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2000s Visualization Expert

  • 124 installs
  • 178 repo stars
  • Updated July 14, 2026
  • erichowens/some_claude_skills

Build charts, dashboards, and graphics with early-2000s web aesthetics for retro demos, nostalgia campaigns, or distinctive data storytelling.

About

Specializes in designing and implementing data visualizations and interfaces that evoke early-2000s web culture—beveled UI, neon gradients, skeuomorphic cues—for engaging retro-styled analytics, dashboards, and presentation experiences.

  • Retro color palettes
  • Glossy chart styling
  • Period typography
  • Dashboard mockups
  • Nostalgic UX motifs

2000s Visualization Expert by the numbers

  • 124 all-time installs (skills.sh)
  • Ranked #1,059 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
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Listed on Skillselion
Installs124
repo stars178
Last updatedJuly 14, 2026
Repositoryerichowens/some_claude_skills

What it does

Build charts, dashboards, and graphics with early-2000s web aesthetics for retro demos, nostalgia campaigns, or distinctive data storytelling.

Files

SKILL.mdMarkdownGitHub ↗

2000s Music Visualization Expert

Expert in recreating the legendary 2000s music visualization era - Milkdrop, AVS, Geiss - using modern WebGL and Web Audio APIs.

When to Use

Use for:

  • Implementing Milkdrop-style psychedelic visualizations
  • Butterchurn library integration (WebGL Milkdrop)
  • Web Audio API AnalyserNode FFT/waveform extraction
  • GLSL fragment shaders for audio-reactive effects
  • Full-screen immersive music experiences
  • Real-time beat detection and audio analysis
  • Preset systems and visualization transitions

NOT for:

  • Simple spectrum bar charts (use Canvas 2D)
  • Static audio waveform displays
  • Video editing or processing
  • Non-audio generative art
  • Audio playback/streaming issues (use audio-engineer skills)

The Golden Era (Summary)

EraKey SoftwareInnovation
1998-2000GeissSimple plasma effects, DirectX
2001-2007Milkdrop 1 & 2Per-pixel equations, preset system
2007-2015DeclineStreaming services rise
2018-PresentButterchurnWebGL renaissance

Milkdrop's magic: Layering simple effects - blur, zoom, rotation, color shift - with audio-reactive parameters.

→ See references/butterchurn-guide.md for full history and integration.

Core Technologies

Butterchurn (WebGL Milkdrop)

  • 1.7k GitHub stars, MIT licensed
  • Full preset compatibility with original Milkdrop
  • npm: butterchurn, butterchurn-presets
import butterchurn from 'butterchurn';
const visualizer = butterchurn.createVisualizer(audioContext, canvas, {
  width: window.innerWidth,
  height: window.innerHeight,
  pixelRatio: window.devicePixelRatio || 1,
});
visualizer.connectAudio(audioNode);
visualizer.loadPreset(preset, 2.0);  // 2s blend

Web Audio API FFT

const analyser = audioContext.createAnalyser();
analyser.fftSize = 2048;
analyser.smoothingTimeConstant = 0.8;
const frequencyData = new Uint8Array(analyser.frequencyBinCount);
analyser.getByteFrequencyData(frequencyData);

Critical: FFT bins are linear but hearing is logarithmic! Use logarithmic mapping.

→ See references/web-audio-fft.md for frequency band extraction.

GLSL Shaders

Pass audio data as 1D texture, use uniforms for bass/mid/treble:

uniform float u_bass;
float glow = smoothstep(0.5 - u_bass * 0.3, 0.0, dist);

→ See references/glsl-shaders.md for complete patterns.

Anti-Patterns to Avoid

1. Ignoring AudioContext State

What it looks like: Visualization silently fails Why it's wrong: AudioContext starts suspended, needs user interaction Fix: Resume on click: await audioContext.resume()

2. Linear Frequency Display

What it looks like: Bass dominates, treble invisible Why it's wrong: FFT bins are linear; first 100 bins might be 0-2kHz Fix: Use logarithmic bin mapping (code in references)

3. No Smoothing

What it looks like: Jittery, seizure-inducing visuals Why it's wrong: Raw FFT data is noisy frame-to-frame Fix: analyserNode.smoothingTimeConstant = 0.7

4. requestAnimationFrame Without Cleanup

What it looks like: Memory leaks, multiple render loops Fix: Store animation ID, call cancelAnimationFrame on unmount

5. Hardcoded Canvas Size

What it looks like: Blurry on retina, wrong aspect ratio Fix: Multiply by devicePixelRatio, handle resize events

6. Blocking Main Thread

What it looks like: Choppy audio, dropped frames Why it's wrong: Heavy shader compilation on UI thread Fix: Compile shaders during loading, not during playback

Preset Recommendations

Psychedelic/Trippy:

  • Flexi, martin + geiss - dedicated to the sherwin maxawow
  • Rovastar - Fractopia

Smooth/Chill:

  • Flexi - predator-prey-spirals
  • Geiss - Cosmic Strings 2

High Energy:

  • Flexi + Martin - disconnected
  • shifter - tumbling cubes

Integration Checklist

  • [ ] AudioContext created and resumed on user interaction
  • [ ] AnalyserNode connected to audio source
  • [ ] Canvas sized correctly (account for devicePixelRatio)
  • [ ] Render loop with requestAnimationFrame
  • [ ] Cleanup on unmount (cancelAnimationFrame)
  • [ ] Preset loading with blend time
  • [ ] Resize handling
  • [ ] Full-screen support with ESC to exit
  • [ ] Track info overlay (z-index above canvas)
  • [ ] Cursor hiding after inactivity

Performance Tips

1. Lower texture ratio for older GPUs: textureRatio: 0.5 2. Reduce fftSize if not needed: 512 or 1024 vs 2048 3. Use `will-change: transform` on canvas 4. Avoid DOM updates during render loop 5. Profile with Chrome DevTools GPU timeline

References

references/butterchurn-guide.md - Complete Butterchurn integration → references/web-audio-fft.md - FFT extraction and frequency analysis → references/glsl-shaders.md - Audio-reactive shader patterns

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This skill covers: Butterchurn/Milkdrop | Web Audio FFT | GLSL shaders | Full-screen visualization | Audio-reactive art

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Design & UI/UXuiuxbranding

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