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Go deeper: from working to repeatable ​

The distance between one good run and consistently good runs isn't prompt technique. It's a few pieces of infrastructure: how capability gets captured, how brand gets reused, how quality gets caught automatically, how artifacts enter version control, and what it all costs.

These nine chapters don't need reading in order. Take the one you're stuck on.

What's here ​

ChapterWhat it coversRead it when
01 · SkillsWhat a SKILL.md is and how to write oneYou've done the same kind of job three times
02 · Systems152 brand systems, and extracting your ownOutput doesn't look like your company
03 · TemplatesFinding, installing, and contributing to 479+ pluginsYou keep starting from blank
04 · Craft12 rules no brand overridesOutput looks good and doesn't work
05 · Anti-slopThe form, the critique, and the linterIt reads as AI-made at a glance
06 · ExportHTML / PDF / PPTX / MP4 / ZIP, and gitSomeone else has to pick it up
07 · MediaImage generation, code motion, HTML videoYou need more than static pages
08 · Cost and teamsBYOK, managed tiers, teams and enterpriseYou need to justify or contain the spend

Three layers ​

The key to understanding OpenDesign is seeing that "how to make it" splits into three layers, each minding its own business:

LayerFileGovernsDecided by
SkillSKILL.mdWhat kind of thing, built which wayThe skill you pick
Design systemDESIGN.mdWhat it looks like — colour, type, spacing, voiceThe system you pick
Craftcraft/*.mdWhat counts as acceptable — a11y, states, motion disciplineThe project. Brands don't override it.

A generation is those three stacked: the skill says "a landing page, with these sections", the system says "in this palette and this type", and Craft says "the button needs a disabled state and the motion must respect prefers-reduced-motion".

All three are Markdown, all three fork, all three travel. That's the substantive difference from a hosted product — what you accumulate isn't locked in anyone's account.

A suggested ramp ​

Week one: use what ships. Pick skills and systems from the library, run a few real jobs, build a feel for it. Don't start by writing your own skills.

Week two: extract your brand. Pull a DESIGN.md out of a screenshot or a Figma export and commit it. Highest return per hour in the whole tool — pay once, benefit on every generation after.

Week three: turn the repeat work into a skill. You'll notice one kind of job always gets roughly the same prompt. Freeze it into a SKILL.md.

After that: wire it into the process. Artifacts into git, exports into your hand-off flow, spend into the budget.

Don't skip week one

Start by writing skills and systems and you won't know what to put in them. Run the shipped ones a few times, read how they're written, then adapt.

An unofficial community guide · compiled from open-design.ai public material and hands-on notes · the official docs win where they differ