What problem does it solve? Choosing the wrong rendering or animation technology leads to slow interfaces, blurry text, inaccessible UIs, and poor mobile performance. This Skill provides a decision framework for picking between DOM and Canvas rendering and between CSS, JS, and Rive animation based on performance, accessibility, and design needs. ## Core Features & Use Cases - DOM vs. Canvas Decision Framework: Compares retained-mode DOM (native accessibility, free event handling, crisp text) against immediate-mode Canvas (60FPS with thousands of objects, GPU rendering via WebGL) with concrete pros, cons, and ideal use cases. - Hybrid Layering Strategy: Recommends overlaying a Canvas/WebGL game layer with a DOM/HTML UI layer to combine rendering performance with text sharpness and accessibility. - Rive Animation Guidance: Explains when to use Rive state machines for interactive animations (characters, animated buttons, live progress bars) instead of heavier Lottie files or video. - Use Case: A web game runs slowly on mobile because UI animations animate top/left properties causing layout reflow. The Skill directs switching to GPU-accelerated transform and opacity CSS properties or moving intensive rendering to Canvas. ## Quick Start Ask the assistant to recommend whether your game HUD, menu system, or particle effect should use DOM or Canvas rendering and which animation technology fits best.