diff --git a/README.md b/README.md
index 25d7dae..a4cae2c 100644
--- a/README.md
+++ b/README.md
@@ -16,6 +16,7 @@ Marketplace plugins for Reforma. Each plugin is a folder with `.reforma-plugin/p
| web-design-guidelines | [Web Design Guidelines](marketplace/playbooks/web-design-guidelines) | Vercel | Playbooks | Catch accessibility, form, and focus issues before they ship |
| react-best-practices | [React Best Practices](marketplace/playbooks/react-best-practices) | Vercel | Playbooks | Keep the app fast — React and Next.js performance patterns |
| i18n | [i18n](marketplace/playbooks/i18n) | Reforma | Playbooks | Multiple languages — translated copy and a language switcher for the app |
+| motion-design | [Motion Design](marketplace/playbooks/motion-design) | LottieFiles | Playbooks | Timing, easing, and choreography so motion in the app feels intentional |
| coss | [coss](marketplace/ui/coss) | coss | UI | Extra components and particle effects beyond the default shadcn set |
| flexnative | [Flexnative](marketplace/ui/flexnative) | Flexnative | UI | Ready-made page blocks and patterns — drop in a section instead of assembling it |
| magic-ui | [Magic UI](marketplace/ui/magic-ui) | Magic UI | UI | Animated marketing pieces — shine, marquee, shimmer, and that kind of polish |
diff --git a/marketplace.json b/marketplace.json
index e79b2f8..389d8b7 100644
--- a/marketplace.json
+++ b/marketplace.json
@@ -50,6 +50,10 @@
"name": "i18n",
"source": "./marketplace/playbooks/i18n"
},
+ {
+ "name": "motion-design",
+ "source": "./marketplace/playbooks/motion-design"
+ },
{
"name": "games",
"source": "./marketplace/playbooks/games"
diff --git a/marketplace/playbooks/motion-design/.reforma-plugin/plugin.json b/marketplace/playbooks/motion-design/.reforma-plugin/plugin.json
new file mode 100644
index 0000000..f7340ec
--- /dev/null
+++ b/marketplace/playbooks/motion-design/.reforma-plugin/plugin.json
@@ -0,0 +1,36 @@
+{
+ "name": "motion-design",
+ "description": "Timing, easing, and choreography so motion in the app feels intentional",
+ "logo": "assets/logo.svg",
+ "author": {
+ "name": "LottieFiles",
+ "url": "https://lottiefiles.com"
+ },
+ "homepage": "https://github.com/LottieFiles/motion-design-skill/tree/main/skills/motion-design",
+ "repository": "https://github.com/LottieFiles/motion-design-skill",
+ "license": "MIT",
+ "agent": {
+ "installApproval": false,
+ "mentions": [
+ "motion-design",
+ "animate",
+ "animated",
+ "animating",
+ "animation",
+ "animations",
+ "easing",
+ "keyframes",
+ "choreography",
+ "анимация",
+ "анимации",
+ "анимировать",
+ "анимируй"
+ ]
+ },
+ "interface": {
+ "displayName": "Motion Design",
+ "brandColor": "#000000",
+ "logoSmall": "assets/logo-small.svg"
+ },
+ "logoSmall": "assets/logo-small.svg"
+}
diff --git a/marketplace/playbooks/motion-design/LICENSE.txt b/marketplace/playbooks/motion-design/LICENSE.txt
new file mode 100644
index 0000000..be0be4b
--- /dev/null
+++ b/marketplace/playbooks/motion-design/LICENSE.txt
@@ -0,0 +1,24 @@
+Vendored from LottieFiles/motion-design-skill skills/motion-design @ f9a8a04
+https://github.com/LottieFiles/motion-design-skill
+
+MIT License
+
+Copyright (c) 2025 LottieFiles
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/marketplace/playbooks/motion-design/assets/logo-small.svg b/marketplace/playbooks/motion-design/assets/logo-small.svg
new file mode 100644
index 0000000..2447bf1
--- /dev/null
+++ b/marketplace/playbooks/motion-design/assets/logo-small.svg
@@ -0,0 +1,5 @@
+
diff --git a/marketplace/playbooks/motion-design/assets/logo.svg b/marketplace/playbooks/motion-design/assets/logo.svg
new file mode 100644
index 0000000..14c11ae
--- /dev/null
+++ b/marketplace/playbooks/motion-design/assets/logo.svg
@@ -0,0 +1,4 @@
+
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/SKILL.md b/marketplace/playbooks/motion-design/skills/motion-design/SKILL.md
new file mode 100644
index 0000000..9b5e2df
--- /dev/null
+++ b/marketplace/playbooks/motion-design/skills/motion-design/SKILL.md
@@ -0,0 +1,315 @@
+---
+name: motion-design
+description: >
+ Applies motion design principles to create emotionally-driven, technically sound animations and transitions.
+ Provides timing, easing, choreography, and Disney animation principles adapted for UI.
+ Use when creating animations, transitions, micro-interactions, loading states, page transitions,
+ scroll-triggered effects, or any motion work. Works with CSS, Framer Motion, GSAP, Lottie, Spring,
+ or any animation system.
+license: MIT
+metadata:
+ author: LottieFiles
+ version: "1.0.0"
+---
+
+# Motion Design Skill
+
+## When to Apply
+
+Use this skill when:
+- Creating UI animations (buttons, cards, modals, page transitions)
+- Designing micro-interactions and feedback animations
+- Building loading, success, or error states
+- Animating illustrations or decorative elements
+- Planning scroll-triggered or progress-based animations
+- Establishing brand motion identity
+- Choreographing multi-element sequences
+
+**Decision tree:**
+1. Does it serve a functional purpose (feedback, guidance)? → Timing rules for responsiveness
+2. Does it express brand personality? → Motion Personality archetypes
+3. Does it tell a story or guide attention? → Disney principles + choreography
+4. Is this a complex multi-element scene? → 1/3 Rule + stagger patterns
+
+---
+
+## Quick Reference: 8-Step Checklist
+
+Before creating any animation:
+
+1. **Emotional target?** — joy, calm, urgency, elegance
+2. **Motion Personality?** — Playful, Premium, Corporate, Energetic
+3. **Primary property?** — position, scale, rotation, opacity
+4. **Duration?** — see duration table below
+5. **Easing family?** — entrance=decelerate, exit=accelerate
+6. **Hero element?** — apply staging principles
+7. **Secondary + ambient layers?** — add richness
+8. **1/3 rules?** — motion distance, simultaneous elements
+
+---
+
+## Three Pillars (CRITICAL)
+
+Every animation must satisfy three pillars before any technical decisions:
+
+| Pillar | Question | Drives |
+|--------|----------|--------|
+| **Emotional Intent** | What should the viewer FEEL? | Easing, timing, amplitude |
+| **Visual Narrative** | What's the micro-story? | Setup → Action → Resolution |
+| **Motion Craft** | How do we make it believable? | Physics, secondary motion, paths |
+
+**Three motion layers** (flat animation = missing layers):
+- **Primary**: Main action the viewer follows
+- **Secondary**: Supporting richness (shadows, icons shifting)
+- **Ambient**: Background life (gradients, subtle pulses)
+
+> Deep dive: [director/core-philosophy.md](director/core-philosophy.md)
+
+---
+
+## Motion Personality
+
+Select ONE archetype per project. Apply consistently.
+
+| Archetype | Duration | Easing | Overshoot | Keywords |
+|-----------|----------|--------|-----------|----------|
+| **Playful** | 150-300ms | ease-out-back | 10-20% | fun, whimsical, bouncy, cute |
+| **Premium** | 350-600ms | cubic-bezier(0.4,0,0.2,1) | 0% | elegant, minimal, luxury, sophisticated |
+| **Corporate** | 200-400ms | cubic-bezier(0.2,0,0,1) | 0-3% | clean, professional, business, dashboard |
+| **Energetic** | 100-250ms | ease-out-expo | 15-30% | dynamic, energetic, bold, exciting |
+
+**Default**: Corporate for UI, Playful for illustrations.
+
+**Brand Motion Identity** — define three constants:
+1. **Signature easing**: One curve for 80% of animations
+2. **Duration palette**: 3 durations (quick / standard / slow)
+3. **Entrance pattern**: One consistent entry style
+
+> Deep dive: [director/motion-personality.md](director/motion-personality.md)
+
+---
+
+## Property Selection
+
+| Effect Goal | Primary Property | Secondary Properties |
+|-------------|------------------|---------------------|
+| Entrance/Exit | position | opacity, scale |
+| Emphasis/Attention | scale | rotation (subtle), opacity pulse |
+| State Change | opacity, color | scale (press feedback) |
+| Direction/Flow | position | rotation (follow path) |
+| Depth/3D Feel | scale + shadow | position (parallax) |
+| Loading/Progress | rotation (spinner) | scale, opacity pulse |
+| Success | scale (pop) | color, rotation (checkmark draw) |
+| Error/Alert | position (shake) | color, rotation (wobble) |
+
+**Simplicity threshold**: Use the minimum properties needed. One = direct. Two = polished. Three+ = potentially overwhelming.
+
+> Deep dive: [reference/property-selection.md](reference/property-selection.md)
+
+---
+
+## Duration Table
+
+| Element Type | Duration | Rationale |
+|-------------|----------|-----------|
+| Tooltip / micro-feedback | 80-120ms | Must feel instant |
+| Button press / toggle | 120-180ms | Responsive feedback |
+| Icon transition | 150-250ms | Clear state change |
+| Card enter / exit | 200-350ms | Spatial awareness |
+| Modal / dialog | 300-400ms | Focus shift |
+| Page transition | 400-600ms | Context switch |
+| Dramatic reveal | 600-1200ms | Theatrical build |
+
+**Distance scales duration**: 100px = base. 200px = 1.3x. 400px = 1.6x.
+
+**Enter > Exit**: Entrances 30-50% longer than exits. Users care about what appears.
+
+**Interactive feedback**:
+- Hover: <100ms
+- Press: <150ms
+- Release/settle: 200-300ms
+- Error shake: 300-400ms (2-3 oscillations)
+
+> Deep dive: [reference/timing-easing-tables.md](reference/timing-easing-tables.md)
+
+---
+
+## Easing Selection
+
+**Directional rules**:
+- **Entrance** → decelerate (fast start, gentle landing): ease-out family
+- **Exit** → accelerate (gentle start, fast departure): ease-in family
+- **On-screen** → smooth both ends: ease-in-out family
+- **Looping ambient** → seamless: sine-based ease-in-out
+
+**Industry standards**:
+
+| Standard | Cubic Bezier | Use For |
+|----------|-------------|---------|
+| Material Design 3 | (0.2, 0, 0, 1) | Default on-screen |
+| MD3 Emphasized | (0.05, 0.7, 0.1, 1) | Entrances, attention |
+| MD3 Accelerate | (0.3, 0, 1, 1) | Exits, dismissals |
+| Apple HIG | (0.25, 0.1, 0.25, 1) | Standard iOS |
+| Snappy UI | (0.2, 0, 0, 1) | Fast, decisive |
+| Gentle float | (0.4, 0, 0.2, 1) | Ambient, background |
+| Bounce settle | (0.175, 0.885, 0.32, 1.275) | Overshoot, playful |
+
+**Material-based easing**:
+
+| Material | Duration Scale | Overshoot |
+|----------|---------------|-----------|
+| Rigid (metal, stone) | 1.2x | 0% |
+| Elastic (rubber, gel) | 0.8x | 15-25% |
+| Fluid (water, paint) | 1.5x | 5% |
+| Paper (cards, sheets) | 1.0x | 3-5% |
+| Gas (smoke, fog) | 2.0x | 0% |
+| Glass (brittle) | 0.9x | 0% |
+
+> Deep dive: [reference/timing-easing-tables.md](reference/timing-easing-tables.md)
+
+---
+
+## Common Patterns
+
+### Button Press (Playful)
+1. **Anticipation**: Scale to 0.97 (50ms, ease-out)
+2. **Squash**: Scale to [1.04, 0.96] (100ms, ease-in)
+3. **Follow through**: Overshoots to 1.02, settles to 1.0 (spring, 200ms)
+4. **Secondary**: Shadow shrinks during press, icon shifts down 2px
+5. **Total**: ~150ms press + 200ms settle
+
+### Card Entrance (Premium)
+1. **Start**: 20px below target, opacity 0
+2. **Path**: Slight curve (10px X offset at midpoint)
+3. **Easing**: ease-out-cubic deceleration
+4. **Follow through**: Shadow arrives 50ms after card
+5. **Secondary**: Content fades in 100ms after card lands
+6. **Staging**: Other cards dim to 80%
+
+### Success State (Playful)
+1. **Primary**: Scale pop with ease-out-back
+2. **Secondary**: Checkmark draws in
+3. **Ambient**: Subtle particle burst
+4. **Color**: Green fill
+5. **Total**: 300-400ms
+
+### Error Shake (Corporate)
+1. **Primary**: Position oscillates 2-3 times, ±10-15px horizontal
+2. **Easing**: ease-in-out for sharp stops
+3. **Color**: Red tint
+4. **Total**: 300-400ms
+5. **No overshoot**: Errors feel firm
+
+> More patterns: [patterns/entrance-exit.md](patterns/entrance-exit.md) | [patterns/state-feedback.md](patterns/state-feedback.md)
+
+---
+
+## Choreography Essentials
+
+**Coordinated entry**:
+- Lead with the hero — primary element enters first or most prominently
+- Spatial consistency — all elements enter from same direction
+- Counter-motion — hero moves right → ambient moves left at 20-30% speed
+
+**1/3 Rule (distance)**: No motion travels more than 1/3 of screen without a keyframe change.
+
+**1/3 Rule (elements)**: With 3+ elements, no more than 1/3 in active motion simultaneously.
+
+**Stagger budgets**:
+
+| Pattern | Delay | Total Budget | Use Case |
+|---------|-------|-------------|----------|
+| Micro cascade | 20-40ms | <200ms | List items, grid cells |
+| Standard | 50-100ms | <400ms | Cards, panels, nav |
+| Dramatic | 100-200ms | <600ms | Hero sections |
+| Wave | 30-60ms | <500ms | Data visualizations |
+
+**Critical**: Total stagger must stay under 500ms.
+
+> Deep dive: [director/choreography.md](director/choreography.md)
+
+---
+
+## Emotion-to-Motion Map
+
+| Emotion | Character | Path | Easing | Duration |
+|---------|-----------|------|--------|----------|
+| Joy | Bouncy, arcs | Curved, upward | ease-out-back | 200-400ms |
+| Calm | Smooth, flowing | Gentle curves | sine ease-in-out | 500-1000ms |
+| Urgency | Sharp, fast | Straight lines | ease-out | 100-200ms |
+| Sadness | Slow, downward | Drooping curves | cubic ease-in-out | 600-1200ms |
+| Surprise | Sudden, expanding | Radial outward | ease-out-expo | 150-300ms |
+| Elegance | Slow, controlled | Long arcs | (0.4,0,0.2,1) | 400-700ms |
+| Playfulness | Bouncy, irregular | Arcs, squiggly | ease-out-back | 200-350ms |
+
+**Path as language**: Angular = tense. Curved = friendly. Spiral = whimsical. Diagonal = purposeful. Vertical = growth/weight. Horizontal = progress.
+
+> Deep dive: [director/emotion-mapping.md](director/emotion-mapping.md)
+
+---
+
+## Weight Classification
+
+| Weight | Examples | Duration | Overshoot | Easing |
+|--------|----------|----------|-----------|--------|
+| Heavy | Modals, overlays | 300-500ms | 0% | Gentle, high damping |
+| Medium | Cards, panels | 200-350ms | 3-5% | Moderate |
+| Light | Tooltips, badges, icons | 80-200ms | 5-15% | Responsive |
+
+---
+
+## Quality Rules
+
+### CRITICAL — never break
+1. **Never linear for spatial movement** — always use easing curves (linear only for spinners, progress bars)
+2. **Never opacity-only** for important state changes — combine with position or scale
+3. **Never exceed 1/3 screen** without intermediate keyframe
+4. **Always three motion layers** — primary + secondary + ambient
+
+### HIGH — strongly follow
+1. Match duration to element type (see tables)
+2. Use directional easing (ease-out entrance, ease-in exit)
+3. Apply Disney principles (especially anticipation, follow-through)
+4. Maintain consistent personality across scene
+
+> Full checklist: [reference/quality-checklist.md](reference/quality-checklist.md)
+
+---
+
+## Troubleshooting Quick Reference
+
+| Problem | Likely Cause | Fix |
+|---------|-------------|-----|
+| Looks robotic | Linear easing or no arcs | Add easing curves + arc paths |
+| Feels too slow | Duration too long for element type | Check duration table, use ease-out |
+| Feels cheap/flat | Missing secondary + ambient | Add shadow motion + background life |
+| Too distracting | Too many elements moving | Apply 1/3 rule, reduce amplitude |
+| No personality | Generic easing everywhere | Apply personality archetype consistently |
+
+> Deep dive: [reference/troubleshooting.md](reference/troubleshooting.md)
+
+---
+
+## File Reference
+
+**Philosophy** (director/):
+- [core-philosophy.md](director/core-philosophy.md) — Three Pillars deep dive
+- [decision-framework.md](director/decision-framework.md) — Full decision pipeline
+- [disney-principles.md](director/disney-principles.md) — 12 principles, UI-adapted
+- [motion-personality.md](director/motion-personality.md) — 4 archetypes + brand identity
+- [emotion-mapping.md](director/emotion-mapping.md) — Emotion → motion + color psychology
+- [choreography.md](director/choreography.md) — Multi-element coordination
+- [narrative-structure.md](director/narrative-structure.md) — Micro-story framework
+- [context-adaptation.md](director/context-adaptation.md) — Platform, a11y, performance
+
+**Reference** (reference/):
+- [timing-easing-tables.md](reference/timing-easing-tables.md) — Duration + easing lookups
+- [property-selection.md](reference/property-selection.md) — Property communication guide
+- [troubleshooting.md](reference/troubleshooting.md) — Animation smells + fixes
+- [quality-checklist.md](reference/quality-checklist.md) — Evaluation criteria
+
+**Patterns** (patterns/):
+- [entrance-exit.md](patterns/entrance-exit.md) — Entrance/exit recipes
+- [state-feedback.md](patterns/state-feedback.md) — Success, error, loading, hover
+- [ambient-continuous.md](patterns/ambient-continuous.md) — Looping, breathing, parallax
+- [multi-element.md](patterns/multi-element.md) — Stagger + choreography recipes
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/director/choreography.md b/marketplace/playbooks/motion-design/skills/motion-design/director/choreography.md
new file mode 100644
index 0000000..8b0322e
--- /dev/null
+++ b/marketplace/playbooks/motion-design/skills/motion-design/director/choreography.md
@@ -0,0 +1,93 @@
+# Choreography
+
+## Coordinated Entry Rules
+
+### 1. Lead with the Hero
+- Hero gets largest displacement and most attention-grabbing easing
+- Supporting elements are subtler in every dimension
+
+### 2. Spatial Origin Consistency
+All elements enter from same direction or shared origin. Mixed directions = chaos.
+
+### 3. Counter-Motion
+
+| Hero Motion | Counter-Motion | Speed Ratio |
+|-------------|---------------|-------------|
+| Enters left | Background shifts right | 20-30% |
+| Scales up | Shadow scales down | 10-20% |
+| Rotates CW | Ambient drifts CCW | 15-25% |
+| Lifts (Y up) | Shadow spreads + softens | 20-30% |
+
+## Sequence Structure
+
+| Phase | Duration Share | What Happens |
+|-------|--------------|-------------|
+| Setup | 20-30% | Elements enter, scene establishes |
+| Action | 30-40% | Primary motion, hero moment |
+| Resolution | 30-40% | Settle, secondary reactions, breathing |
+
+Leave 100-200ms stillness after resolution before new motion.
+
+## The 1/3 Rules
+
+**Distance**: No motion travels >1/3 screen without intermediate keyframe. Break with direction changes, speed variations, or arc adjustments.
+
+**Elements**: With 3+ animated elements, max 1/3 active simultaneously. Stagger so element 1 settles as element 3 starts.
+
+## Stagger Patterns
+
+| Pattern | Description | Best For |
+|---------|------------|----------|
+| Sequential | Reading order | Lists, grids |
+| Center-out | Radiating from center | Hero content, ripples |
+| Random | Varied timing | Organic, particle-like |
+| Wave | Sine-based | Data bars, continuous |
+| Reverse | Bottom-to-top | Exits, backward nav |
+
+- All staggered elements use same easing family
+- Vary only start time, not curve
+- Optional: last element gets slight overshoot (punctuation)
+
+## Shared Motion Events
+
+When multiple elements react to one trigger:
+- All start within 50ms of each other
+- Can arrive at different times (staggered landing)
+- Same easing family; motion originates from trigger point
+
+## Attention Direction
+
+| Technique | Implementation |
+|-----------|---------------|
+| Leading motion | Animate target before context |
+| Following motion | Settle on focal point |
+| Ambient motion | Subtle continuous in periphery |
+| Pointing motion | Directional toward CTA |
+
+### Depth Through Speed
+
+| Layer | Displacement | Speed |
+|-------|-------------|-------|
+| Foreground | 1.0x | Fastest |
+| Midground | 0.5x | Medium |
+| Background | 0.2x | Slowest |
+
+## Common Recipes
+
+### Dashboard Load
+1. Skeletons fade in (100ms)
+2. Hero metric (250ms, ease-out, 100ms delay)
+3. Supporting cards stagger (50ms between, 200ms each)
+4. Chart data draws in (300ms, starts with cards)
+5. Ambient pulse on primary metric
+
+### Modal Open
+1. Background dims (200ms)
+2. Modal scales 95%→100% + fades (300ms, 50ms delay)
+3. Content fades in (200ms, 100ms after modal)
+4. Close button last (150ms)
+
+### List Update (item added)
+1. Existing items shift down (200ms, ease-in-out)
+2. New item fades+slides from top (250ms, ease-out, 50ms delay)
+3. Subtle scale overshoot on land (3-5%)
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/director/context-adaptation.md b/marketplace/playbooks/motion-design/skills/motion-design/director/context-adaptation.md
new file mode 100644
index 0000000..97bc36e
--- /dev/null
+++ b/marketplace/playbooks/motion-design/skills/motion-design/director/context-adaptation.md
@@ -0,0 +1,83 @@
+# Context Adaptation
+
+## Platform Scaling
+
+| Platform | Duration Modifier | Complexity | Physics |
+|----------|------------------|------------|---------|
+| Desktop | 1.0x (baseline) | Full | All types |
+| Tablet | 0.9x | Standard | Most types |
+| Mobile | 0.8x | Reduced (1-2 properties) | Snappy only |
+| Watch | 0.6x | Minimal (1 property) | None |
+| TV/Kiosk | 1.3x | Full | All types |
+
+**Mobile rules**: prefer opacity + transform; touch feedback <100ms; reduce stagger budgets by 30%; avoid parallax
+**Desktop opportunities**: hover states, cursor tracking, multi-column stagger, spatial choreography
+
+## Accessibility
+
+### prefers-reduced-motion
+
+| Original Motion | Reduced Alternative |
+|----------------|-------------------|
+| Slide entrance | Opacity fade only |
+| Bounce/spring | Instant or simple ease-out |
+| Parallax | Static positioning |
+| Auto-playing | Paused, user-initiated |
+| Complex choreography | Single fade |
+| Continuous ambient | Static or subtle opacity pulse |
+
+Reduced motion means: remove spatial movement, keep opacity, remove spring easing, reduce duration 50%+, never auto-play loops.
+
+### Vestibular Triggers (avoid or provide alternatives)
+- Large-scale zoom, full-screen position transitions
+- Spinning elements >100px, parallax >2 layers, rapid direction changes
+
+### Cognitive Accessibility
+- Same interaction = same animation every time
+- Pause controls for animations >5 seconds
+- Don't convey critical info through motion alone
+
+## Performance Budgets
+
+| Tier | Properties | Max Elements |
+|------|-----------|-------------|
+| Optimal | transform, opacity | Unlimited (GPU) |
+| Good | + color, clip-path | 10-15 |
+| Acceptable | + width, height, margin | 5-8 |
+| Avoid | box-shadow, border-radius, filter | 1-3 |
+
+- Target 60fps (16.67ms/frame); animation logic <10ms/frame
+- will-change sparingly; keep animated elements <20 per viewport
+- Stagger reduces peak load vs simultaneous
+- Fallback: 30fps acceptable for ambient
+
+## Content Type Adaptation
+
+| Content Type | Personality | Duration | Motion Density |
+|-------------|-------------|----------|---------------|
+| Financial | Corporate/Premium | 250-500ms | Low |
+| Social media | Playful | 150-300ms | Medium |
+| Enterprise SaaS | Corporate | 200-400ms | Low |
+| Gaming | Energetic | 100-250ms | High |
+| Healthcare | Corporate/Calm | 300-600ms | Very low |
+| E-commerce | Varies | 200-400ms | Medium |
+| Editorial | Premium | 350-600ms | Low |
+| Children's apps | Playful | 150-300ms | High |
+
+## Responsive Motion
+
+| Container Width | Max Displacement | Duration |
+|----------------|-----------------|----------|
+| <400px | 20% of width | 0.8x |
+| 400-800px | 25% of width | 1.0x |
+| 800-1200px | 20% of width | 1.0x |
+| >1200px | 15% of width | 1.1x |
+
+- Small viewport: sequential, one element at a time
+- Medium: standard stagger, 2-3 columns
+- Large: full choreography, center-out stagger, parallax
+
+## Dark Mode
+- Reduce motion intensity 10-20% (bright on dark = more impact)
+- Subtler ambient motion; careful with opacity values
+- Avoid pure white flashes
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/director/core-philosophy.md b/marketplace/playbooks/motion-design/skills/motion-design/director/core-philosophy.md
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+# Core Philosophy
+
+## Three Pillars
+
+### Pillar 1: Emotional Intent
+Define target emotion before choosing any property.
+
+| Emotion | Character | Timing | Easing |
+|---------|----------|--------|--------|
+| Trust | Smooth, predictable | 300-400ms | Gentle curves |
+| Delight | Bouncy, surprising | 200-300ms | Overshoot |
+| Urgency | Sharp, direct | 100-200ms | Snappy ease-out |
+| Calm | Slow, flowing | 500-1000ms | Sine curves |
+| Surprise | Sudden, explosive | 150-300ms | Exponential |
+| Confidence | Direct, decisive | 200-400ms | Strong ease-out |
+
+### Pillar 2: Visual Narrative
+
+| Phase | Duration Share | Purpose |
+|-------|--------------|---------|
+| Setup | 20-30% | Establish context, prepare viewer |
+| Action | 30-40% | Primary motion, hero moment |
+| Resolution | 30-40% | Settle, breathe, confirm |
+
+Even a 200ms tooltip fade has implicit setup→action→resolution.
+
+### Pillar 3: Motion Craft
+- Easing curves match emotional intent
+- Duration proportional to element size and distance
+- Arcs for organic, straight for mechanical
+- Secondary motion (shadows, related elements)
+- Nothing starts and stops all at once
+
+## Three Motion Layers
+
+| Layer | Role | Amplitude |
+|-------|------|-----------|
+| Primary | Main action viewer follows | 100% |
+| Secondary | Supporting richness | 30-50% |
+| Ambient | Background life | 10-20% |
+
+- Secondary offset 50-100ms from primary, different easing
+- Ambient is continuous/slow, never demands attention
+- Primary-only animation feels flat; always add secondary + ambient
+
+## The 1/3 Screen Rule
+No motion travels >1/3 screen without intermediate keyframe. Break with direction changes, speed shifts, or arc adjustments.
+
+## The Attention Budget
+- One hero motion per scene moment
+- Max 2-3 elements in active motion simultaneously
+- Ambient doesn't count against budget
+- Stagger rather than synchronize
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/director/decision-framework.md b/marketplace/playbooks/motion-design/skills/motion-design/director/decision-framework.md
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+# Decision Framework
+
+## The First Questions
+
+### 1. Purpose?
+
+| Purpose | Approach | Priority |
+|---------|----------|----------|
+| Draw attention | Scale, color, pulse | Responsiveness |
+| Guide sequence | Stagger, directional flow | Clarity |
+| Provide feedback | Immediate response | Speed |
+| Create atmosphere | Subtle, continuous | Subtlety |
+| Explain relationship | Position, connection | Legibility |
+| Celebrate/reward | Overshoot, particles | Delight |
+
+### 2. Audience?
+- Stressed → calm motion; Browsing → richer motion
+- Task-focused → fast, minimal; Exploring → can be dramatic
+- Seen 100x/day → fast, subtle; Seen once → can be dramatic
+
+### 3. Context?
+- Busy layout → simpler motion; Empty → can be dramatic
+- Other animations active → coordinate or stagger
+- Small container → small motion
+
+## 4-Level Decision Hierarchy
+
+### Level 1: Motion Category
+
+| Category | When |
+|----------|------|
+| Revealing | Content appearing |
+| Concealing | Content disappearing |
+| Transitioning | Between states/views |
+| Emphasizing | Drawing attention |
+| Responding | Reacting to interaction |
+| Ambient | Background atmosphere |
+
+### Level 2: Motion Personality
+Match to brand. See [motion-personality.md](motion-personality.md).
+
+### Level 3: Motion Direction
+
+| Direction | Communicates |
+|-----------|-------------|
+| Upward | Growth, aspiration |
+| Downward | Settling, completion |
+| Leftward | Regression, departure |
+| Rightward | Progression, arrival |
+| Outward (scale up) | Importance, emergence |
+| Inward (scale down) | Dismissal, removal |
+| Center-seeking | Focus, convergence |
+| Center-fleeing | Distribution, release |
+
+### Level 4: Implementation Properties
+Choose animated properties. See [property-selection.md](../reference/property-selection.md).
+
+## Decision Quick-Path
+
+```
+1. PURPOSE → What does this motion DO?
+ ├── Feedback → short, ease-out, minimal
+ ├── Entrance → ease-out, personality-matched
+ ├── Exit → ease-in, 70% of entrance
+ ├── Emphasis → scale or color pulse
+ └── Ambient → slow, continuous, sine
+
+2. PERSONALITY → Match keywords
+ ├── Fun/bouncy → Playful
+ ├── Elegant/luxury → Premium
+ ├── Clean/professional → Corporate
+ └── Bold/dynamic → Energetic
+
+3. PROPERTIES → Minimum needed (two = sweet spot)
+
+4. TIMING → Check duration table, adjust for distance/weight
+
+5. EASING → Entering=ease-out, Leaving=ease-in, On-screen=ease-in-out, Looping=sine
+```
+
+## Evaluation Before Delivery
+
+| Check | Question |
+|-------|----------|
+| Purpose | Clear function? |
+| Personality | Matches brand/context? |
+| Repetition | Fine on 100th viewing? |
+| Attention | Respects viewer's focus? |
+| Hierarchy | Reinforces importance? |
+| Layers | Primary + secondary + ambient? |
+| Timing | Duration appropriate? |
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/director/disney-principles.md b/marketplace/playbooks/motion-design/skills/motion-design/director/disney-principles.md
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+# Disney's 12 Principles — UI Adapted
+
+## 1. Squash and Stretch
+
+- Squash: scale ~[1.2, 0.8]; Stretch: ~[0.85, 1.15]
+- Impact: 2-4 frames (30-65ms); Recovery: 4-8 frames (65-130ms)
+- Preserve volume: width +20% → height decreases proportionally
+- Skip for premium/luxury brands
+
+## 2. Anticipation
+
+- Small motion opposite to main direction before action
+- Duration: 100-200ms, magnitude: 10-20% of main action
+- Button: scale down 3% before expanding; Card: shift 5-10px away first
+- Skip for micro-feedback (<150ms)
+
+## 3. Staging
+
+- Dim non-hero elements to 40-60% opacity; optional 2-4px blur
+- Hero enters 100-200ms after supporting elements
+- One primary action per timing beat
+
+## 4. Straight Ahead vs. Pose to Pose
+
+| Approach | Feel | Best For |
+|----------|------|----------|
+| Straight Ahead | Fluid, spontaneous | Particles, ambient, generative art |
+| Pose to Pose | Planned, controlled | UI transitions, state changes |
+
+## 5. Follow Through and Overlapping Action
+
+- Child delay: 50-150ms behind parent
+- Trailing elements: offset stop times by 100-200ms
+- Use spring easing for trailing parts (lower stiffness = more trailing)
+
+## 6. Slow In and Slow Out
+
+| Context | Easing | Why |
+|---------|--------|-----|
+| Entrance | ease-out | Arrives smoothly |
+| Exit | ease-in | Departs quickly |
+| On-screen | ease-in-out | Smooth journey |
+| Ambient loop | sine ease-in-out | Seamless |
+
+**NEVER** linear for spatial movement. Linear only for: rotation, progress bars, timers.
+
+## 7. Arcs
+
+- Add 10-20px perpendicular offset at path midpoint
+- Subtle (5px) for corporate, pronounced (20px+) for playful
+- Mechanical UIs can use straight paths intentionally
+
+## 8. Secondary Action
+
+- Amplitude: 30-50% of primary; timing: 50-100ms after primary
+- Different easing than primary
+- Examples: card enters → shadow grows; button presses → ripple expands
+
+## 9. Timing
+
+| Weight/Mood | Duration |
+|-------------|----------|
+| Heavy (modals, pages) | 400-800ms |
+| Light (tooltips, toggles) | 100-250ms |
+| Sad/serious | 600ms+ |
+| Happy/light | 200-400ms |
+| Urgent | 100-200ms |
+
+Enter-exit asymmetry: entrances 30-50% longer than exits.
+
+## 10. Exaggeration
+
+| Personality | Exaggeration |
+|-------------|-------------|
+| Playful | 15-25% |
+| Energetic | 20-30% |
+| Corporate | 0-5% |
+| Premium | 0% |
+
+- Scale overshoot: 10-30% beyond target; rotation: ±5-15°
+
+## 11. Solid Drawing
+
+- Maintain consistent proportions across keyframes
+- Use scale + rotation together for depth
+- Shadow behavior matches implied light source
+
+## 12. Appeal
+
+- Smooth curves over sharp angles; satisfying timing
+- Personality consistency across all elements
+- Appeal killers: jerky motion, inconsistent timing, abrupt stops, uniform animation
+
+## Combining Principles
+
+| Recipe | Principles Used |
+|--------|----------------|
+| Button press | Anticipation + Squash/Stretch + Follow-Through + Secondary + Timing |
+| Card entrance | Anticipation + Arcs + Slow In/Out + Follow-Through + Staging |
+| Success celebration | Exaggeration + Secondary + Timing + Squash/Stretch + Appeal |
+| Error shake | Timing + Slow In/Out + Staging (no exaggeration) |
+| Loading spinner | Timing + Slow In/Out + Appeal |
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/director/emotion-mapping.md b/marketplace/playbooks/motion-design/skills/motion-design/director/emotion-mapping.md
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+# Emotion-to-Motion Mapping
+
+## Core Table
+
+| Emotion | Character | Path | Easing | Duration |
+|---------|----------|------|--------|----------|
+| Joy/Delight | Bouncy, arcs, overshoot | Curved, upward | ease-out-back | 200-400ms |
+| Calm/Serenity | Smooth, flowing | Gentle curves | sine ease-in-out | 500-1000ms |
+| Urgency/Alert | Sharp, fast, direct | Straight lines | ease-out | 100-200ms |
+| Sadness/Weight | Slow, downward | Drooping curves | cubic ease-in-out | 600-1200ms |
+| Surprise/Impact | Sudden, expanding | Radial outward | ease-out-expo | 150-300ms |
+| Elegance/Grace | Slow, controlled | Long smooth arcs | (0.4, 0, 0.2, 1) | 400-700ms |
+| Playfulness | Bouncy, irregular | Arcs, squiggly | ease-out-back | 200-350ms |
+| Confidence | Direct, decisive | Straight, horizontal | ease-out | 200-400ms |
+| Curiosity | Exploratory, varied | Mixed, circular | varied | 300-500ms |
+| Tenderness | Soft, gentle | Very subtle curves | soft ease-in-out | 600-1000ms |
+
+## Path as Emotional Language
+
+| Path Type | Connotation |
+|-----------|------------|
+| Angular/sharp | Tense, urgent, mechanical |
+| Curved/smooth | Relaxed, friendly, organic |
+| Spiral | Playful, whimsical |
+| Straight diagonal | Dynamic, purposeful |
+| Vertical up | Growth, achievement |
+| Vertical down | Settling, gravity |
+| Horizontal | Journey, progress |
+| Radial outward | Explosion, release |
+| Radial inward | Focus, convergence |
+
+## Emotional Intensity
+
+| Intensity | Characteristics | When |
+|-----------|----------------|------|
+| Low | Subtle opacity, tiny shifts | Ambient, routine |
+| Medium | Visible but not demanding | Most UI interactions |
+| High | Demands attention, large displacement | Errors, celebrations, onboarding |
+
+## Color Psychology
+
+| Color | Emotion | Animation Pairing |
+|-------|---------|------------------|
+| Blue | Trust, calm | Smooth, medium transitions |
+| Green | Success, growth | Upward, expansion, gentle overshoot |
+| Red | Alert, urgency | Sharp, fast, horizontal shakes |
+| Orange | Energy, warmth | Bouncy, diagonal paths |
+| Purple | Premium, mystery | Slow reveals, elegant easing |
+| Yellow | Optimism, caution | Quick pulses |
+| Teal | Modern, clarity | Clean, snappy transitions |
+
+### Color Transition Rules
+- Success: transition TO green (don't start with it)
+- Error: flash red then settle (don't sustain)
+- Warning: pulse yellow/amber for urgency
+- Neutral: use opacity rather than color change
+
+## Context-Based Emotion Defaults
+
+| Context | Default Emotion |
+|---------|----------------|
+| Form success | Joy + Confidence |
+| Validation error | Mild urgency |
+| Page load | Calm + Confidence |
+| Navigation | Confidence |
+| Notification | Mild surprise |
+| Loading | Calm |
+| Onboarding | Curiosity + Delight |
+| Dashboard | Calm + Confidence |
+| Purchase complete | Joy + Confidence |
+| Delete/remove | Calm (respectful departure) |
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/director/motion-personality.md b/marketplace/playbooks/motion-design/skills/motion-design/director/motion-personality.md
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+# Motion Personality
+
+## Four Archetypes
+
+### Playful
+
+| Parameter | Value |
+|-----------|-------|
+| Duration | 150-300ms |
+| Easing | ease-out-back / bouncy springs |
+| Overshoot | 10-20% |
+| Paths | Arcs and curves, never straight |
+| Squash-stretch | Yes, on impacts |
+
+Signature: bounce settle, squash-stretch on press, rotation wobble, bright color pops, varied stagger timing.
+Use for: children's apps, casual games, social media, celebrations, onboarding, creative tools.
+
+### Premium / Luxury
+
+| Parameter | Value |
+|-----------|-------|
+| Duration | 350-600ms |
+| Easing | cubic-bezier(0.4, 0, 0.2, 1) |
+| Overshoot | 0% |
+| Paths | Smooth curves, subtle parallax |
+| Squash-stretch | Never |
+
+Signature: slow fades, subtle scale (98%→100%), generous pauses, minimal properties (opacity+one), ultra-smooth.
+Use for: fashion, finance, luxury brands, premium SaaS, portfolios, editorial.
+
+### Corporate / Professional
+
+| Parameter | Value |
+|-----------|-------|
+| Duration | 200-400ms |
+| Easing | cubic-bezier(0.2, 0, 0, 1) |
+| Overshoot | 0-3% |
+| Paths | Mostly straight, small arcs for emphasis |
+| Squash-stretch | No |
+
+Signature: consistent timing, clear state transitions, functional motion, predictable patterns, uniform stagger.
+Use for: enterprise, dashboards, business tools, admin, healthcare, banking.
+
+### Energetic / Dynamic
+
+| Parameter | Value |
+|-----------|-------|
+| Duration | 100-250ms |
+| Easing | ease-out-expo / elastic |
+| Overshoot | 15-30% |
+| Paths | Dramatic arcs, large displacement, diagonal |
+| Squash-stretch | Yes, exaggerated |
+
+Signature: large scale changes (50-150%), fast color transitions, particle bursts, accelerating stagger, bold edge entrances.
+Use for: gaming, sports, music, events, marketing, fitness apps.
+
+## Keyword Matching
+
+| Keywords | Archetype |
+|----------|-----------|
+| fun, whimsical, bouncy, cute, friendly | Playful |
+| elegant, minimal, luxury, sophisticated | Premium |
+| clean, professional, business, dashboard | Corporate |
+| dynamic, energetic, bold, exciting | Energetic |
+| (unspecified) + UI | Corporate (default) |
+| (unspecified) + illustration | Playful (default) |
+
+## Brand Motion Identity
+
+Define three constants for recognizable motion:
+
+### 1. Signature Easing (80% of animations)
+Playful: ease-out-back | Premium: (0.4,0,0.2,1) | Corporate: (0.2,0,0,1) | Energetic: ease-out-expo
+
+### 2. Duration Palette
+
+| Tier | Playful | Premium | Corporate | Energetic |
+|------|---------|---------|-----------|-----------|
+| Quick | 150ms | 350ms | 200ms | 100ms |
+| Standard | 250ms | 500ms | 300ms | 180ms |
+| Slow | 400ms | 800ms | 450ms | 300ms |
+
+### 3. Entrance Pattern
+Playful: bounce up from below | Premium: slow fade + scale 98%→100% | Corporate: slide right + opacity | Energetic: snap from edge + overshoot
+
+## Mixing Archetypes
+- 90% primary archetype; specific moments can borrow another
+- Ease into personality shifts, don't snap
+- Example: corporate dashboard borrows Playful for success state only
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/director/narrative-structure.md b/marketplace/playbooks/motion-design/skills/motion-design/director/narrative-structure.md
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+# Narrative Structure
+
+## Four-Act Structure
+
+### Act 1: Anticipation (10-20%)
+- Wind-up: small motion opposite to main direction
+- Gathering: elements pull together before dispersing
+- Dimming: context fades for focus; Tension: hold compressed ~50ms
+- Skip for <150ms interactions and hover states
+
+### Act 2: Action (30-50%)
+Peak energy. The primary communicative motion.
+- Fast+direct (sharp easing) → alerts
+- Smooth+flowing (gentle easing, curves) → transitions
+- Explosive+expanding (expo, radial) → celebrations
+- Controlled+precise (linear-ish) → data charts
+
+### Act 3: Reaction (10-20%)
+- Shadows adjust: 50-100ms after primary
+- Siblings shift: 50-150ms after primary
+- Environment ripples: 100-200ms after primary
+- Counter-motion: simultaneous with action
+- Skip for simple toggles/checkboxes
+
+### Act 4: Resolution (20-30%)
+- Overshoot settle (spring/back-easing); opacity reaches final (ease-out)
+- 100-200ms breathing room before next motion
+- Even 50ms of settling transforms the feel
+
+## Scaling to Duration
+
+| Total | Anticipation | Action | Reaction | Resolution |
+|-------|-------------|--------|----------|------------|
+| 100-200ms | skip | 60-70% | skip | 30-40% |
+| 200-400ms | 10-15% | 40-50% | 10-15% | 25-30% |
+| 400-800ms | 15-20% | 30-40% | 15-20% | 20-25% |
+| 800ms+ | 20% | 30-35% | 15-20% | 25-30% |
+
+## Multi-Beat Narratives
+
+Transitions: overlap (fluid) | sequential (clear) | simultaneous (parallel)
+
+Progressions:
+- **Build-Up**: low → rising → peak → settling
+- **Cycle**: depart → peak → return → repeat
+- **Impact**: sudden action → ripple → slow settle
+
+## By Personality
+
+| Personality | Anticipation | Action | Resolution |
+|------------|-------------|--------|------------|
+| Playful | Exaggerated wind-up | Bouncy, overshoot | Wobble settle |
+| Premium | Subtle tension | Smooth, controlled | Elegant ease |
+| Corporate | Minimal/none | Direct, efficient | Clean stop |
+| Energetic | Quick gather | Explosive | Fast snap |
+
+## Common Patterns
+
+- **Reveal**: tension (dim, scale 95%) → emerge (100%, full opacity) → surroundings adjust → settled
+- **Departure**: gather (scale 98%) → exit → close gap → layout settles
+- **Transformation**: destabilize (vibration) → morph → secondary appears → new state breathing
+- **Celebration**: compress (50-100ms) → burst (scale, particles) → settle → calm with positive state
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/patterns/ambient-continuous.md b/marketplace/playbooks/motion-design/skills/motion-design/patterns/ambient-continuous.md
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+# Ambient & Continuous Patterns
+
+Ambient amplitude: 10-20% of primary motion. Never compete for attention.
+
+## Breathing / Pulse
+
+- Scale oscillation 0.98-1.02, sine ease-in-out, 2000-4000ms/cycle
+- Alt: opacity oscillation 0.7-1.0
+
+| Context | Scale Range | Duration | Opacity Range |
+|---------|-----------|----------|--------------|
+| Active indicator | 0.95-1.05 | 2000ms | 0.6-1.0 |
+| Waiting/idle | 0.98-1.02 | 3000ms | 0.8-1.0 |
+| Background element | 0.99-1.01 | 4000ms | 0.9-1.0 |
+| CTA attention | 0.97-1.03 | 2500ms | 0.7-1.0 |
+
+Pulsing >±5% scale becomes attention-demanding.
+
+## Floating / Hovering
+
+- Y position ±5-15px, sine ease-in-out, 3000-5000ms/cycle
+- Optional: slight rotation ±2-3°, offset 30% of position cycle
+
+**Layered floating** (multiple elements — different durations prevent sync):
+- Element 1: 4000ms, ±10px
+- Element 2: 5500ms, ±8px (offset 30%)
+- Element 3: 3500ms, ±12px (offset 60%)
+
+## Gradient Shift
+
+- Background-position or gradient angle shift
+- Duration: 8000-20000ms/cycle; range: ±10-20% position or ±15° angle
+- Easing: linear or sine; should be imperceptible at a glance
+
+## Parallax
+
+| Layer | Speed Ratio | Content |
+|-------|------------|---------|
+| Foreground | 1.0x | Interactive, text |
+| Midground | 0.5x | Decorative, cards |
+| Background | 0.2x | Patterns, scenery |
+| Deep background | 0.1x | Texture, atmospheric |
+
+**Scroll-driven**: total displacement <100px; avoid on mobile; never parallax text
+**Mouse-driven**: foreground 10-20px max, background 5-10px opposite direction, 100-200ms interpolation
+
+## Continuous Rotation
+
+- Spinners: linear easing, 1000-2000ms/revolution
+
+| Variant | Speed | Use Case |
+|---------|-------|----------|
+| Slow spin | 10-30s/rev | Background decoration |
+| Gear-like | 3-5s/rev | Technical/mechanical |
+| Orbital | 5-15s/rev | Space/science theme |
+| Wobble | 2-4s/cycle, sine | Playful idle |
+
+## Shimmer / Gleam
+
+- Gradient sweep left-to-right, 1500-2500ms/sweep
+- Pause 2000-5000ms between sweeps
+- Opacity gradient: 0%→30%→0%
+- Use for: skeleton loading, premium accents, "new" badges
+
+## Particle Ambient
+
+### Snow/Falling: 10-20 elements, 20-60px/s down, ±10-20px drift, 3-8px, 30-70% opacity
+### Dust/Motes: 5-10 elements, 10-30px/s mixed, 2-5px, 20-50% opacity
+### Sparkle/Stars: 8-15 elements, opacity pulse 0→100%→0, 500-1500ms/sparkle, random stagger
+
+**Performance**: <20 ambient elements, transform+opacity only, larger/fewer over small/numerous
+
+## Combining Ambient Layers
+
+| Layer | Type | Example |
+|-------|------|---------|
+| Background | Gradient shift or parallax | Slow color temperature change |
+| Midground | Floating or particles | Gentle floating elements |
+| Foreground | Breathing or shimmer | Subtle pulse on content |
+
+Total ambient: max 20% of primary motion's visual energy.
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/patterns/entrance-exit.md b/marketplace/playbooks/motion-design/skills/motion-design/patterns/entrance-exit.md
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+# Entrance & Exit Patterns
+
+## Entrance Strategies
+
+### 1. Direct Entrance (Slide In)
+- Position + opacity; offset 20-40px + opacity 0 → final position + opacity 1
+- Easing: ease-out; duration 200-350ms
+
+| Personality | Offset | Easing | Overshoot |
+|------------|--------|--------|-----------|
+| Playful | 30-50px | ease-out-back | 10-15% |
+| Premium | 15-25px | (0.4, 0, 0.2, 1) | 0% |
+| Corporate | 20-30px | (0.2, 0, 0, 1) | 0-3% |
+| Energetic | 40-80px | ease-out-expo | 15-25% |
+
+Direction: below=arrival, right=forward, left=back, above=dropdown/authority.
+
+### 2. Emergent Entrance (Scale In)
+- Scale + opacity; start 85-95% + opacity 0 → 100% + opacity 1
+- Duration 250-400ms
+
+| Personality | Start Scale | Easing | Overshoot |
+|------------|------------|--------|-----------|
+| Playful | 70-80% | ease-out-back | 10-20% |
+| Premium | 95-98% | (0.4, 0, 0.2, 1) | 0% |
+| Corporate | 90-95% | (0.2, 0, 0, 1) | 0-3% |
+| Energetic | 50-70% | ease-out-expo | 15-30% |
+
+Best for: modals, dialogs, notifications, popovers, tooltips.
+
+### 3. Reveal Entrance (Clip/Mask)
+- clip-path or mask + opacity; 300-500ms, ease-out
+- Directions: top-to-bottom (dramatic), L-to-R (reading order), center-out (focus), edge-in (contained)
+
+### 4. Assembled Entrance (Multi-Part)
+- Parts arrive from different positions; stagger 50-100ms; total 300-600ms
+- Best for: icon assembly, logo builds, data viz construction
+
+## Exit Strategies
+
+**Rule**: Exits = 65-75% of entrance duration.
+
+### 1. Direct Exit (Slide Out)
+- Offset 20-40px + opacity 0; ease-in; 150-250ms
+
+### 2. Dissolve Exit (Fade Out)
+- Opacity (+ optional scale to 98%); ease-in; 150-250ms
+- Best for: gentle departures, backgrounding, crossfades
+
+### 3. Collapse Exit (Shrink Out)
+- Scale 85-95% + opacity 0; ease-in; 150-250ms
+- Best for: deletion, closing modals, dismissal
+
+### 4. Transfer Exit (Move Away)
+- Position toward destination + scale shrink; ease-in-out; 250-400ms
+- Best for: add-to-cart, save-to-collection, move-to-folder
+
+## Entrance-Exit Continuity
+- Eye follows naturally from exit to entrance
+- Exit point near entry point when possible
+- 100-150ms timing overlap between exit and entrance
+- Same easing family for paired entrance-exit
+
+## Common Recipes
+
+### Notification Slide-In
+1. Slide from right + opacity (250ms, ease-out)
+2. Overshoot 3-5% (corporate) or 10-15% (playful)
+3. Icon appears (100ms, 50ms delay)
+
+### Toast Dismiss
+1. Slide toward edge + opacity (180ms, ease-in)
+2. Remaining toasts shift up (200ms, ease-in-out)
+
+### Dropdown Open
+1. Scale Y 0→100% (200ms, ease-out)
+2. Items stagger fade in (30ms apart, 50ms after container)
+
+### Page Transition (Forward)
+1. Current page slides left + fades (300ms, ease-in)
+2. New page from right + fades in (400ms, ease-out, 100ms delay)
+3. Shared elements morph (400ms, ease-in-out)
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/patterns/multi-element.md b/marketplace/playbooks/motion-design/skills/motion-design/patterns/multi-element.md
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+# Multi-Element Patterns
+
+## Stagger Recipes
+
+### List Items
+- Slide up 20px + fade (200ms, ease-out); stagger 40-60ms; total <400ms for 8 items
+
+| Personality | Duration | Stagger | Easing |
+|------------|---------|---------|--------|
+| Playful | 250ms | 60ms | ease-out-back |
+| Premium | 350ms | 80ms | (0.4, 0, 0.2, 1) |
+| Corporate | 200ms | 50ms | (0.2, 0, 0, 1) |
+| Energetic | 150ms | 30ms | ease-out-expo |
+
+### Grid Cards
+- Scale from 95% + fade (250ms, ease-out); stagger 50-80ms reading order; +20ms per new row
+- Shadow 50ms after card. Alt patterns: center-out, column-first, random
+
+### Navigation Items
+- Slide from side + fade (180ms, ease-out); stagger 30-50ms; total <300ms
+
+### Dashboard Widgets
+```
+0ms — Skeletons visible
+100ms — Hero metric (250ms, ease-out)
+200ms — Widgets begin (200ms each, 60ms stagger)
+350ms — Hero complete, chart draws (300ms)
+500ms — All landed
+650ms — Ambient pulse begins
+```
+
+## Coordinated Sequences
+
+### Modal with Content
+0ms: backdrop dims (200ms) → 50ms: modal scales 95%→100% (300ms) → 200ms: title → 280ms: body → 350ms: buttons → 400ms: close button. Content in reading order.
+
+### Tab Switch
+0ms: indicator slides (250ms, ease-in-out) + old fades (150ms) → 100ms: new content from tab direction (200ms) → 150ms: elements stagger (40ms)
+
+### Accordion
+Expand: arrow rotates (150ms) + height expands (250ms) + content fades at 50ms (200ms); siblings shift (200ms). Collapse: reverse, ease-in.
+
+### Page Transition
+Current slides left+fades (300ms, ease-in) → new from right (400ms, ease-out, 100ms delay) → hero scales in → content staggers (50ms). Optional shared element morph (400ms).
+
+### Drag and Drop
+Drag: lift (scale 1.03, 150ms); others shift (200ms). Drop: settle (scale 1.0, 200ms); gaps close.
+
+## Choreography Rules
+
+### Timing Overlap
+0%=methodical | 25%=brisk (standard) | 50%=fluid | 75%=rapid (energetic)
+
+### Group Rules
+- Same easing family; different durations/delays fine
+- Exception: secondary/ambient can differ
+
+### Shared Origin
+Motion from trigger point; closer=first; farther=more delay
+
+### Counter-Motion
+
+| Hero Does | Counter-Motion |
+|-----------|---------------|
+| Slides right | Background left (20-30%) |
+| Scales up | Shadow spreads |
+| Lifts up | Shadow drops+softens |
+| Rotates CW | Ambient CCW |
+| Expands | Siblings compress |
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/patterns/state-feedback.md b/marketplace/playbooks/motion-design/skills/motion-design/patterns/state-feedback.md
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+# State & Feedback Patterns
+
+## Button Press
+
+### Playful
+- Press: scale 0.95 (60ms, ease-out); Release: overshoot 1.05 (80ms); Settle: 1.0 (120ms, spring)
+- Secondary: shadow shrinks/grows; color darkens/brightens. Total ~260ms
+
+### Premium
+- Press: scale 0.98 (80ms); Release: 1.0 (150ms, no overshoot)
+- Opacity dims to 90% on press. Total ~230ms
+
+### Corporate
+- Press: scale 0.97 (60ms); Release: 1.0 (100ms); overshoot 0-2%
+- Background darkens 10%. Total ~160ms
+
+## Hover States
+
+| Element | Effect | Duration |
+|---------|--------|----------|
+| Button | Scale 1.02-1.05 | <100ms |
+| Card | Scale 1.01-1.02 + shadow lift | <100ms |
+| Link | Color change + underline | <100ms |
+| Icon | Scale 1.1 + rotation 2-5° | <100ms |
+| Image | Scale 1.03 (overflow hidden) | 150ms |
+
+Hover enter <100ms; hover exit 150-200ms (slower = polished).
+
+## Toggle / Switch
+- Thumb slides (120-180ms, ease-in-out); track color transitions simultaneously
+- Slight squash in movement direction
+- Playful: bounce at destination; Premium: smooth, no overshoot
+
+## Success State
+
+### Checkmark Success
+1. Container: scale 0.9→1.0 (200ms, ease-out-back, 5-10% overshoot)
+2. Checkmark: stroke draw (150ms, ease-out, 100ms delay)
+3. Color: to green (200ms); ambient glow/particles (300ms)
+4. Total: 400-500ms
+
+### Confirmation Badge
+1. Badge scales from 0 (200ms, ease-out-back)
+2. Text fades in (150ms, 50ms delay)
+3. Background pulse (300ms, sine)
+
+### Payment Success
+1. Spinner → checkmark crossfade (200ms)
+2. Checkmark draws (200ms); container → success color (200ms)
+3. Text fades in (200ms, 100ms delay); optional confetti (300-500ms)
+
+## Error State
+
+### Error Shake
+- Horizontal oscillation ±10-15px, 2-3 cycles decreasing amplitude
+- ease-in-out, 300-400ms total; red tint; no overshoot; settles at origin
+
+### Inline Validation
+1. Error text slides down + fades in (200ms)
+2. Border → red (150ms); icon scales in (150ms, 50ms delay)
+3. Optional single shake (200ms)
+
+### Form Submission Error
+1. Button returns to normal (200ms)
+2. Error message slides in (250ms)
+3. Affected fields highlight red (150ms, staggered 30ms)
+4. Smooth scroll to first error (300ms, ease-in-out)
+
+## Loading States
+
+### Spinner
+- Continuous 360°, linear, 1000-1500ms/rev; optional breathing pulse (2-3s)
+
+### Skeleton
+- Gradient sweep L→R, 1500-2000ms; base 10-20% opacity, peak 30-40%
+
+### Progress Bar
+- Width/transform, ease-in-out; optional color milestones + shimmer
+
+### Indeterminate
+- Oscillating position/width, 1500-2500ms, ease-in-out; continuous, never frantic
+
+## Warning State
+1. Yellow/amber border (150ms)
+2. Warning icon scales in (150ms, subtle overshoot)
+3. Optional icon pulse (2-3s, sine); text fades in (200ms, 50ms delay)
+
+## Disabled / Enabled
+
+- **Disabling**: opacity to 50-60% (200ms); optional scale to 98%
+- **Enabling**: opacity to 100% (200ms); optional scale pulse 98%→100%
+
+## Focus States
+- Focus ring: scale 95%→100% + opacity (150ms)
+- Card focus: scale 1.01, shadow increase (150ms)
+- Tab nav focus: <100ms; must work with reduced-motion
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/reference/property-selection.md b/marketplace/playbooks/motion-design/skills/motion-design/reference/property-selection.md
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+# Property Selection
+
+## Position
+
+| Direction | Meaning |
+|-----------|---------|
+| Upward | Growth, improvement, aspiration |
+| Downward | Settling, completion, grounding |
+| Leftward | Regression, backward, departure |
+| Rightward | Progression, forward, arrival |
+| Toward center | Focus, convergence |
+| Away from center | Distribution, expansion |
+
+## Scale
+
+| Direction | Meaning |
+|-----------|---------|
+| Scale up | Importance, activation, proximity |
+| Scale down | Deprioritization, distance |
+| Pulse | Attention, heartbeat, life |
+| Breathing | Presence, waiting |
+
+## Rotation
+
+| Range | Meaning |
+|-------|---------|
+| Small (5-15°) | Subtle adjustment |
+| Medium (45-90°) | Transformation |
+| Full (360°) | Completion, processing |
+| Continuous | Ongoing activity |
+
+## Opacity
+
+| Direction | Meaning |
+|-----------|---------|
+| Fade in | Arrival, enablement |
+| Fade out | Departure, disablement |
+| Partial | Secondary, disabled state |
+
+**Rule**: NEVER opacity alone for important state changes. Combine with position or scale.
+
+## Color
+
+| Transition | Meaning |
+|-----------|---------|
+| To green | Success, go |
+| To red | Error, stop |
+| To blue | Trust, active |
+| To gray | Disabled, inactive |
+| Brightening | Activation, focus |
+| Dimming | Deactivation, background |
+
+## Combined Properties
+
+| Combination | Best For |
+|-------------|----------|
+| Position + Opacity | Content appearing/disappearing |
+| Scale + Opacity | Cards, modals, notifications |
+| Position + Scale | Selected items, focused content |
+| Rotation + Scale | Celebrations, playful activation |
+| Position + Rotation | Organic transitions |
+| Color + Scale | State emphasis |
+
+Primary property carries meaning; secondary adds polish. Two properties is the sweet spot.
+
+## Property Selection by Goal
+
+| Goal | Primary | Secondary | Avoid |
+|------|---------|-----------|-------|
+| Entrance | position | opacity | rotation |
+| Exit | position | opacity | scale up |
+| Button press | scale | color | position |
+| Hover | scale or color | opacity | position |
+| Success | scale | color + opacity | position |
+| Error | position (shake) | color | scale |
+| Loading | rotation | opacity | position |
+| Toggle | position | color | rotation |
+| Notification | position + scale | opacity | rotation |
+| Delete | scale + opacity | position | grow |
+| Selection | scale | color, opacity | rotation |
+| Progress | position or scale | color | opacity |
+
+## Performance
+
+| Property | Performance |
+|----------|-------------|
+| transform (translate, scale, rotate) | Excellent — GPU-accelerated |
+| opacity | Excellent — GPU-accelerated |
+| color / background-color | Good — triggers paint |
+| clip-path | Good — GPU on modern browsers |
+| width / height | Poor — triggers layout |
+| margin / padding | Poor — triggers layout |
+| box-shadow | Poor — expensive paint |
+
+**Rule**: Prefer transform + opacity for all motion.
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/reference/quality-checklist.md b/marketplace/playbooks/motion-design/skills/motion-design/reference/quality-checklist.md
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+# Quality Checklist
+
+## Visual Quality
+- [ ] Elements >40px for motion, >100px for detail
+- [ ] Readable at full speed without slow-motion
+- [ ] Clear primary, secondary, ambient layers
+- [ ] Counter-motion for balance where needed
+- [ ] Natural arcs (unless intentionally mechanical)
+- [ ] 1/3 rule (distance): no unbroken motion >1/3 container
+- [ ] 1/3 rule (density): max 1/3 elements active simultaneously
+
+## Technical Quality
+- [ ] No linear easing on spatial movement
+- [ ] Duration matches element type table
+- [ ] Ease-out entrances, ease-in exits
+- [ ] Duration proportional to distance
+- [ ] Entrance duration >= exit duration
+- [ ] Not opacity-only for important state changes
+- [ ] Stagger total <500ms
+- [ ] Follow-through: child elements offset 50-150ms
+
+## Emotional Quality
+- [ ] Target emotion identified before properties
+- [ ] Personality archetype matches brand
+- [ ] Setup → action → resolution structure
+- [ ] Intensity matches interaction importance
+- [ ] Consistent: same interaction = same motion
+- [ ] Appropriate on 100th viewing
+
+## Performance Quality
+- [ ] Primary motion uses transform + opacity
+- [ ] <20 animated elements per viewport
+- [ ] No layout-triggering properties animated
+- [ ] Elements staggered, not simultaneous
+- [ ] Maintains 60fps (30fps acceptable for ambient)
+
+## Accessibility Quality
+- [ ] prefers-reduced-motion alternative provided
+- [ ] No vestibular triggers without alternative
+- [ ] Same interaction = same animation
+- [ ] Critical info not motion-only
+- [ ] Animations >5s are pausable
+
+## Severity Tiers
+
+### CRITICAL
+- Linear easing on spatial movement
+- Opacity-only for important states
+- Exceeds 1/3 screen rule
+- Missing primary layer
+- Stagger >500ms
+- Layout property animation causing jank
+
+### HIGH
+- Missing secondary layer
+- Duration mismatch with element type
+- Wrong directional easing
+- Inconsistent personality
+- No follow-through
+- Missing reduced-motion alternative
+
+### MEDIUM
+- Missing ambient layer
+- No anticipation phase
+- Overshoot mismatch
+- Could use better arcs
+- Missing counter-motion
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/reference/timing-easing-tables.md b/marketplace/playbooks/motion-design/skills/motion-design/reference/timing-easing-tables.md
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+# Timing & Easing Tables
+
+## Duration by Element Type
+
+| Element | Duration |
+|---------|----------|
+| Tooltip / micro-feedback | 80-120ms |
+| Button / toggle | 120-180ms |
+| Icon transition | 150-250ms |
+| Card enter/exit | 200-350ms |
+| Modal / dialog | 300-400ms |
+| Page transition | 400-600ms |
+| Dramatic reveal | 600-1200ms |
+| Ambient | 2000-20000ms |
+
+## Distance-Duration Scaling
+
+50px=0.8x | 100px=1.0x | 200px=1.3x | 300px=1.5x | 400px=1.6x | Full screen=1.8-2.0x
+
+## Enter vs. Exit
+Entrance = base (100%). Exit = 65-75% of entrance.
+
+## Interactive Feedback
+
+| Interaction | Max Latency |
+|------------|-------------|
+| Hover | <100ms |
+| Press/tap | <150ms |
+| Release/settle | 200-300ms |
+| Error shake | 300-400ms |
+| Long press | 500-800ms |
+| Drag start | <50ms |
+
+## Duration by Personality
+
+| Personality | Quick | Standard | Slow |
+|------------|-------|----------|------|
+| Playful | 150ms | 250ms | 400ms |
+| Premium | 350ms | 500ms | 800ms |
+| Corporate | 200ms | 300ms | 450ms |
+| Energetic | 100ms | 180ms | 300ms |
+
+## Easing: Directional Rules
+
+Entrance=ease-out | Exit=ease-in | On-screen=ease-in-out | Looping=sine | Rotation/progress=linear
+
+## Easing: Industry Standards
+
+| Name | Cubic Bezier | Use |
+|------|-------------|-----|
+| MD3 Standard | (0.2, 0, 0, 1) | Default on-screen |
+| MD3 Emphasized | (0.05, 0.7, 0.1, 1) | Entrances |
+| MD3 Accelerate | (0.3, 0, 1, 1) | Exits |
+| MD3 Decelerate | (0, 0, 0, 1) | Entering |
+| Apple HIG | (0.25, 0.1, 0.25, 1) | iOS default |
+| Apple Spring | stiffness:300 damping:20 | Interactive |
+| Snappy UI | (0.2, 0, 0, 1) | Fast, decisive |
+| Gentle float | (0.4, 0, 0.2, 1) | Ambient |
+| Bounce settle | (0.175, 0.885, 0.32, 1.275) | Playful |
+| Elastic snap | (0.68, -0.55, 0.265, 1.55) | Dramatic |
+
+## Material-Based Easing
+
+| Material | Duration Scale | Overshoot |
+|----------|---------------|-----------|
+| Rigid (metal) | 1.2x | 0% |
+| Elastic (rubber) | 0.8x | 15-25% |
+| Fluid (water) | 1.5x | 5% |
+| Paper (cards) | 1.0x | 3-5% |
+| Gas (smoke) | 2.0x | 0% |
+| Glass | 0.9x | 0% |
+
+## Spring Parameters
+
+| Feel | Stiffness | Damping |
+|------|-----------|---------|
+| Very stiff | 400+ | 25-30 |
+| Standard | 250-350 | 18-24 |
+| Bouncy | 150-250 | 10-15 |
+| Very bouncy | 100-200 | 5-10 |
+| Gentle | 100-150 | 20-25 |
+
+Damping: <1.0=oscillates, 1.0=fastest no-oscillation, >1.0=slow settle.
+
+## Stagger Patterns
+
+| Pattern | Delay | Budget |
+|---------|------|--------|
+| Micro cascade | 20-40ms | <200ms |
+| Standard | 50-100ms | <400ms |
+| Dramatic | 100-200ms | <600ms |
+| Wave | 30-60ms | <500ms |
+
+Direction: top-to-bottom (lists) | L-to-R (horizontal) | center-out (hero) | random (organic) | reverse (exits)
+
+Total stagger MUST stay <500ms.
+
+## Overshoot Budget
+
+| Context | Overshoot |
+|---------|-----------|
+| Success | 5-10% |
+| Error | 0% |
+| Feedback | 2-5% |
+| Celebration | 15-25% |
+| Premium | 0% |
diff --git a/marketplace/playbooks/motion-design/skills/motion-design/reference/troubleshooting.md b/marketplace/playbooks/motion-design/skills/motion-design/reference/troubleshooting.md
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+# Troubleshooting
+
+## Looks Robotic
+- Linear easing → use ease-out (entrance) or ease-in-out
+- Straight paths → add 10-20px arc at midpoint
+- Uniform timing → stagger 50-100ms between elements
+- Everything synced → offset start/stop 50-150ms
+- No secondary → add shadow, icon reaction, ambient
+
+## Feels Too Slow
+- Duration exceeds type budget → check duration table
+- ease-in-out when ease-out works → ease-out feels faster
+- Too much anticipation → reduce to 10% or remove
+- Stagger exceeded → total <500ms
+- Overshoot settle too long → increase damping
+
+## Feels Too Fast / Jarring
+- Duration below minimum → modals 300ms+, pages 400ms+
+- No easing → add ease-out minimum
+- Missing resolution → add 50-100ms settle
+- No anticipation on large motion → add 100-200ms wind-up
+
+## Feels Cheap / Flat
+- Only primary motion → add secondary + ambient
+- Opacity-only → combine with position or scale
+- Same easing everywhere → vary primary vs secondary
+- No follow-through → child elements trail 50-150ms
+- No overshoot → add 3-10%
+
+## Too Distracting
+- Too many moving → 1/3 rule
+- Amplitude too large → reduce to minimum
+- Competing heroes → one per moment, dim rest
+- Ambient too prominent → 10-20% amplitude, slower
+- No breathing room → 100-200ms pause between beats
+
+## No Personality
+- Default easing → apply archetype's signature
+- Same duration for all → use personality palette
+- No consistent entrance → define one for project
+- Mixed archetypes → pick one for 90%+
+
+## Inconsistent Feel
+- Different easing same-type → standardize per motion type
+- Duration varies same type → use palette consistently
+- Entry direction changes → one origin everywhere
+- Overshoot inconsistent → apply rules consistently
+
+## Performance (Dropped Frames)
+- Animating width/height/margin → use transform
+- Too many elements → <20 per viewport
+- Complex shadows/filters → simplify or pre-render
+- No GPU acceleration → transform + opacity
+- All simultaneous → stagger to spread load
+
+## Quick Diagnostic
+
+1. No linear on spatial movement
+2. Duration matches element type
+3. Primary + secondary layers
+4. Consistent personality
+5. Directional easing correct
+6. 1/3 screen rule
+7. 1/3 element rule
+8. Follow-through present
+9. Every motion has purpose
+10. Fine on 100th viewing
+
+## Personality Mistakes
+- **Playful**: overshoot >25% = broken; not everything bounces; short+bounce = glitchy
+- **Premium**: too subtle = invisible; too slow = waiting; zero = broken
+- **Corporate**: too conservative = boring; playful easing breaks trust; identical = monotonous
+- **Energetic**: max everywhere = nothing stands out; too many particles; no settle = chaos