Particle Field Hero
Ein lebendiger Partikel-Hero, der die Seite nie ausbremst.
Verwandelt Ihre KI in einen Frontend-Designer, der einen Hero-Bereich mit einem lebendigen Partikelfeld baut — eine leichtgewichtige Canvas-Animation, die auf Besucher reagiert, elegant zurückfällt und die Seite nie ausbremst oder die Botschaft blockiert.

In 3 Schritten installieren
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Was ist enthalten
Eine SKILL.md (die Anleitung) + eine Startvorlage. Eine Vorschau:
Particle Field Hero
When to use
- A product, studio, or event site needs a hero that feels alive without a video file or a heavy animation library
- A landing page whose headline deserves motion, but whose load time still matters
- A brand with a "network / constellation / swarm" idea that a particle field can express literally
- A developer portfolio or docs site that wants one memorable interactive moment above the fold
- Any hero where the animation must work on phones, respect reduced-motion settings, and fail silently
Workflow
- Write the hero without the animation (input: product facts → output: static hero)
Build the complete hero first as if the particle field did not exist: headline, one-line subhead, primary call to action, and optionally a secondary link. The static hero must be fully convincing on its own, because a meaningful share of visitors will see exactly that — reduced-motion users, slow devices, and everyone whose browser blocks canvas. Set the headline in real text over a solid or gradient background with enough contrast to read comfortably. If the hero is boring without particles, fix the words, not the animation. - Design the field's behavior (input: static hero + brand idea → output: behavior spec)
Specify the field in plain language before writing code: how many particles (a count that scales with viewport area, capped at a low ceiling), how they move (slow drift plus gentle attraction to the pointer, or a constellation that links nearby particles with faint lines), and what they do near the headline (thin out, never cover the text). Choose one particle color with an opacity range, not a rainbow — the field is atmosphere, not confetti. Decide the interaction: pointer attraction or repulsion, click burst or nothing, and a "calm" state the field returns to when the pointer leaves. - Build it in one small canvas layer (input: behavior spec → output: working hero)
Implement the field as a singlepositioned behind the hero content, sized to the hero withdevicePixelRatiocapped at 2, animated withrequestAnimationFrame. Keep the whole implementation in one small script (well under 200 lines) with no dependencies. Use a single animation loop, precomputed particle objects, and no per-frame allocations that would churn the garbage collector. Pause the loop when the hero scrolls out of view (IntersectionObserver) and when the tab is hidden — an animation nobody sees should not burn battery. - Make it kind to every visitor (input: working hero → output: accessible hero)
Respectprefers-reduced-motion: show the static hero, no animation, no exceptions. Cap the particle count and turn off pointer interaction on small screens and low-power devices; a hero that stutters on a phone is worse than no hero. Keep the canvasaria-hiddenand non-interactive for keyboard users — it is decoration, and it must never trap focus or intercept clicks meant for the call to action. Add a fallback: if canvas is unavailable or the script fails, the static hero from step 1 is simply what renders, with no error and no blank space. - Tune and ship (input: accessible hero → output: shipped hero)
Measure: the hero must not add more than a small fraction to the page's load, must hold 60fps on a mid-range phone (or gracefully drop its particle count until it does), and must not delay the headline's paint. Test with the pointer, with touch, with a keyboard, with reduced motion on, and with JavaScript disabled. Watch one real person use it: if they notice the particles before the headline, thin the field; if they never notice the particles, that is fine — atmosphere is supposed to be felt, not studied. Ship with a one-line comment in the code recording the particle cap and the reduced-motion behavior, so the next developer keeps both.
Vorschau der Startvorlage
Particle Field Hero — Template
Build the static hero first. The particle field is garnish, not the meal.
Static hero (must convince with NO animation)
Headline: {one line} Subhead: {one line} Primary CTA: {label → link} Secondary link (optional): {label → link} Background: {solid / gradient, high contrast with text}
Behavior spec
- Particle count rule: {scales with viewport area, capped at {n}}
- Motion model: {slow drift / constellation links between nearby particles / other}
- Particle color: {one color + opacity range}
- Pointer interaction: {attract / repel / none}
- Click behavior: {burst / nothing}
Das Skill-Paket selbst (SKILL.md + Vorlage) ist auf Englisch verfasst.


