototypes, tweaks, or visual refinements from a prompt or selected design.
Manage and apply Design app brand systems. Use when creating, importing, linking, inspecting, or following design-system tokens, assets, fonts, logos, and custom instructions.
Use this skill when creating charts, plots, or dashboards. Choose the visualization type that best communicates the data relationship before writing any plotting code.
Generate and revise production-oriented 2D game maps with built-in image generation as the default visual asset source, choosing a visual model, runtime object model, collision model, art direction, and engine/export target. Use when Codex needs to create or integrate RPG maps, monster-taming maps, tactical arenas, battle backgrounds, side-scroller/parallax scenes, tilemaps, layered raster maps, clean HD hand-painted maps, pixel-inspired maps, prop packs, collision zones, walkable areas, or map previews.
Activate when designing or modifying CLI command surfaces, command help text, install/init/run flows, error wording, or first-run experience in the APM CLI -- even when the user does not say "UX" explicitly.