Ark UI skill

A Codex skill designs web interfaces in one of five industrial styles at four levels of depth

  • 295 ★ on the repository
  • Last commit
Skill

Extended access

Why this level

  • The agent rewrites a project's markup and styles, from token swaps to a rebuilt shell and animations
  • The audit and screenshot scripts run through Node.js on your machine
All reasons and checks

brandon030722/ark-ui-skill

Install

In your terminal, with SkillFoxx CLI

npx skillfoxx add skills/ark-ui

Detects the agents on your machine, shows the access level and pins the version.

Other ways to install

Access and checks

How we review

Extended accessThe tool runs code or makes network calls and only reads external data.

  • The agent rewrites a project's markup and styles, from token swaps to a rebuilt shell and animations
  • The audit and screenshot scripts run through Node.js on your machine

This is third-party code. Review the repository files before installing.

What it does

Ark UI is a Codex skill that guides an agent to design, build and audit web interfaces in a visual language derived from public Hypergryph pages. The author calls it a clean-room method. Logos, characters and promo art stay out of the project. The styles describe only composition, color, type, geometry and motion. There are two independent choices. Style: ark (near black and white with a cyan signal), endfield (beige, charcoal and signal yellow), exa (midnight blue, white and aqua with serif headings), popucom (blue, yellow and orange with rounded shapes and thick outlines) and corporate (black and white with an acid lime accent). Depth: minimal changes fonts, color and geometry and keeps the layout, moderate rebuilds the shell, complex reworks every zone as a system, and maximal art-directs each screen with responsive layout and motion. The repository ships a starter in plain HTML, CSS and JS, a React component `ArkUI.jsx` with `theme` and `depth` props, five showcase pages, one per style, and a `scripts/audit-ark-ui.mjs` script that checks HTML and CSS. On a static page the style and depth go into the `data-ark-theme` and `data-ark-depth` attributes on the `html` tag.

Who it is for. Frontend developers and designers who need a technical, industrial or game-flavored interface: an operator console, a launcher, a showcase or a studio portfolio.

Good fit when

  • An admin panel or operator console needs the look of an industrial system: guide rails, square controls, a signal accent
  • A game launcher or showcase calls for a multi-zone shell and a layered stage, which is what the complex depth does
  • Only fonts, colors and geometry change in an existing interface: the minimal level keeps the layout
  • A page is already built and its HTML or CSS should be checked with the `audit-ark-ui.mjs` script
  • A portfolio or studio page suits the strict black and white corporate style with an acid accent

Not a fit when

  • You need the official Arknights or Endfield look: the project is unofficial and contains no company materials
  • The interface should look neutral like a stock SaaS dashboard: all five styles have a strong character
  • You build a native mobile app: the skill produces web UI in HTML, CSS, JS and React
  • The agent is not Codex: the README describes installation only for the Codex skills directory

Example request

Use $ark-ui: endfield style, moderate depth, rebuild the admin panel and keep the current section structure.

Limitations

  • Installation is described only for Codex: clone into `$CODEX_HOME/skills/ark-ui` and call it with `$ark-ui`.
  • The project is unofficial and not tied to the companies that inspired it. Logos, characters and promo art must not be copied in; asset provenance is documented in `references/source-ledger.md` and `references/legal.md`.
  • Higher depth adds layers, responsive recomposition and motion. The skill rules out fake telemetry, extra colors and shrunken essential text.
  • The repository states no license, and the documentation is in Chinese.

How to disable. Delete the `$CODEX_HOME/skills/ark-ui` directory and stop calling `$ark-ui` in tasks. Interface changes the agent already made in a project roll back through git.

FAQ

How do I install Ark UI in Codex?

Clone the repository into the skills directory with `git clone https://github.com/Brandon030722/ark-ui-skill.git "$CODEX_HOME/skills/ark-ui"` and call the skill in a task with `$ark-ui`. To update, save your changes and run `git pull` in that directory.

How does style differ from depth?

Style sets the interface character: color, type, geometry. Depth sets how far those decisions reach, from swapping tokens with the same layout to recomposing every screen. The axes are independent, so endfield with minimal and endfield with maximal share a language and look different.

Which depth is the default?

Moderate for product and productivity interfaces, complex for game-adjacent and showcase ones. The skill states the choice before it starts.

What is in the repository besides SKILL.md?

Reference guides in `references/` (depth, design language, style recipes, legal notes), a starter in HTML, CSS and JS, the React component `ArkUI.jsx`, five showcase pages, the `ark-ui.tokens.json` token file and audit and screenshot scripts.

Is the project affiliated with Hypergryph?

No. The project is unofficial. The studio's logos, characters and promo materials are not included. The styles are derived from public pages.

Discussion

No questions or reviews yet.

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Comparison with similar tools

Cards that share the main search query, and how they differ.

ToolOfficialRepository starsMain difference
Ark UI (this card)no295
Swiss Design Skillno163a single Swiss style on Tailwind, no choice of styles or depth
Platform Design Skillsno641Apple HIG, Material Design 3 and WCAG 2.2 rules for reviewing interfaces, with no visual language of its own

README in short

The README is in Chinese. It covers the two choice axes with style and level tables, call examples, code for a static page and for React, and the list of main repository files. It ends with a verification section: an audit script and demo screenshots on desktop and in a 390×844 mobile viewport with a horizontal overflow check.

README badge

Original SKILL.md

---
name: ark-ui
description: "Design, implement, audit, or refactor web and game-adjacent interfaces using an evidence-based Hypergryph visual language with two independent choices: product family and application depth (1 minimal, 2 moderate, 3 complex, 4 maximal). Use for Hypergryph-, Arknights-, Endfield-, Rhodes Island-, industrial sci-fi-, editorial game-UI-, or bilingual technical-interface requests; for landing pages, dashboards, menus, HUD-like panels, design systems, HTML/CSS/JS/React components, and visual QA where the result should carry this family resemblance without copying protected logos or artwork."
---

# Ark UI

Build original interfaces from documented visual and implementation evidence, not from vague “cyberpunk” prompting. Preserve usability, accessibility, project conventions, and the user's product identity.

## Start here

1. Inspect the target project, framework, viewport, existing tokens, and user content.
2. Choose one family; do not average every product into one style:
   - `ark`: black/white/cyan industrial information system.
   - `endfield`: white/charcoal/signal-yellow technical field system.
   - `exa`: midnight/white/aqua cosmic-archival system with serif contrast.
   - `popucom`: blue/yellow/orange playful platform system.
   - `corporate`: black/white/acid-lime restrained studio identity.
3. Choose one application depth independently from the family:
   - `1 / minimal / 极简`: family identity through tokens, type, geometry, and one strong state cue.
   - `2 / moderate / 中等`: family shell plus one controlled texture/instrument layer and restrained reveal motion.
   - `3 / complex / 复杂`: multi-zone shell, layered stage, broad component coverage, and coordinated instrumentation. Use the anonymized system-wide reference in `references/depth-levels.md` as the calibration baseline.
   - `4 / maximal / 极繁`: bespoke section compositions, state-driven instrumentation, and coordinated motion across a fully re-art-directed responsive system.
4. If the user specifies a depth, preserve it. Otherwise default to `moderate` for productivity/product UI and `complex` for game-adjacent or showcase UI; state the assumption. Ask only when the depth would materially change scope or rework.
5. Read [references/design-language.md](references/design-language.md), [references/depth-levels.md](references/depth-levels.md), and only the chosen family in [references/recipes.md](references/recipes.md). For multi-family comparisons or family-specific depth behavior, also read [references/family-depth-matrix.md](references/family-depth-matrix.md).
6. For implementation or code review, also read [references/frontend-evidence.md](references/frontend-evidence.md).
7. For source attribution, provenance, or asset decisions, read [references/source-ledger.md](references/source-ledger.md) and [references/legal.md](references/legal.md).

## Lock the design contract

Before changing code, state a compact contract: `family`, `depth`, evidence pattern, and what the primary screen must let the user do. Treat family and depth as orthogonal axes: `endfield + minimal` and `endfield + maximal` share identity but not visual saturation.

When the user asks to choose, present the four numbered levels with one recommended level based on product type. Keep family selection and depth selection as separate decisions instead of showing a large cross-product matrix.

Depth measures implementation coverage and orchestration, not content density. Increasing depth may add meaningful layers, responsive recomposition, and state-aware motion; it never permits fake telemetry, duplicate copy, extra colors, smaller essential text, or weaker accessibility. Read the full rubric in [references/depth-levels.md](references/depth-levels.md) before implementation.

## Implement

- Start from semantic content and task hierarchy. Use the visual grammar to expose state, navigation, and priority.
- Reuse project components and tokens when present. Otherwise copy `assets/starter-vanilla/` or use `assets/react/ArkUI.jsx` with `assets/react/ark-ui.css`.
- When renaming starter classes, IDs, data attributes, or ARIA targets, update every JavaScript selector and reference in the same pass. A styled page with broken DOM wiring is not complete.
- Use `assets/tokens/ark-ui.tokens.json` as a reference, then rename tokens to match the target project.
- Represent the contract with root attributes when practical: `data-ark-theme="endfield"` and `data-ark-depth="complex"`. Keep component selectors semantic so either axis can change independently.
- Prefer CSS/SVG geometry, gradients, rules, masks, and original abstractions over copied game art.
- Keep one dominant accent. Treat secondary accents as state or product-family signals.

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