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skills/website-builder/references/wow-catalog.md
7.89 KB · Oct 5, 2026 · 12:03 UTC
# wow-catalog — Tier-1 experience techniques (pick in Phase 0, build in Phase 4) The Tier-1 mechanic is the thing a visitor remembers. One per page, chosen in the design brief, fully executed — and chosen from THIS catalog, not from the first idea that comes to mind. Every technique here leans on Higgsfield generation: the wow is bespoke media responding to input, not a CSS trick. **The default is the animated website (A4).** Every `type: "website"` build is an **animated website** — the scroll-scrub journey (A4), by default a single continuous film scrubbed by scroll — and you do NOT open this menu unless the user EXPLICITLY asked for a different treatment. Skip straight to `references/scroll-scrub.md`. The rules below apply only on that explicit-alternative path. **Selection rules (mechanical):** 1. Pick the technique that pays off the CONCEPT SPINE — the mechanic should enact the site's idea (a "calibration" spine wants focus/precision physics; an "ascent" spine wants climbing/parallax depth; an "archive" spine wants leafing/stacking). Write one sentence in the brief defending the pairing. 2. **Never reuse the previous build's technique** (see the anti-convergence ledger below). If the spine genuinely demands a repeat, change its expression (different subject, different axis, different payoff). 3. Cinema tier: one Tier-1 from the catalog + motivated reveals. Spectacle: one Tier-1 PLUS a second beat mid-page (different technique family) + custom cursor. 4. Every technique must be screenshot-safe (initial state fully rendered) and reduced-motion-safe (static composed fallback). ## The catalog ### A. Film scrub family (scroll plays generated video) - **A1 — Single-shot hero scrub.** One ~5s seedance clip from the approved hero still (push-in, rack focus, subject turn, light sweep; start ≠ end). ffmpeg → ~100 frames → canvas bound to pin progress. The proven baseline. - **A2 — Long-form chaptered scrub.** The upgrade: 2-4 clips (same grade, different beats — e.g. wide establishing → detail macro → reveal) played across a LONG pin (300-500vh). Between chapters, pinned text cards, layered cutouts, or metric readouts hand off. Many moving parts choreographed on one timeline: frames scrub, headline stages swap per chapter, a progress rail / readout tracks the journey. This is the awwwards centerpiece — budget it only when the page has few other heavy beats. - **A3 — Product turntable.** Multi-angle generated shots of the SAME product (reference-driven so identity holds) or a short orbit clip → frame scrub = the user rotates the product by scrolling. For physical-product briefs. - **A4 — Seam-locked scroll scrub (the "animated website" — DEFAULT for every website).** A full-site camera journey through 4–7 generated scenes. Chain each leg from the previous rendered leg's ACTUAL boundary frame (grounded continuous-forward architecture), or join miniature/isometric dives with start/end-frame-locked aerial connectors. Scrub optimized MP4 segments directly while semantic chapter copy remains in normal document flow. This is what "animated website" means and it is the default experience — reach for another technique here ONLY when the user explicitly asked for one. This is a specialized pipeline: read and follow **`references/scroll-scrub.md`** before boards/assets/code. ### B. Layered depth family (one image becomes a 3D-feeling scene) - **B1 — Cutout parallax rig.** Take the hero image, cut the subject out (prompt it on a flat chroma ground, key it in the sandbox), generate a clean background plate behind it (+ optionally a mid layer: fog, foliage, particles as transparent PNGs). Stack 3-5 layers moving at different rates on scroll AND subtly on cursor. The hero feels volumetric. Cheap, robust, dramatic. - **B2 — Grade-shift interaction pair.** Two renders of the SAME composition (image-edit re-grade: dark/dormant vs. lit/alive). Crossfade by cursor spotlight (mask follows pointer) or by scroll. The "the site notices you" effect. - **B3 — Deep parallax scene.** B1 pushed to spectacle tier: 5+ keyed layers, scroll-driven camera-style translation plus cursor tilt, and a subtle per-layer blur ramp for depth of field. This is the substitute for a real 3D subject, which this surface cannot generate — do not promise the user a mesh, an orbit, or a model they can spin. ### C. Canvas/pixel family (the image itself is alive) - **C1 — Displacement/liquid hover.** Hero image on a WebGL plane; cursor ripples/distorts it (three.js displacement or OGL). Editorial-compatible when subtle. - **C2 — Particle dissolve.** Hero image sampled into canvas particles that assemble on load and scatter/reform with scroll or cursor. Good for data/tech/AI spines. - **C3 — Scroll-driven mask reveal.** The page opens inside giant display type or a shape; scrolling expands the mask until the media goes full-bleed (clip-path or canvas). Strong opener for editorial+cinema hybrids. ### D. Spatial layout family (the page itself moves unusually) - **D1 — Horizontal cinema rail.** A pinned section pans horizontally through a WIDE generated panorama (outpaint the hero sideways) or a sequence of scene plates; content cards ride the rail. The scroll axis rotation itself is the surprise. - **D2 — Sticky-stack chapters.** Full-bleed chapters stack/peel over each other, each carrying its own plate/loop; type pinned per chapter. Reliable, editorial-friendly. - **D3 — Kinetic type opener.** Massive display type choreographed on scroll (per-char stagger, weight/width axis animation on a variable font, lines sliding on different tracks) over a generated plate. When the brand voice IS typography. **Banned as Tier-1:** autoplay ambient loop alone (passive), generic fade-in reveals, particles-behind-text with no interaction, marquee strips, tilt-on- hover cards. These may exist as seasoning, never as the answer to "what's the wow." ## Implementation contracts (all families) - Initial paint is complete: frame 1 / layer stack / unmasked state renders before any JS-driven interaction (headless full-page shot shows a finished hero). - Input → response latency feels physical: scrub via ScrollTrigger progress (scrub: 0.5-1), cursor via `useMotionValue` + springs. Never `useState` per frame, never animating layout properties. - Reduced motion: the composed final state, static, no pin. - Mobile: the technique must degrade deliberately (shorter pin, cursor effects replaced by scroll equivalents, turntable becomes a swipeable sequence) — declare the degradation in the brief. ## Anti-convergence ledger (mechanical, checked in the gate) The skill must not produce siblings. Before Phase 0 locks, list what the PREVIOUS build in this chat used (if any) for the six identity axes — then differ on AT LEAST four: 1. **Palette family** (already a hard ban on repeat) 2. **Type pairing** (no repeat of the exact display face two builds running) 3. **Hero architecture** (image-as-canvas / split / masked / rail…) 4. **Tier-1 technique** (this catalog — no repeat, per selection rule 2). EXCEPTION: the animated website (A4) is the default and repeats build-to- build by design — it is exempt from this no-repeat axis. When two consecutive builds are both animated websites, differ instead on the world/subject, journey shape, and the remaining axes. 5. **CTA garment set** (see garment catalog in `image-to-code.md` — zero garment overlap with the previous build) 6. **Corner/border language** (sharp vs. soft vs. pill vs. hairline-ruled) First build in a chat: derive all six from the brief's material world (the nouns the business actually touches — steel, paper, steam, moss, vinyl) and say so in the brief. When there is no previous build to differ from, the enemy is the model's own statistical default — if an axis choice would look at home in a generic template, re-roll that choice.
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