Particle Field Hero
A living particle hero that never slows the page.
Turns your AI into a front-end designer that builds a hero section with a living particle field — a lightweight canvas animation that reacts to the visitor, degrades gracefully, and never slows the page or blocks the message.

Install it in 3 steps
No sign-up. No CLI tools. Pick your AI, copy one line, paste it over.
Prefer doing it yourself? Buy the skill ($4.99), download the ZIP from your checkout confirmation, unzip it into the directory shown above, restart your AI session — same result. Already bought it? Your AI assistant can download it for you.
What’s inside
One SKILL.md (the playbook) + one starter template. A preview:
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.
Template preview
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}


