Skill

Generate claymorphism UI components across platforms

Design-style skill for Claymorphism: soft, bubbly claymation-like UI with double inner shadows, pastel colors, and bouncy motion.

Works with swiftuiflutterreact nativejetpack compose

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Updated 27 days ago
Version 13.5.0

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Why it matters

Implement soft, 3D clay-style UI elements with signature double inner shadows, rounded corners, and bouncy animations across web and mobile platforms. This skill produces production-ready code for SwiftUI, Flutter, React Native, Jetpack Compose, and CSS that creates the distinctive inflated, approachable aesthetic of claymorphism design.

Outcomes

What it gets done

01

Apply double inner shadow technique with top-left highlight and bottom-right depth for 3D clay volume

02

Generate rounded, bouncy components with spring animations and elastic curves for tactile interaction

03

Implement pastel color palettes with proper contrast separation from backgrounds

04

Create cross-platform code with outer drop shadows and gradient border overlays for clay effect

Install

Add it to your toolbox

Run in your project directory:

curl -fsSL https://spark.entire.vc/get/ag-claymorphism | bash

Overview

Claymorphism

A design-style skill for Claymorphism - soft, bubbly, claymation-like elements built from layered inner and outer shadows, continuous curves, and bouncy motion - with matching Web CSS and SwiftUI implementations. Use it for kids' apps, wellness products, or playful consumer tools that want a soft, tactile, approachable feel rather than a sleek or corporate aesthetic.

What it does

Claymorphism is a design-style child skill ('like interacting with a pristine digital claymation set - soft, bubbly, and incredibly approachable'), part of the design-it family and not meant to be triggered directly. Three core principles: Fluffy 3D Volume (elements look like inflated balloons or soft clay blocks), Double Inner Shadows (the signature technique - an inset light shadow top-left plus an inset dark shadow bottom-right, giving 3D volume to a solid shape), and Continuous Curves (maximum border-radius, no sharp edges anywhere).

When to use - and when NOT to

Use it when the user's request matches this soft, friendly, bubbly aesthetic - kids' apps, wellness products, or playful consumer tools that want to feel approachable rather than sleek. As a design sub-style, it's selected by the parent design-it skill's routing rather than invoked on its own.

Inputs and outputs

Visual DNA thrives on pastels and bright, friendly hues (Desert Mirage, Earth-Grounded Elegance, or custom pastel palettes), playful thick rounded fonts (Sniglet, Fredoka One, Nunito), and "squicle" shapes (squares with heavily rounded, continuous corners) plus perfect circles. Claymorphism is explicitly distinct from Neumorphism: clay elements detach from the background with a real drop shadow and use contrasting colors, layering three shadows on one element - an outer drop shadow for detachment, an inner dark shadow bottom-right, and an inner light highlight top-left - plus a bouncy cubic-bezier(0.34, 1.56, 0.64, 1) transition on hover that lifts and slightly scales the card.

.clay-card {
  border-radius: 32px;
  box-shadow:
    8px 8px 24px rgba(0,0,0,0.15),
    inset -8px -8px 16px rgba(0,0,0,0.1),
    inset 8px 8px 16px rgba(255,255,255,0.4);
  transition: transform 0.2s cubic-bezier(0.34, 1.56, 0.64, 1);
}

Integrations

SwiftUI fakes the inner-shadow volume with a gradient-stroke overlay (white fading to black diagonally, top-left to bottom-right) since SwiftUI has no native inset-shadow primitive, paired with .interpolatingSpring(stiffness: 300, damping: 10) on tap for the essential bouncy clay feel - critical enough to the aesthetic that it's called out as a required detail, not optional polish. Background color should be pastel or bright but explicitly different from the parent background, unlike Neumorphism's same-color approach.

Who it's for

Designers and developers building a kids' product, wellness app, or playful consumer tool that wants a soft, tactile, approachable feel - inflated, clay-like elements with real depth and bounce - rather than a flat, sleek, or corporate look - the goal is for every element to look almost squeezable.

Source README

Claymorphism

"Like interacting with a pristine, digital claymation set. Soft, bubbly, and incredibly approachable."

When to Use

Use this sub-style when the user's request matches the aesthetic described above. This is a child reference of the design-it skill and is not meant to be triggered directly.

Core Principles

  1. Fluffy 3D Volume: Elements look like inflated balloons or soft clay blocks.
  2. Double Inner Shadows: The signature of claymorphism is an inset light shadow on the top-left and an inset dark shadow on the bottom-right, giving 3D volume to a solid shape.
  3. Continuous Curves: Maximum border-radius. No sharp edges exist in this universe.

Visual DNA

  • Colors: Thrives on pastels and bright, friendly hues. Desert Mirage, Earth-Grounded Elegance, or custom pastel palettes work best.
  • Typography: Playful, thick, rounded fonts (e.g., Sniglet, Fredoka One, Nunito).
  • Shapes: 'Squicles' (squares with heavily rounded, continuous corners) and perfect circles.

Web Implementation

  • Distinct from Neumorphism: Claymorphism elements detach from the background (they have drop shadows) and use inner shadows to create volume, often using colors that contrast with the background.
  • CSS Example:
.clay-card {
  background-color: #F8B4A6; /* Soft coral */
  border-radius: 32px;
  padding: 40px;
  
  /* 
    1. Outer drop shadow (detaches from background)
    2. Inner top-left highlight (volume)
    3. Inner bottom-right shadow (volume)
  */
  box-shadow: 
    8px 8px 24px rgba(0, 0, 0, 0.15),           /* Outer */
    inset -8px -8px 16px rgba(0, 0, 0, 0.1),    /* Inner dark */
    inset 8px 8px 16px rgba(255, 255, 255, 0.4); /* Inner light */
    
  transition: transform 0.2s cubic-bezier(0.34, 1.56, 0.64, 1); /* Bouncy */
}

.clay-card:hover {
  transform: translateY(-5px) scale(1.02);
}

App Implementation

SwiftUI

struct ClayCard: View {
    @State private var isPressed = false
    
    var body: some View {
        VStack(spacing: 16) {
            Image(systemName: "cloud.sun.fill")
                .font(.system(size: 48))
                .foregroundColor(.white)
            Text("Claymorphic Card")
                .font(.system(size: 20, weight: .bold, design: .rounded))
                .foregroundColor(.white)
        }
        .padding(40)
        .background(Color(red: 0.97, green: 0.71, blue: 0.65)) // Soft coral
        .cornerRadius(32)
        // Outer shadow — detaches from background
        .shadow(color: .black.opacity(0.15), radius: 12, x: 8, y: 8)
        // Inner highlight (top-left) — faked with overlay
        .overlay(
            RoundedRectangle(cornerRadius: 32)
                .stroke(
                    LinearGradient(
                        colors: [.white.opacity(0.5), .clear, .black.opacity(0.1)],
                        startPoint: .topLeading,
                        endPoint: .bottomTrailing
                    ),
                    lineWidth: 3
                )
        )
        // Bouncy spring animation on tap
        .scaleEffect(isPressed ? 0.95 : 1.0)
        .animation(.interpolatingSpring(stiffness: 300, damping: 10), value: isPressed)
        .onTapGesture { }
        .simultaneousGesture(
            DragGesture(minimumDistance: 0)
                .onChanged { _ in isPressed = true }
                .onEnded { _ in isPressed = false }
        )
    }
}
  • The "clay" volume comes from a gradient stroke overlay: white on top-left, dark on bottom-right.
  • Use .interpolatingSpring(stiffness: 300, damping: 10) for the bouncy feel - critical for clay aesthetics.
  • Background color should be pastel/bright but NOT the same as the parent (unlike neumorphism).

Flutter

class ClayCard extends StatefulWidget {
  @override
  State<ClayCard> createState() => _ClayCardState();
}

class _ClayCardState extends State<ClayCard> with SingleTickerProviderStateMixin {
  double _scale = 1.0;

  @override
  Widget build(BuildContext context) {
    return GestureDetector(
      onTapDown: (_) => setState(() => _scale = 0.95),
      onTapUp: (_) => setState(() => _scale = 1.0),
      onTapCancel: () => setState(() => _scale = 1.0),
      child: AnimatedScale(
        scale: _scale,
        duration: const Duration(milliseconds: 200),
        curve: Curves.elasticOut,  // Bouncy clay feel
        child: Container(
          padding: const EdgeInsets.all(40),
          decoration: BoxDecoration(
            color: const Color(0xFFF8B4A6), // Soft coral
            borderRadius: BorderRadius.circular(32),
            boxShadow: [
              // Outer shadow
              BoxShadow(
                color: Colors.black.withOpacity(0.15),
                offset: const Offset(8, 8),
                blurRadius: 24,
              ),
            ],
            // Gradient border for the clay volume effect
            border: GradientBorder(
              gradient: LinearGradient(
                colors: [
                  Colors.white.withOpacity(0.5),
                  Colors.transparent,
                  Colors.black.withOpacity(0.1),
                ],
                begin: Alignment.topLeft,
                end: Alignment.bottomRight,
              ),
              width: 3,
            ),
          ),
          child: Column(
            mainAxisSize: MainAxisSize.min,
            children: [
              const Icon(Icons.wb_sunny, size: 48, color: Colors.white),
              const SizedBox(height: 16),
              const Text('Claymorphic Card',
                style: TextStyle(fontSize: 20, fontWeight: FontWeight.bold,
                  color: Colors.white)),
            ],
          ),
        ),
      ),
    );
  }
}
  • Use Curves.elasticOut or Curves.bounceOut for the spring animation - essential for the clay feeling.
  • Gradient borders require a custom ShapeDecoration or a Stack with a gradient container behind the main container.
  • Alternative for inner shadow: use flutter_inset_box_shadow package with light top-left and dark bottom-right insets.

React Native

const ClayCard = () => {
  const scale = useRef(new Animated.Value(1)).current;
  
  const pressIn = () => {
    Animated.spring(scale, {
      toValue: 0.95,
      friction: 3,      // Low friction = bouncy
      tension: 100,
      useNativeDriver: true,
    }).start();
  };
  
  const pressOut = () => {
    Animated.spring(scale, {
      toValue: 1,
      friction: 3,
      tension: 100,
      useNativeDriver: true,
    }).start();
  };

  return (
    <Pressable onPressIn={pressIn} onPressOut={pressOut}>
      <Animated.View style={{
        transform: [{ scale }],
        padding: 40,
        backgroundColor: '#F8B4A6',
        borderRadius: 32,
        alignItems: 'center',
        // Outer shadow
        shadowColor: '#000',
        shadowOffset: { width: 8, height: 8 },
        shadowOpacity: 0.15,
        shadowRadius: 12,
        elevation: 8,
        // Gradient border must be faked with a wrapper or SVG
        borderWidth: 3,
        borderColor: 'rgba(255,255,255,0.3)', // Simplified — top highlight
      }}>
        <Text style={{ fontSize: 48 }}>☀️</Text>
        <Text style={{
          fontSize: 20, fontWeight: '700', color: '#FFF', marginTop: 16,
        }}>
          Claymorphic Card
        </Text>
      </Animated.View>
    </Pressable>
  );
};
  • Use Animated.spring with low friction (3-5) for the signature bouncy clay behavior.
  • Gradient borders aren't possible natively - use a solid white-tinted border as a simplified approximation, or wrap in an expo-linear-gradient View.

Jetpack Compose

@Composable
fun ClayCard() {
    var isPressed by remember { mutableStateOf(false) }
    val scale by animateFloatAsState(
        targetValue = if (isPressed) 0.95f else 1f,
        animationSpec = spring(dampingRatio = 0.3f, stiffness = 300f),
    )
    
    Box(
        modifier = Modifier
            .graphicsLayer { scaleX = scale; scaleY = scale }
            .shadow(8.dp, RoundedCornerShape(32.dp))
            .clip(RoundedCornerShape(32.dp))
            .background(Color(0xFFF8B4A6))
            .border(
                3.dp,
                Brush.linearGradient(
                    colors = listOf(
                        Color.White.copy(alpha = 0.5f),
                        Color.Transparent,
                        Color.Black.copy(alpha = 0.1f),
                    ),
                    start = Offset.Zero,
                    end = Offset.Infinite,
                ),
                RoundedCornerShape(32.dp),
            )
            .padding(40.dp)
            .pointerInput(Unit) {
                detectTapGestures(
                    onPress = {
                        isPressed = true
                        tryAwaitRelease()
                        isPressed = false
                    },
                )
            },
        contentAlignment = Alignment.Center,
    ) {
        Column(horizontalAlignment = Alignment.CenterHorizontally) {
            Icon(Icons.Default.WbSunny, tint = Color.White,
                modifier = Modifier.size(48.dp))
            Spacer(Modifier.height(16.dp))
            Text("Claymorphic Card",
                fontSize = 20.sp, fontWeight = FontWeight.Bold, color = Color.White)
        }
    }
}
  • Use spring(dampingRatio = 0.3f) - low damping = bouncy. This is the core of the clay feeling.
  • Gradient borders work natively in Compose via Modifier.border(width, Brush.linearGradient(...), shape).
  • Use Modifier.clip() before .background() to ensure the rounded corners clip content properly.

Do's and Don'ts

  • DO: Use highly bouncy, spring-based animations to reinforce the soft, physical nature of the "clay."
  • DON'T: Use thin, delicate fonts. They will get lost against the heavy, voluminous UI elements.

Limitations

  • This is a styling reference and does not replace environment-specific validation, accessibility testing, or expert review.
  • Ensure appropriate contrast ratios and responsive behaviors are verified separately.

FAQ

Common questions

Discussion

Questions & comments · 0

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