generative-motionlisted
Install: claude install-skill jangles-byte/atelier
# Generative Motion
The gap between a generative sketch and a generative *artwork* is almost never the
algorithm — the algorithms are public and short. It is art direction: what the colour
means, where the density sits, how slowly it evolves, and what you left out.
A tutorial renders the algorithm. A piece renders a decision.
## Workflow
1. **Write the intent first**, in two or three sentences: what the system *is* (embers on
a thermal, ink in water, a colony finding food), what the viewer should feel, and the
one property that earns colour. Skipping this is what produces rainbow noise.
The `design-direction` skill's philosophy format applies directly.
2. **Pick the system** from [references/systems.md](references/systems.md) — each entry
has the equations, the parameter ranges that actually look good, and its failure mode.
Its numbers are machine-checked: `validate/attractors.py` and `validate/gray_scott.py`
verify every attractor seed and reaction–diffusion pair on CPU in seconds. Run them
after changing any value, and use them to find your own.
3. **Build the field and the motion** with
[references/noise-and-fields.md](references/noise-and-fields.md) — noise, fbm, domain
warping, curl. Most beautiful motion is a field being sampled.
4. **Decide CPU or GPU early** with [references/gpu-and-shaders.md](references/gpu-and-shaders.md).
This is architectural, not an optimisation — some systems simply do not express
themselves below a populati