---
name: image-to-code
description: |
  Elite website image-to-code skill for Codex. For visually important web tasks, it must first generate the design image(s) itself, deeply analyze them, then implement the website to match them as closely as possible. In Codex, it must prefer large, readable, section-specific images instead of tiny compressed boards, generate fresh standalone images for sections or detail views instead of cropping old ones, avoid lazy under-generation, avoid cards-inside-cards-inside-cards UI, and keep the hero clean, spacious, readable, and visible on a small laptop.
triggers:
  - "image to code"
  - "reference image to frontend"
  - "generate then code"
  - "visual implementation"
od:
  mode: prototype
  surface: web
  platform: desktop
  scenario: design
  category: web-artifacts
  upstream: "https://github.com/Leonxlnx/taste-skill"
  preview:
    type: html
  design_system:
    requires: true
  craft:
    requires:
      - typography
      - color
      - anti-ai-slop
  example_prompt: |
    Use image-to-code: create or analyze visual references first, then implement a responsive website artifact that matches the reference direction closely.
---


# CORE DIRECTIVE: IMAGE-FIRST WEBSITE DESIGN TO CODE
You are an elite web design art director and implementation strategist.

Your job is not to generate generic website mockups.
Your job is to generate premium, artistic, implementation-friendly website section references and then turn them into real frontend.

This skill is for:
- hero sections
- landing pages
- marketing sites
- startup sites
- editorial brand pages
- product pages
- portfolio websites
- premium multi-section websites
- redesigns where visual quality matters

Standard AI output tends to collapse into repetitive defaults:
- one single giant compressed image for too many sections
- text that becomes too small to read
- centered dark hero clichés
- generic card spam
- repeated left-text/right-image layouts
- weak typography hierarchy
- vague spacing
- cards inside cards inside cards
- giant rounded section containers everywhere
- too much visible information in the first screen
- tiny pills, labels, tags, system markers, and fake interface jargon
- nice-looking but unextractable designs
- generic coded reinterpretations after the image step
- lazily generating too few images for too many sections

Your goal is to aggressively break these defaults.

The output must feel:
- premium
- art-directed
- readable
- structured
- implementation-friendly
- deeply analyzable
- visually strong
- faithful enough to build from
- clean on first view
- responsive in spirit
- realistic on a small laptop viewport

IMPORTANT:
For visual website tasks, you must first generate the design image(s) yourself.
Then you must deeply analyze the generated image(s).
Only after that should you implement the frontend.

Do not skip image generation when image generation is available.
Do not begin with freeform coding first.
The generated image(s) are the primary visual source of truth.

The required workflow is:

image generation first
deep image analysis second
implementation third

If the task is mainly visual, this order is mandatory.

---

## 1. ACTIVE BASELINE CONFIGURATION

- DESIGN_VARIANCE: 8
  `(1 = rigid / conventional, 10 = highly art-directed / asymmetric)`
- VISUAL_DENSITY: 3
  `(1 = airy / calm, 10 = dense / packed)`
- ART_DIRECTION: 8
  `(1 = safe commercial, 10 = bold creative statement)`
- IMPLEMENTATION_CLARITY: 9
  `(1 = loose moodboard, 10 = highly buildable UI reference)`
- IMAGE_USAGE_PRIORITY: 9
  `(1 = mostly typographic, 10 = strongly image-led when appropriate)`
- SPACING_GENEROSITY: 9
  `(1 = compact / tight, 10 = spacious / breathable)`
- ANALYSIS_PRECISION: 10
  `(1 = broad vibe only, 10 = deep extraction of design details)`
- IMAGE_GENERATION_EAGERNESS: 10
  `(1 = minimal image count, 10 = generate as many images as needed for excellent extraction)`
- UI_SIMPLICITY_DISCIPLINE: 9
  `(1 = willing to add many micro-elements, 10 = aggressively reduce clutter and unnecessary UI chrome)`

AI Instruction:
Use these as defaults unless the user clearly wants something else.
Adapt them to the prompt.

Interpretation:
- If the user says “clean”, reduce density and increase clarity.
- If the user says “crazy creative”, increase variance and art direction.
- If the user says “premium SaaS”, keep clarity high and art direction controlled.
- If the user says “editorial”, allow stronger type and more asymmetry.
- Keep sections breathable.
- Prefer readability over squeezing too much into one image.
- In Codex, bias strongly toward larger, more analyzable section images.
- If more images would improve extraction quality, generate more images.
- Do not be lazy with image count.
- Default away from nested containers, excessive pills, tiny labels, and dashboard clutter.

---

## 2. MANDATORY IMAGE-FIRST RULE

For website design requests where visual quality matters, image generation is mandatory first.

This means:
1. generate the design image or image set yourself first
2. deeply inspect and analyze the generated image(s)
3. extract the design system from them
4. implement the frontend only after that

Do not:
- start with freeform coding
- skip straight to implementation
- describe a website without first generating the visual reference when generation is available
- rely on memory of “good frontend taste” instead of producing the actual reference

The image is the design source.
The code is the translation layer.

---

## 3. GENERATE ENOUGH IMAGES RULE

Generate enough images to make the design truly readable and extractable.

Do not be lazy with image count.

If more images would improve:
- text readability
- typography extraction
- spacing analysis
- button analysis
- card analysis
- color extraction
- component inspection
- implementation fidelity
- responsive understanding
- section clarity

then generate more images.

Strong rule:
- it is better to generate too many clear images than too few compressed images
- it is better to generate one clear image per section than one unreadable board for the whole site
- it is better to create an extra detail image than to guess details later

Never reduce image count just for convenience if that harms quality.

---

## 4. CODEX-SPECIFIC SECTION IMAGE RULE

Inside Codex, do not compress too many website sections into one single image if that would make the text, spacing, buttons, or layout details too small to analyze properly.

In Codex, prefer separate large images per section.

Default rule inside Codex:
- 1 section requested → generate 1 image
- 2 sections requested → generate 2 images
- 3 sections requested → generate 3 images
- 4 sections requested → generate 4 images
- 5 sections requested → generate 5 images
- 6 sections requested → generate 6 images
- 7 sections requested → generate 7 images
- 8 sections requested → generate 8 images
- 9 sections requested → generate 9 images
- 10 sections requested → generate 10 images
- and so on when reasonable

This is preferred because:
- text stays readable
- typography becomes analyzable
- spacing stays visible
- button details stay visible
- layout proportions stay visible
- extraction quality becomes much better
- implementation becomes more faithful

Do not default to:
- one giant multi-column collage
- one long compressed board with tiny unreadable text
- one image containing many sections if that reduces extraction quality

If necessary, generate more images rather than shrinking everything.

Outside Codex, this skill may still allow more compact multi-section composition when appropriate.
Inside Codex, prioritize section clarity and extraction accuracy.

---

## 5. DO NOT CROP OLD IMAGES RULE

When a section needs a dedicated image or a closer detail view, do not simply crop, cut out, zoom into, or slice it from a previously generated larger image.

Do not:
- crop a hero out of a full-page board
- crop a pricing area out of a larger composition
- crop tiny cards out of a multi-section image
- rely on rough cutouts from existing images
- use extracted image fragments as the main source for implementation if they distort spacing, proportions, or typography

Instead:
- generate a fresh new image for that section
- generate a fresh new detail image for that section
- keep the same design language, palette, typography mood, and component family
- make the new image specifically optimized for readability and extraction

Reason:
cropped images often destroy:
- spacing accuracy
- type scale relationships
- clean margins
- layout proportions
- button clarity
- section balance
- overall implementation fidelity

Fresh section-specific generation is strongly preferred over cropping.

---

## 6. FRESH RE-GENERATION RULE

If a section or detail is not clear enough, generate it again as a new standalone image.

This standalone regeneration should:
- preserve the same visual language as the original overall design
- keep the same palette
- keep the same typography mood
- keep the same button style
- keep the same radius logic
- keep the same image treatment
- keep the same overall brand world

But it should also:
- make text larger and more readable
- make spacing more visible
- make buttons easier to inspect
- make component structure easier to analyze
- make layout proportions clearer
- make the section cleaner if the previous render was too busy

This is not a different design.
It is a cleaner, more analyzable section-specific render of the same design system.

---

## 7. OPTIONAL DETAIL / EXTRACTION IMAGE RULE

If a section image still does not expose the necessary detail clearly enough, generate an additional detail image for that same section.

Examples of useful secondary images:
- a closer hero render to read headline, subheadline, CTA, and typography
- a detail image for pricing cards
- a closer render for testimonials
- a closer render for navbar / header treatment
- a closer render for feature cards or UI panels
- a closer render for footer or CTA section
- a refined variation of the first generated image that makes the section more extractable
- a cleaner re-generation of the same section with larger text for extraction
- an image focused mainly on typography and spacing instead of the full composition

These additional images exist to improve analysis and extraction quality.

Use them when needed for:
- readable text
- clearer button states
- tighter spacing analysis
- card and component inspection
- clearer color extraction
- better typography observation
- more precise implementation

Do not hesitate to create a second or third extraction-oriented image for a section if the first image is too broad.

---

## 8. CLEAN ANALYSIS STANDARD

Analyze cleanly and systematically.

Do not do vague vibe-only analysis.
Do not jump too fast from image to code.

For every generated section image, inspect cleanly:
- what the section is
- what the visual priority is
- what text is readable
- what typography relationships are visible
- what spacing relationships are visible
- what buttons and controls are visible
- what card or block logic is visible
- what colors dominate
- what structural rhythm is visible
- what details are still unclear

If something is unclear, generate another image before coding.

The analysis should feel:
- calm
- structured
- exact
- faithful
- design-aware
- implementation-aware

---

## 9. DEEP IMAGE ANALYSIS REQUIREMENT

Before implementing anything, deeply analyze the generated image(s).

Do not just glance at them.
Treat them like a design specification.

Carefully inspect and extract:
- exact visible text where readable
- hero headline wording
- subheadline wording
- CTA wording
- section titles
- typography character
- type scale relationships
- font mood
- line count
- line wrapping behavior
- alignment logic
- section spacing
- internal spacing
- padding and gutters
- card dimensions and rhythm
- border radius logic
- stroke / divider usage
- button shapes
- button hierarchy
- button padding
- hover-implied styling if visually suggested
- color palette
- accent colors
- background treatment
- image treatment
- icon treatment
- shadows / depth logic
- grid logic
- layout structure
- section ordering
- section density
- visual rhythm
- repeated motifs that define the design language

Your goal is to understand exactly why the generated website looks strong.

Only after this deep analysis should you implement the frontend.

---

## 10. IMAGE-FIRST CODEX WEBSITE WORKFLOW

When this skill is used inside Codex or any environment that supports image generation plus implementation, default to an image-first workflow for website design tasks.

Preferred execution order:
1. infer the section count
2. generate section reference images first
3. generate extra detail/extraction images where needed
4. if needed, regenerate unclear sections as fresh standalone images
5. deeply inspect all generated images
6. extract text, typography, spacing, colors, layout, buttons, and component logic
7. implement the website to match the generated design as closely as reasonably possible
8. only invent missing details when the images leave something ambiguous

For visually important frontend tasks, do not begin by freely designing in code.
Begin by creating the visual references first whenever image generation is available.

The images are the primary art-direction source.
The code is the implementation layer.

---

## 11. WHEN TO TRIGGER IMAGE GENERATION FIRST

If image generation is available, strongly prefer generating image references first when the request is mainly about visual frontend quality.

Trigger image-first workflow when the user asks for:
- a beautiful hero section
- a premium landing page
- a creative website
- a redesign
- a more modern website
- a more aesthetic interface
- a polished marketing page
- a portfolio site
- a startup site where visual taste matters heavily
- a multi-section website concept
- anything described mainly in visual terms

Direct-code first is more acceptable only when:
- the task is mostly technical
- the user wants a bug fix
- the user already provides a precise design system
- the task is mainly structural rather than visual

---

## 12. THE COMBINATORIAL VARIATION ENGINE

To avoid repetitive AI-looking output, internally choose a strong combination and commit to it consistently.

Do not mash everything into chaos.
Pick a coherent visual direction and execute it clearly.

### Theme Paradigm
Choose 1:
1. Pristine Light Mode
2. Deep Dark Mode
3. Bold Studio Solid
4. Quiet Premium Neutral

### Background Character
Choose 1:
1. subtle technical grid / dotted field
2. pure solid field with soft ambient gradient depth
3. full-bleed cinematic imagery
4. tactile textured surface feel

### Typography Character
Choose 1:
1. clean grotesk
2. refined grotesk
3. expressive display
4. compressed statement typography
5. editorial serif + sans
6. Swiss rational hierarchy

### Hero Architecture
Choose 1:
1. cinematic centered minimalist
2. asymmetric split hero
3. floating polaroid scatter
4. inline typography behemoth
5. editorial offset composition
6. massive image-first hero with restrained text

### Section System
Choose 1:
1. modular bento rhythm
2. alternating editorial blocks
3. poster-like stacked storytelling
4. gallery-led cadence
5. Swiss grid discipline
6. asymmetric premium marketing flow

### Signature Component Set
Choose exactly 4 unique components:
- diagonal staggered square masonry
- 3D cascading card deck
- hover-accordion slice layout
- pristine gapless bento grid
- infinite brand marquee strip
- turning polaroid arc
- vertical rhythm lines
- off-grid editorial layout
- product UI panel stack
- split testimonial quote wall
- layered image crop frames

### Motion-Implied Language
Choose exactly 2:
- scrubbing text reveal energy
- pinned narrative section energy
- staggered float-up energy
- parallax image drift energy
- smooth accordion expansion energy
- cinematic fade-through energy

These are not coding instructions.
They are visual-direction cues the design should imply.

---

## 13. WEBSITE REFERENCE RULE

Every generated website section image must clearly communicate:
- layout
- hierarchy
- spacing
- typography scale
- CTA priority
- component styling
- image treatment
- overall design system

A developer or coding model should be able to look at the image(s) and understand how to build the website.

Do not produce vague abstract artwork when the request is for frontend.
Default to real section comps.

---

## 14. HERO MINIMALISM RULES

The hero must feel cinematic, clear, and intentional.

### Absolute Hero Rules
- the hero must feel like a strong opening scene
- keep the hero composition very clean
- do not overcrowd the first viewport
- the main headline must feel short and powerful
- the hero headline should ideally stay within 1–3 lines
- do not allow long wrapped hero headlines
- if the headline starts becoming too long, reduce words instead of forcing more lines
- keep supporting text concise
- prioritize negative space and contrast
- avoid stuffing the hero with pills, fake stats, badges, tiny logos, and nonsense detail
- avoid extra micro-labels, control tags, system markers, or decorative utility text that does not meaningfully help the hero
- keep the first screen readable on a small laptop without feeling overfilled

### Hero Cleanliness Rule
The hero should feel calm, premium, and immediately readable.

Do:
- use a strong single focal point
- keep the hierarchy obvious
- let the hero breathe
- keep the visual system tight and controlled
- make the first screen feel polished and deliberate
- keep the amount of visible content restrained enough that the hero still feels elegant on a smaller desktop viewport

Do not:
- clutter the hero
- create multiple competing focal points
- overfill the hero with cards or micro-details
- make the hero noisy or busy
- add unnecessary labels like “00 orchestration layer” or similar pseudo-system text if it does not add real value

### Headline Rule
Strong preference:
- 1 line if possible
- 2 lines very good
- 3 lines maximum in normal cases

Avoid:
- 4+ line hero headlines
- paragraph-like hero copy
- weak headline-to-subheadline contrast

---

## 15. RESPONSIVE FIRST-VIEW RULE

The first visible website screen must feel usable and clean on a small laptop.

This means:
- do not overload the above-the-fold area
- do not force too many content blocks into the hero viewport
- do not rely on giant nested panels that consume space without improving clarity
- make the first section feel intentionally composed, not overstuffed

The hero and immediate first-view area should:
- show the main message clearly
- show the primary CTA clearly
- show the key visual clearly
- avoid trying to expose the entire product in one crowded first view

A smaller laptop should still see:
- a clear headline
- readable supporting text
- clean spacing
- a visible CTA
- a believable, balanced visual focal point

---

## 16. ANTI-NESTED-BOX RULE

Do not default to box-in-box-in-box layouts.

Avoid:
- giant rounded section containers wrapping everything
- cards inside larger cards inside outer cards
- dashboard-like compartment stacking for no reason
- nested boxed UI that makes the layout feel trapped
- sections that are just one big bordered panel containing more bordered panels containing more bordered panels

Use boxes only when they have a clear purpose.

Prefer:
- open layouts
- clearer whitespace
- fewer but stronger containers
- flatter hierarchy where appropriate
- direct alignment and spacing instead of excessive enclosure
- one primary framing move rather than many layered frames

A section should not feel like a prison of containers.
It should feel designed, open, and intentional.

---

## 17. REDUCE MICRO-UI CLUTTER RULE

Do not clutter the design with tiny UI extras that do not materially improve clarity.

Avoid:
- unnecessary pills
- pseudo-system markers
- fake control labels
- decorative code-like tags
- meaningless small metadata rows
- filler chips
- tiny badges everywhere
- fake dashboard jargon
- overdesigned labels that distract from the main layout

Examples of things to avoid unless they are truly necessary:
- “00 orchestration layer”
- tiny technical status pills
- decorative runtime markers
- overly specific pseudo-enterprise microcopy
- filler operator/control-room labels that exist only to look complex

Prefer:
- cleaner headings
- fewer labels
- real hierarchy
- clearer spacing
- simpler supporting text
- stronger typography instead of decorative clutter

---

## 18. SECTION IMAGE GENERATION RULE

Inside Codex, treat each section as its own analyzable unit.

If the user asks for:
- a hero only → generate 1 hero image
- 4 sections → generate 4 section images
- 8 sections → generate 8 section images
- 12 sections → generate 12 section images when reasonable

General preference:
- one section = one primary image
- one complex section = one primary image + one or more optional detail images
- one unclear section = regenerate it again as a fresh clean standalone image

This section-first generation rule exists to prevent:
- tiny unreadable text
- tiny buttons
- unclear spacing
- weak extraction quality
- lossy design-to-code translation

---

## 19. WEBSITE IMAGE SYSTEM RULE

When generating a website design, think not only about the overall site but also about the internal image system used inside the website itself.

This may include:
- hero media
- section images
- editorial crops
- product visuals
- framed photography
- layered image cards
- gallery-like blocks
- supporting visual panels

If the site benefits from multiple images, include multiple image moments across the website.

Rules:
- image usage must feel deliberate
- image count should match the complexity of the site
- do not rely on one single hero image if many sections need visual support
- keep image usage balanced and clean
- all image moments must still feel like one coherent design world

---

## 20. FIXED MEDIA FRAME RULE

Images inside the website should usually sit inside clear, controlled, implementation-friendly frames.

Prefer:
- fixed-aspect media blocks
- clearly framed image areas
- repeatable media modules
- consistent corner radius logic
- stable visual proportions across similar sections

Examples:
- hero image in a clearly bounded large frame
- editorial crops using repeatable portrait or landscape ratios
- card images with consistent proportions
- gallery blocks with controlled aspect ratios
- product images placed in stable intentional containers

Avoid:
- random image sizes with no system
- inconsistent proportions across similar modules
- messy scaling
- uncontrolled collage chaos unless explicitly requested

The goal is:
- visually strong images
- inside a system a frontend model can realistically rebuild

---

## 21. TEXT EXTRACTION RULE

When text is readable in the generated section image, extract it and use it.

Especially inspect and extract:
- hero headline
- hero subheadline
- CTA labels
- section headings
- pricing labels
- feature names
- testimonial names and roles if clearly shown
- navbar labels
- footer labels if relevant

If the text is too small to extract reliably:
- generate a closer extraction image
- or generate a second clearer version of that section

Do not ignore text extraction.
The visible text is part of the design system and should influence implementation.

---

## 22. TYPOGRAPHY EXTRACTION RULE

Do not only notice that typography “looks nice”.
Analyze it properly.

Extract and observe:
- size relationships
- weight relationships
- line count
- line height feel
- tracking feel
- serif vs sans behavior
- display vs body contrast
- section heading rhythm
- CTA text scale
- whether the design uses calm or aggressive type

Use these findings during implementation.
Do not flatten typography into a generic coded hierarchy.

---

## 23. SPACING EXTRACTION RULE

Analyze spacing deliberately.

Inspect:
- distance between headline and subheadline
- distance between text and buttons
- distance between cards
- section top and bottom spacing
- side gutters
- card padding
- image-to-text distance
- navbar spacing
- CTA block spacing
- overall cadence across sections

The goal is not exact pixel OCR.
The goal is faithful spacing logic.

Do not collapse the implementation into generic tight spacing if the generated design is more generous.

---

## 24. BUTTON / COMPONENT EXTRACTION RULE

Buttons and components must be analyzed, not guessed.

Inspect:
- button size
- button shape
- button radius
- fill vs outline behavior
- icon usage
- hover-implied mood
- primary vs secondary hierarchy
- card structure
- badge usage
- dividers
- shadows
- borders
- pill logic
- input styling if present

If button or card detail is too small, generate a closer image.

---

## 25. COLOR EXTRACTION RULE

Actively analyze and extract colors from the generated image(s).

Inspect:
- background color
- panel colors
- accent colors
- button fills
- text color hierarchy
- border color logic
- shadow color mood
- image tint / grade
- gradient restraint or intensity

The implemented website should preserve the original color logic as closely as reasonably possible.

Do not replace a carefully designed palette with generic default web colors.

---

## 26. DESIGN-TO-CODE COPY DISCIPLINE

After generating and analyzing the reference image(s), implement the website in a copy-oriented way.

This means:
- follow the references closely
- preserve layout logic
- preserve spacing rhythm
- preserve section ordering
- preserve text/image balance
- preserve typography mood
- preserve component style
- preserve overall visual cleanliness

Do not drift into a different design direction during implementation.
Do not “improve” the design by replacing it with a generic coded layout.

The goal is not:
- inspired by the image

The goal is:
- visually faithful to the image, translated into real frontend

---

## 27. ANTI-DRIFT IMPLEMENTATION RULE

A common failure mode is design drift:
the generated images look strong, but the coded result becomes generic.

Strictly avoid that.

During implementation:
- do not simplify into default templates
- do not replace distinctive sections with generic rows
- do not compress generous spacing into dense layout
- do not replace strong typography with plain hierarchy
- do not remove the page’s visual identity for convenience
- do not merge section logic into repetitive patterns that were not present in the source images
- do not reintroduce nested-box complexity that was intentionally removed during analysis

The final coded result should still feel like the same website as the generated references.

---

## 28. MISSING DETAIL RESOLUTION

When implementing from images, some details may still be unclear.

Resolve ambiguity by following this order:
1. preserve the visible design language
2. preserve layout and spacing logic
3. preserve component family
4. preserve mood and polish level
5. generate an extra detail image if needed
6. regenerate the section as a fresh standalone image if needed
7. only then choose the most implementation-friendly faithful version

Do not fill ambiguity with generic defaults too quickly.

---

## 29. ANTI-AI-SLOP RULES

Strictly avoid these patterns unless explicitly requested.

### Layout slop
- one giant unreadable collage
- endless centered sections
- identical card rows repeated section after section
- cloned left-text/right-image blocks
- fake complexity without hierarchy
- decorative empty space with no purpose
- cards-inside-cards-inside-cards
- giant rounded wrapper sections around everything
- overcompartmentalized dashboard framing

### Visual slop
- default purple/blue AI gradients
- too many glowing edges
- floating blobs everywhere
- glassmorphism stacked without reason
- random futuristic details with no structure
- over-rendered noise that hides the layout

### Typography slop
- giant heading + weak tiny subcopy
- too many font moods
- awkward line breaks
- lazy all-caps everywhere
- generic gradient headline tricks

### Content slop
Avoid generic filler vibes like:
- unleash
- elevate
- revolutionize
- next-gen
- seamless
- transformative platform

Avoid fake brand slop:
- Acme
- Nexus
- Flowbit
- Quantumly
- NovaCore

Avoid fake complexity slop:
- pseudo-enterprise control labels
- decorative system markers
- filler status microcopy
- fake operator / runtime / orchestration jargon unless truly central to the brand

### Density slop
- over-packed sections
- card overload
- tiny spacing between major sections
- visually exhausting walls of content

---

## 30. TYPOGRAPHY-FIRST DISCIPLINE

Typography is a primary design material.

Always ensure:
- clear size contrast
- obvious reading order
- strong display moments
- readable body text
- concise copy
- section headings that reinforce structure

For editorial directions:
- let typography shape composition

For tech/product directions:
- let typography communicate trust and precision

---

## 31. SECTION RHYTHM RULE

A high-end site does not feel like the same block repeated forever.

Vary section rhythm across the page by changing:
- density
- image-to-text ratio
- alignment
- scale
- whitespace
- card grouping
- background intensity
- visual tempo

But:
- keep the page coherent
- keep spacing controlled
- avoid random jumps
- keep each section clean enough to analyze well

---

## 32. DENSITY & SPACING DISCIPLINE

Do not make the website too dense.

The page should breathe.

Rules:
- use even section spacing
- keep major section gaps controlled and intentional
- allow negative space to create calmness
- avoid one section feeling cramped while the next feels empty
- smaller sections should still have enough surrounding space
- prefer analyzable generous spacing over compressed compositions
- do not fill every available area with extra UI
- let simplicity do part of the design work

A premium website should feel:
- open
- composed
- balanced
- confident
- breathable

Not:
- cramped
- noisy
- uneven
- overfilled
- visually exhausting

---

## 33. DEFAULT SECTION PACKS

### 4-section pack
1. Hero
2. Features
3. Social proof / testimonial
4. CTA

### 8-section pack
1. Hero
2. Trust bar
3. Features
4. Product showcase
5. Benefits / use cases
6. Testimonials
7. Pricing
8. CTA

### 12-section pack
1. Hero
2. Trust bar
3. Feature grid
4. Product preview
5. Problem / solution
6. Benefits
7. Workflow
8. Metrics / proof / integration
9. Testimonials
10. Pricing
11. FAQ
12. CTA + footer

In Codex, these should usually become section-by-section images, not one compressed sheet.

---

## 34. MULTI-IMAGE CONSISTENCY RULE

For multi-image websites, enforce:
- same brand world
- same type scale logic
- same spacing discipline
- same CTA styling
- same icon mood
- same image treatment
- same tonal language
- same component family

Image 2, 3, or 8 must not drift into a different website.

---

## 35. CLARITY CHECK

Before finalizing, verify internally:

1. Has the design been generated first?
2. Have all generated images been deeply analyzed?
3. Is the text readable enough?
4. If not, were extra detail images created?
5. Were enough images generated, or was the image count too lazy?
6. Were unclear sections regenerated as fresh standalone images instead of being cropped?
7. Is the hierarchy obvious?
8. Is the hero clean enough?
9. Is typography analyzed properly?
10. Are spacing relationships understood properly?
11. Are buttons and components extracted properly?
12. Are colors analyzed properly?
13. Is the design visually distinctive?
14. Is it free of obvious AI tells?
15. Can someone code from this faithfully?
16. If multiple images exist, do they clearly belong together?
17. Has Codex avoided compressing too many sections into one tiny image?
18. Was the analysis clean, structured, and specific?
19. Has unnecessary nested boxing been removed?
20. Is the first screen still clean and readable on a small laptop?
21. Have useless pills, labels, and fake technical micro-elements been reduced?

If not, refine internally before output.

---

## 36. RESPONSE BEHAVIOR

When the user asks for a website design in an image-to-code workflow:
1. infer site type
2. infer number of sections
3. if image generation is available and visual quality is central, generate the design image(s) first
4. inside Codex, prefer one large image per section
5. generate additional detail/extraction images if text or components are too small
6. generate more images whenever that improves readability or extraction quality
7. do not be lazy with image count
8. do not crop old images for section extraction
9. regenerate sections as fresh standalone images when needed
10. choose a strong visual combination
11. choose 4 signature components
12. choose 2 motion-implied cues
13. enforce hero cleanliness and short hero line count
14. reduce unnecessary pills, labels, and micro-UI clutter
15. avoid cards-inside-cards-inside-cards and giant boxed section wrappers
16. keep the first screen readable and balanced on a small laptop
17. enforce strong image usage where appropriate
18. keep spacing generous, even, and analyzable
19. deeply and cleanly analyze all generated images
20. extract text, typography, spacing, buttons, colors, components, and layout logic
21. implement the website to match the generated references as closely as reasonably possible
22. create the final files only after the full analysis pass

Do not ask unnecessary follow-up questions if a strong interpretation is possible.
Do not start with freeform coding when the visual problem should clearly be solved with image generation first.
Do not compress many sections into one unreadable image in Codex.
Do not crop previously generated large images when a fresh cleaner section-specific image should be generated instead.

---

## 37. EXAMPLE INTERPRETATIONS

### Example 1
User:
“make me one hero section for an AI startup”

Interpretation:
- generate 1 hero image
- if needed, generate 1 closer extraction image for text/buttons
- do not crop a small region out of a larger board
- if more clarity is needed, regenerate the hero as a fresh cleaner standalone image
- keep the hero calm and readable
- avoid fake utility labels and nested cards
- analyze headline, subheadline, CTA, spacing, colors, hero media
- then implement the hero

### Example 2
User:
“design me an 8-section landing page”

Interpretation:
- generate 8 separate section images in Codex
- one per section
- generate extra detail images where necessary
- deeply analyze all 8 sections
- extract text, typography, spacing, buttons, colors, cards, structure
- if one section is still unclear, regenerate that section again cleanly instead of cropping
- keep sections open and not overboxed
- then implement the full site from those references

### Example 3
User:
“make a premium creative agency website with 4 sections”

Interpretation:
- generate 4 separate section images in Codex
- keep the hero very clean
- ensure text remains readable
- deeply analyze each section
- do not use rough cutouts from the first renders
- regenerate clearer section images if needed
- avoid over-pilled microcopy and container overload
- then implement the site from those 4 references

---

## 38. FINAL GOAL

Generate website reference images that feel:
- premium
- art-directed
- clear
- structured
- readable
- analyzable
- memorable
- anti-generic
- implementation-friendly

For visual website work, the skill must first generate the image(s) itself, then deeply and cleanly analyze those generated image(s), then use them as the primary visual source, then build the frontend to match them closely.

Inside Codex, if the user wants multiple sections, prefer separate large section images instead of one compressed multi-section board, so text, spacing, typography, buttons, and colors can be extracted properly.

If a section still needs more clarity, generate an additional extraction-oriented image for that section.

If more images would improve quality, generate more images.
Do not be lazy with image count.

Do not crop previously generated images when a fresh section-specific image would preserve spacing, layout, and readability better.
Generate a new clean image instead.

Avoid cards-inside-cards-inside-cards.
Avoid giant boxed wrappers around every section.
Avoid fake technical pills and decorative micro-labels.
Keep the hero especially clean, spacious, restrained, and readable on a small laptop.

The result should be:
- strong as section images
- strong as a design system
- strong under deep analysis
- and strong as implemented frontend

The final outcome should look like a top-tier website concept translated faithfully into real code, not a tiny unreadable design board and not a generic coded reinterpretation.
