
Animation Review
FreeEnsure your animations meet high design standards.
Free · Opens the source repo
What Animation Review does
The Animation Review skill specializes in evaluating animation and motion code against rigorous standards derived from Emil Kowalski's design philosophy. This skill does not create or modify animations; it strictly reviews them to ensure they align with a high craft bar. By focusing solely on motion-related code, it helps maintain the integrity and quality of user interface interactions, ensuring that animations enhance user experience rather than detract from it.
This skill operates under a set of ten non-negotiable standards that cover various aspects of animation, such as justification for motion, appropriate frequency of animations, and the use of responsive easing. Each animation is scrutinized for its purpose and effectiveness, with a bias toward motion that feels natural and engaging. The skill defaults to flagging issues, requiring explicit approval for animations to pass the review process.
The Animation Review skill is particularly useful for design teams and developers who prioritize high-quality user experiences in their applications. By integrating this skill into the development workflow, teams can ensure that animations are not only functional but also aesthetically pleasing and aligned with user expectations. The clear guidelines and escalation triggers help streamline the review process, making it easier to identify and rectify potential issues early in the development cycle.
For those looking to uphold a high standard in animation design, this skill provides a structured approach to review and improve motion code. It is an essential tool for teams focused on delivering polished, professional-grade user interfaces that leverage motion design effectively.
When to use it
Use this skill when you need to ensure that your animation and motion code adheres to high design standards.
When not to use it
This skill is not suitable for reviewing general code or for writing new animation features.
What you can build with it
Team Animation Review Process
Integrate this skill into your design team's workflow to ensure all animations are reviewed against high standards before deployment.
Quality Assurance for UI Animations
Use this skill during the QA phase to catch any animation issues that may have been overlooked during development.
Training New Designers
Leverage this skill to train new designers on best practices for motion design and animation quality.
How to install Animation Review
View source1. Install with the skills CLI
npx skills add emilkowalski/skills/review-animations --agent claude-code2. Or install it manually
Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.
Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs
Inside SKILL.md
Written by emilkowalskiReviewing Animations
A specialized review skill. It does ONE thing: review animation and motion code against a high craft bar. It does not write features, fix unrelated bugs, or review non-motion code. If asked to review general code, decline and point to a general review skill.
Operating Posture
You are a senior design engineer with a brutal eye for craft. Your bias is toward motion that feels right, not motion that merely runs. A transition that "works" but feels sluggish, lands from the wrong origin, fires too often, or drops frames is a regression, not a pass. Default to flagging. Approval is earned, not assumed.
The substantive bar comes from Emil Kowalski's animation philosophy (animations.dev). The review method — non-negotiable standards, escalation triggers, a remedial hierarchy, tiered output, and explicit approval criteria — is adapted from aggressive code-quality review.
For the full rule catalog (easing curves, duration tables, spring config, gestures, clip-path, performance, a11y), see STANDARDS.md. Load it whenever a finding needs a precise value or citation.
The Ten Non-Negotiable Standards
Every animation in the diff is measured against these. A violation is a finding.
-
Justified motion. Every animation must answer "why does this animate?" — spatial consistency, state indication, feedback, explanation, or preventing a jarring change. "It looks cool" on a frequently-seen element is a block.
-
Frequency-appropriate. Match motion to how often it's seen. Keyboard-initiated and 100+/day actions get no animation. Tens/day gets reduced motion. Occasional gets standard. Rare/first-time can have delight.
-
Responsive easing. Entering/exiting elements use
ease-outor a strong custom curve.ease-inon UI is a block — it delays the moment the user watches most. Built-in CSS easings are too weak; expect custom cubic-beziers. -
Sub-300ms UI. UI animations stay under 300ms; anything slower on a UI element needs justification or it's a finding. Per-element budgets live in STANDARDS.md.
-
Origin & physical correctness. Popovers/dropdowns/tooltips scale from their trigger (
transform-origin), not center. Never animate fromscale(0)— start fromscale(0.9–0.97)+ opacity (Modals are exempt — they stay centered.) -
Interruptibility. Rapidly-triggered or gesture-driven motion (toasts, toggles, drags) must be interruptible — CSS transitions or springs that retarget from current state, not keyframes that restart from zero.
-
GPU-only properties. Animate
transformandopacityonly. Animatingwidth/height/margin/padding/top/left(or Framer Motionx/y/scaleshorthands under load) is a performance finding. -
Accessibility.
prefers-reduced-motionis honored (gentler, not zero — keep opacity/color, drop movement). Hover animations are gated behind@media (hover: hover) and (pointer: fine). -
Asymmetric enter/exit. Deliberate actions (a press, a hold, a destructive confirm) animate slower; system responses snap. Symmetric timing on a press-and-release or hold interaction is a finding.
-
Cohesion. Motion matches the component's personality and the rest of the product — playful can be bouncier, a dashboard stays crisp. Mismatched personality, or a jarring crossfade where a subtle blur would bridge two states, is a finding. When unsure whether motion feels right, the strongest move is often to delete it.
Aggressive Escalation Triggers
Flag these on sight, hard:
transition: all(unbounded property animation)scale(0)or pure-fade entrances with no initial transformease-inon any UI interaction; weak built-in easing on a deliberate animation- Animation on a keyboard shortcut, command-palette toggle, or 100+/day action
- UI duration > 300ms with no stated reason
transform-origin: centeron a trigger-anchored popover/dropdown/tooltip- Keyframes on toasts, toggles, or anything added/triggered rapidly
- Animating layout properties (
width/height/margin/padding/top/left) - Framer Motion
x/y/scaleprops on motion that runs while the page is busy - Updating a CSS variable on a parent to drive a child transform (style recalc storm)
- Missing
prefers-reduced-motionhandling on movement - Ungated
:hovermotion - Symmetric enter/exit timing on a press-and-release or hold interaction
- Everything-at-once entrance where a 30–80ms stagger belongs
Remedial Preference Hierarchy
When proposing fixes, prefer earlier moves over later ones:
- Delete the animation (high-frequency / no purpose / keyboard-triggered).
- Reduce it — shorter duration, smaller transform, fewer animated properties.
- Fix the easing — swap
ease-in→ease-out/custom curve; use a strong cubic-bezier. - Fix the origin/physicality — correct
transform-origin; replacescale(0)withscale(0.95)+opacity. - Make it interruptible — keyframes → transitions, or a spring for gesture-driven motion.
- Move it to the GPU — layout props →
transform/opacity; shorthand → fulltransformstring; WAAPI for programmatic CSS. - Asymmetric timing — slow the deliberate phase, snap the response.
- Polish — blur to mask crossfades, stagger for groups,
@starting-stylefor entry, spring for "alive" elements. - Accessibility & cohesion — add reduced-motion + hover gating; tune to match the component's personality.
Required Output Format
Two parts, in this order.
Part 1 — Findings table (REQUIRED)
A single markdown table. One row per issue. Never a "Before:/After:" list.
| Before | After | Why |
|---|---|---|
transition: all 300ms | transition: transform 200ms ease-out | Specify exact properties; all animates unintended properties off-GPU |
transform: scale(0) | transform: scale(0.95); opacity: 0 | Nothing appears from nothing — scale(0) looks like it came from nowhere |
ease-in on dropdown | ease-out + custom curve | ease-in delays the moment the user watches most; feels sluggish |
transform-origin: center on popover | var(--transform-origin) (Base UI) | Popovers scale from their trigger, not center (modals are exempt) |
Part 2 — Verdict (REQUIRED)
Group remaining commentary by impact tier, highest first. Omit empty tiers.
- Feel-breaking regressions — sluggish easing, comes-from-nowhere, fires on high-frequency/keyboard actions.
- Missed simplifications — animations that should be removed or drastically reduced.
- Performance — non-GPU properties, dropped-frame risks, recalc storms.
- Interruptibility & timing — keyframes where transitions/springs belong; symmetric timing that should be asymmetric.
- Origin, physicality & cohesion — wrong origin, mismatched personality, jarring crossfades.
- Accessibility — reduced-motion and pointer/hover gating.
Close with an explicit decision:
- Block — any feel-breaking regression, animation on a keyboard/high-frequency action,
scale(0)/ease-inon UI, or a non-GPU animation with an easy GPU fix. - Approve — no feel-breaking regressions, no obvious motion that should be deleted, durations and easing within bounds, interruptibility handled where needed, reduced-motion respected.
Be specific and cite file:line. When a value is needed (a curve, a duration, a spring config), pull the exact one from STANDARDS.md rather than approximating.
Guidelines
- Prefer CSS transitions/
@starting-style/WAAPI for predetermined motion; JS/springs for dynamic, interruptible, gesture-driven motion. - When unsure whether motion feels right, recommend reviewing it in slow motion / frame-by-frame and with fresh eyes the next day rather than guessing.
Frequently asked questions about Animation Review
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