dreative 0.5.0 → 0.5.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,98 @@
1
+ # Dreative Specialist Skill — Experimental / Creative-Mindset Dial
2
+
3
+ Load this file when `plan.skills` includes `experimental`, or the brief asks for
4
+ "crazy", "bizarre", "never seen before", "way more creative", "wow factor", or
5
+ stacks award-site ambition with 3d/immersive/cinematic and clearly wants the
6
+ result to go further than a competent, safe execution of those genres.
7
+
8
+ This file is not a genre on its own — it STACKS with `motion.md`, `3d.md`,
9
+ `immersive.md`, `cinematic.md`, `media.md`. It is a mindset correction for a
10
+ specific, recurring failure: builds that hit every named treatment competently
11
+ but still read as *effects placed on a static page* rather than a page that
12
+ *behaves* differently as you move through it. The gap between those two is
13
+ where the top-tier reference sites (PLAN.md's calibration list) actually live.
14
+
15
+ ## 0. See the whole scroll, not one frame at a time
16
+
17
+ The most common miss: designing each section as a still composition and then
18
+ bolting particles/parallax onto it, instead of asking what the SAME asset does
19
+ across its entire scroll range.
20
+
21
+ - Before writing a section, sketch its motion as a **timeline, not a pose**:
22
+ what does this look like at scroll 0%, 40%, 100%? An image that is static at
23
+ every one of those points and only has particles drifting in front of it has
24
+ not been treated — the particles are decoration, not behavior.
25
+ - Prefer techniques where the ASSET ITSELF changes: a photo that dissolves into
26
+ its constituent color field and reassembles as a different crop; a product
27
+ render that the camera physically orbits as you scroll, revealing a side you
28
+ hadn't seen; a shader that reads scroll velocity and warps/refracts the media
29
+ plane harder the faster you scroll, settling to true crispness only at rest.
30
+ - Treat interaction inputs (scroll, cursor, drag, time-idle) as free stagehands,
31
+ not one-off triggers: the same input should be able to drive multiple things
32
+ at once (camera position AND grain intensity AND type kerning) so the page
33
+ feels like one system reacting, not independent effects that happen to share
34
+ a page.
35
+
36
+ ## 1. Texture and material, not smooth plain geometry
37
+
38
+ A 3D object with default lighting and a flat color material reads as a stock
39
+ asset even when it renders and animates cleanly. Before shipping any custom 3D
40
+ element:
41
+
42
+ - Give it a **material identity**: roughness/metalness maps, a normal map or
43
+ procedural bump (even a cheap noise-driven `onBeforeCompile`/shader tweak),
44
+ fresnel/rim light, or a physically-motivated finish (brushed metal, wet
45
+ ceramic, frosted glass, matte paper) — pick ONE that fits the brand and
46
+ commit, rather than leaving `MeshStandardMaterial` defaults.
47
+ - Light it like a product shot, not a demo scene: a key light + rim light +
48
+ soft fill, an environment map (even a cheap generated HDRI/gradient cubemap)
49
+ for reflections — flat ambient-only lighting is what makes geometry look
50
+ "plain" even when the model is good.
51
+ - If the model IS meant to look clean/minimal (a deliberate register choice),
52
+ say so explicitly in the plan — plainness should be a decision, not the
53
+ default outcome of skipping material work.
54
+
55
+ ## 2. Dimension shifts as a real technique, not just camera dolly
56
+
57
+ "Zoom when I scroll" and "go different 3D dimensions and views" point at scroll
58
+ or interaction driving genuine viewpoint change, beyond the immersive.md scroll-
59
+ as-travel camera path:
60
+
61
+ - **Depth dive**: scroll or click zooms PAST the current plane into a nested
62
+ scene (a product card's texture becomes the next section's background at
63
+ full zoom — one continuous zoom, not a cut).
64
+ - **Orbit reveal**: dragging or scroll-linked rotation swings the camera around
65
+ a subject to a genuinely different vantage (front → 3/4 → side), timed to
66
+ reveal new content at each stop rather than just spinning for spectacle.
67
+ - **World swap**: a full scene transition where the "rules" change (palette
68
+ inverts, gravity/particle behavior flips, camera projection shifts from
69
+ perspective to a flattened orthographic beat) — used sparingly, at most once
70
+ or twice per page, as a structural beat (e.g. between "problem" and
71
+ "solution" sections), not as constant novelty.
72
+ - Every dimension shift still obeys immersive.md §3's rule: something must
73
+ persist across the cut (the subject, the camera, a color) or it reads as a
74
+ jarring reload, not a journey.
75
+
76
+ ## 3. Budget for one deliberately unusual idea per major section
77
+
78
+ Competent execution of the named treatments is the floor, not the ceiling.
79
+ When the user has opted into `experimental`:
80
+
81
+ - For each blueprint row, after picking its treatment(s), ask "what is the
82
+ ONE non-obvious version of this?" and write it down even if it's risky — a
83
+ gallery that disperses into a particle field and reforms as the next item
84
+ instead of a slide/fade; a form where each correct field entry visibly
85
+ feeds a growing 3D structure; a footer that only fully renders once you've
86
+ scrolled back UP to summon it. Not every idea survives the fallback
87
+ requirement (PLAN.md §2), but the blueprint should contain at least one per
88
+ major section, not zero.
89
+ - Reference sites should be read as **systems to extract principles from**,
90
+ not screenshots to imitate: note what makes their asset behave (a shader
91
+ uniform driven by scroll velocity, a shared depth-of-field across the whole
92
+ scene, type that occludes/is-occluded by 3D subjects) and reapply the
93
+ PRINCIPLE to Northwind/the actual brand — copying their literal palette or
94
+ layout without the underlying system produces exactly the "images still
95
+ static, objects still plain" outcome this file exists to prevent.
96
+ - Every ambitious idea still needs 3d.md §7 / motion.md §6 performance
97
+ budgets and a concrete fallback (PLAN.md §2) — experimental means bolder
98
+ ideas, not exemption from the runtime verification gate.
@@ -11,6 +11,120 @@ choreographed, distorted, revealed, and lit, never just placed.
11
11
 
12
12
  ## 0. The doctrine
13
13
 
14
+ - **The static-placement ban (any dial, whenever this file is loaded).** A
15
+ generated or supplied image dropped in as `background-image`, a full-bleed
16
+ `<img>` behind text, or a card thumbnail with zero behavior is a FAILURE of
17
+ this skill, not a baseline. Every media element ships with at least one
18
+ living quality — an entrance from §2/§2.5 (curtain, strip-slice, pixel/dither
19
+ develop, print develop, fade-sweep…), an idle (loop, drift, ken-burns), or a
20
+ response (hover wake, directional wipe, cursor torch, distortion). "Static on
21
+ purpose" is allowed only when written into the plan blueprint with a reason
22
+ (e.g. evidence screenshots in a refined register). At dial ≥ 8 with a canvas,
23
+ media belongs on media planes (§3) moving in depth — parallax layers, curved
24
+ sheets, velocity distortion — not pasted flat behind the DOM.
25
+ - **Sourced media is media.** Everything in this file applies equally to
26
+ images/video that were generated, supplied by the user, or sourced from
27
+ stock/CDN when no generation tool exists — "we had no image-gen" changes the
28
+ PRODUCTION path (§1), never the treatment obligations. A picsum/stock photo
29
+ dropped in flat is the same failure as a generated one.
30
+ - **The zoom/fade floor is a floor, not a treatment plan.** Fade-in entrances
31
+ plus ken-burns idles on every image = the minimum-compliance page, and at
32
+ motion dial ≥ 6 it FAILS this skill: at that dial, hero + key section
33
+ imagery each need at least one treatment that is scroll- or cursor-DRIVEN
34
+ (curtain synced to type, strip-slice, inner-zoom parallax, directional hover
35
+ wipe, cursor torch, velocity distortion, media plane — §2/§2.5/§3), where
36
+ the visitor's input visibly pushes the media. Ken-burns-everywhere is the
37
+ refined register's budget (refined.md), nobody else's.
38
+ - **One media SET-PIECE per page (dial ≥ 7 / expressive+).** Beyond the
39
+ per-image floors, the page needs one moment where imagery itself IS the
40
+ spectacle — a composed §2.5 exotic (or an invention in its spirit) that a
41
+ visitor would describe to someone else: an image tornado/vortex the scroll
42
+ spins through, a hero that disintegrates into particles as you scroll past,
43
+ a gallery that shatters and reassembles, a melt/liquid exit between
44
+ chapters. Quiet treatments (curtain, parallax, ken-burns) on every image
45
+ with no set-piece = the page failed this skill even though each image
46
+ technically "moves". The set-piece is named in the plan blueprint like a
47
+ signature element, ONE per page as the default (refined register
48
+ may skip with a stated reason). At award-site ambition a SECOND
49
+ set-piece is permitted — never required — when the plan states what the
50
+ page needs it FOR (e.g. an entrance spectacle and a mid-page dive
51
+ serving different chapters), it uses a different mechanism family than
52
+ the first, and the intensity curve places a genuine rest between them;
53
+ two set-pieces back-to-back, or two of the same family, still compete
54
+ and still fail. **At dial ≥ 8 / award tier the set-piece
55
+ must transform the media at PIXEL level** — the image's own content visibly
56
+ changes under scroll/input, not just its placement. Qualifying classes:
57
+ particle/point-grid decomposition, shader displacement/dissolve/melt,
58
+ scroll-scrubbed frame sequences, slice/shatter of the bitmap, live texture
59
+ feedback or refraction, and the §3.5 immersion recipes (portal dive,
60
+ depth-map dive, diorama, particle fly-through, scrub-dive). **At award-site
61
+ ambition the default set-piece IS a §3.5 dive** — one moment where the
62
+ visitor goes INTO an image or video rather than watching it move; choose a
63
+ different pixel-transforming class only when a stated ASSET impossibility is
64
+ recorded in the plan (no depth-capable asset exists AND none can be
65
+ generated — with image-gen available this reason is almost never true, since
66
+ a depth-capable composition can be prompted). Brand fit, taste, or "this
67
+ concept links better" is NOT a valid skip reason: a masked reveal or curtain
68
+ chosen over the dive on preference grounds fails the award-tier check. Choreographing whole rectangles (orbit, collapse,
69
+ card fly-ins, grid reflow) is composition, not a set-piece at this tier —
70
+ it may accompany one, never substitute for it. Evidence at verify: the
71
+ sampled shader uniform / particle count / frame index changing with scroll.
72
+ - **Treatment classes, and a coverage floor at award tier.** Treatments split
73
+ into two classes. QUIET class moves the rectangle or its window: curtain,
74
+ inner-zoom parallax, ken-burns, hover wipe, strip entrance, floating drift.
75
+ PIXEL class changes the image's own content: slice/shatter, particle
76
+ disintegration or assembly, UV distortion/melt/ripple, RGB split, mosaic/
77
+ pixel-assembly, living overlay, cursor torch, depth-map parallax, terrain
78
+ displacement, tornado/vortex, frame scrub, print develop. **At dial ≥ 8 /
79
+ award-site, ONE set-piece is not the whole show: at least half of the
80
+ hero + key section images (minimum 3, set-piece included) carry a
81
+ PIXEL-class treatment, each a DIFFERENT mechanism** — and the HERO image
82
+ is always one of them: the hero is the page's first impression and is
83
+ never the designated rest. Quiet class is
84
+ reserved for the intensity curve's designated rest sections, chosen as
85
+ rests on purpose. "Key image" is MECHANICAL, not discretionary: every
86
+ image that occupies ≥ 25% of the viewport at any scroll position, plus
87
+ the largest image of every blueprint section whose intensity is ≥ 5,
88
+ counts — the denominator is fixed by the blueprint, and reclassifying
89
+ images as "not key" to shrink it is the same self-grading this floor
90
+ exists to stop (a repeated card-grid pattern counts as ONE image for the
91
+ tally, treated uniformly). EXEMPT from the tally: prop/item cutouts —
92
+ transparent-background object images seeded as scene props or product
93
+ shots (§1.5) — which follow §1.5's behavior rules instead; the floor
94
+ governs scenic/editorial imagery, not the objects living in the layout. A page that is one set-piece plus curtains everywhere
95
+ else reads exactly as static as no set-piece at all, and fails this floor.
96
+ (Below dial 8 the §0 zoom/fade-floor and set-piece rules stand unchanged —
97
+ this floor is what "award" buys.)
98
+ - **The perceivability bar: a treatment that reads as zoom/pan doesn't
99
+ count.** Uniforms changing is machine evidence, not human evidence — a
100
+ depth shader at ±2px displacement, an RGB split a hair wide, an exposure
101
+ sweep too slow to catch: all "run" and all read to a visitor as a static
102
+ image or a plain zoom. Every pixel-class treatment must be obvious to a
103
+ stranger watching for 3 seconds: tune amplitude UP until a before/after
104
+ screenshot pair (same element, two scroll/input states) shows an
105
+ unmistakable difference in the image's CONTENT — pieces visibly apart,
106
+ pixels visibly displaced or sorted, particles visibly detached — not
107
+ just framing. If the honest description of what's visible is "it zooms/
108
+ slides a bit," raise the amplitude or swap to a bolder mechanism.
109
+ Subtlety is the refined register's virtue; at award tier it is a bug.
110
+ Mechanism CHOICE is free — dive/depth, fragment (particles, tiles,
111
+ slices, shards, pixel-assembly), distortion (melt, ripple, sort/smear),
112
+ optical (RGB split, torch, develop), scrub — pick what the brand's world
113
+ calls for. Two disciplines on the choice: (a) the page's tally must not
114
+ be all ONE family (a depth-displacement page and a particles-everywhere
115
+ page are equally monotone); (b) across BUILDS, don't reach for the same
116
+ family every time — the choice ledger records each build's set-piece
117
+ family, and repeating the last build's is the reflex the entropy draw
118
+ exists to break. The same bar applies to prop/item cutouts' §1.5 behaviors: a
119
+ prop whose rotation/settle can be mistaken for a static product image
120
+ has failed its dimensional kit — its motion must be readable at a
121
+ glance.
122
+ - **Edit the asset, don't just place it.** Generation is step one; the pipeline
123
+ (§1) continues with real editing — grade/duotone to the palette, crop to the
124
+ blueprint's aspect, cut video to the loop point, extract posters and frame
125
+ sequences, composite masks/mattes (ffmpeg/sharp or your image tools). An
126
+ asset that arrives on the page exactly as the generator emitted it usually
127
+ reads as wallpaper.
14
128
  - **No bare media at dial ≥ 7.** Every meaningful image/video gets three
15
129
  decisions: an **entrance** (how it arrives — reveal, wipe, materialize), an
16
130
  **idle** (what it does at rest — loop, drift, ken-burns, nothing-on-purpose),
@@ -58,6 +172,70 @@ When the plan calls for generated media, produce it BEFORE section code
58
172
  A 40MB hero loop fails the plan even if it's beautiful.
59
173
  - Textures too: grain tiles, masks, mattes, displacement maps — generate them
60
174
  instead of hand-rolling SVG (which is banned, DESIGN.md §7).
175
+ - **Asset manifest (`.dreative/assets.json`) — generation is expensive; never
176
+ pay twice.** Before generating anything, read the manifest; an entry whose
177
+ prompt/aspect/grade matches the need means REUSE the file, don't regenerate.
178
+ After each generation+edit, append one entry:
179
+ `{ "file": "assets/hero-loop.mp4", "kind": "video-loop", "prompt": "<the
180
+ exact generation prompt>", "aspect": "16:9", "grade": "warm tungsten, deep
181
+ green shadows", "poster": "assets/hero-poster.webp", "bytes": 2400000 }`.
182
+ A re-run, a mockup→build transition, or a resumed session regenerates only
183
+ what the manifest doesn't already have.
184
+
185
+ ## 1.5 Custom props (isolated compositional elements)
186
+
187
+ Distinct from hero/gallery media (§1-2, which fill a frame): a **prop** is a
188
+ small, isolated object — a single coffee bean, a steam wisp, a leaf, a bottle,
189
+ an icon-scale object — used as scattered COMPOSITION around content, not as
190
+ the content itself. Props are what make a page feel art-directed rather than
191
+ stocked with rectangles; they're cheap to generate/build and reused as a
192
+ recurring motif across sections (the visual equivalent of a signature element,
193
+ motion.md's terms).
194
+
195
+ Two flavors — pick per section from the blueprint, they can mix on one page:
196
+
197
+ - **Cutout image props**: with no image-gen tool, source instead of generate —
198
+ a verified real photo of the subject, matted to transparency (rembg / sharp /
199
+ ImageMagick if available); if no photo source and no matting path exists, the
200
+ prop is cut, never approximated with coded organic geometry (3d.md §3 rung 4).
201
+ When generating: generate on a transparent background — prompt
202
+ explicitly ("isolated on pure transparent background, studio product
203
+ lighting, no backdrop, no shadow baked in") and REQUEST alpha-channel PNG
204
+ output. **Verify the alpha is real**, not a white/checkerboard fill the
205
+ model painted in: sample a corner pixel programmatically or view at 100%
206
+ over a colored backdrop — a prop with a faint white halo is a failed
207
+ generation, regenerate or matte it out (rembg/similar if available). Add a
208
+ drop shadow / contact shadow yourself in CSS (`filter: drop-shadow(...)`),
209
+ never bake it into the generation — a baked shadow breaks when the prop
210
+ moves or the section behind it changes color.
211
+ - **3D props**: when a prop lives inside a WebGL scene, the DEFAULT is still a
212
+ cutout image — on a billboard plane per 3d.md §3 rung 2 (alpha-tested plane,
213
+ parallax + damped rotation + contact shadow), which is photoreal by
214
+ construction. Coded geometry is reserved for ABSTRACT prop shapes (shards,
215
+ ribbons, orbs-as-design-objects) and must carry a real textured material per
216
+ `experimental.md` §1 (generated albedo + bump/roughness map, rim light,
217
+ environment reflection) — never model an organic real object (bean, leaf,
218
+ bottle…) from primitives; 3d.md §3 bans it. Either flavor is reusable: the
219
+ SAME prop instanced multiple times (different scale/rotation) reads as a
220
+ coherent motif, not repetition.
221
+
222
+ Placement and behavior:
223
+
224
+ - Compose as a **floating layer** (§2's floating-media technique) around
225
+ content: corners, margins, trailing a section's edge — never covering the
226
+ content's readable area. 3-6 instances per page is a motif; more reads as
227
+ clutter.
228
+ - Give props real behavior, same floors as any media (§0): idle drift/rotate,
229
+ parallax depth differential, and at least one response (cursor-follow with
230
+ lag, scroll-linked rotation, hover nudge, scatter-and-reform on scroll
231
+ velocity). A prop that just sits pinned in a corner is decoration nobody
232
+ asked for; a prop that visibly reacts is what sells the "crafted" feel.
233
+ - One prop VOCABULARY per page — pick one subject family (all beans/leaves/
234
+ steam, not a random mix of unrelated objects) and one behavior language, the
235
+ same discipline as §0's "one treatment vocabulary" rule.
236
+ - Record each in the asset manifest (§1) with `"kind": "prop-image"` or
237
+ `"kind": "prop-3d"` — props get reused across sections, never regenerated
238
+ per-section.
61
239
 
62
240
  ## 2. DOM-tier treatments (no WebGL — the budget vocabulary)
63
241
 
@@ -142,10 +320,115 @@ blueprint like a signature element, and stamp it consistently (§0).
142
320
  - **Shatter/scatter**: media as an instanced tile grid (WebGL) that explodes
143
321
  along scroll velocity and reassembles at rest — the §3 plane system with a
144
322
  per-instance offset uniform; cap tiles ≤ 400.
323
+ - **Image tornado / vortex**: 8-20 image cards on a helical path (WebGL
324
+ planes, or DOM: `rotateY` + translate on a cylinder via per-card
325
+ `--angle`), scroll progress spins and tightens/loosens the helix; cards
326
+ face the camera (billboard) or shear with velocity. Entry/exit: cards fly
327
+ in from scatter, settle into the vortex, then one card breaks out and
328
+ expands into the next section's hero. Gallery/archive/portfolio registers;
329
+ damp the spin (never raw-set), cap DPR, poster fallback.
330
+ - **Disintegration on scroll/click**: the image dissolves into particles that
331
+ drift away along scroll direction — WebGL: draw the texture as a point grid
332
+ (one point per NxN texel block, ≤ 10k), scroll/click drives `uProgress`
333
+ which displaces points along noise + directional velocity while alpha
334
+ fades; reverse the uniform to reassemble. Budget DOM version: the image
335
+ sliced into a coarse tile grid, tiles translate/rotate/fade with staggered
336
+ randomized offsets. Click-to-destroy variants pair with a rebuild on
337
+ scroll-back — destruction must be reversible, content is never lost.
338
+ - **Pixel assembly on scroll**: the reverse of disintegration as an ENTRANCE —
339
+ the image begins as scattered pixel blocks/particles (WebGL point grid ≤10k,
340
+ or DOM: a coarse tile grid at randomized scatter positions/rotations) and
341
+ scroll progress converges them into the finished picture; `uProgress` lerps
342
+ each point from its noise-scattered origin to its texel home, alpha ramping
343
+ up, optionally staggered radially or along a directional sweep. Pair with
344
+ the headline resolving in the same beat. Scroll-back re-scatters
345
+ (reversible). Variants: assemble from RGB-split ghosts converging, from
346
+ mosaic chunks sharpening (§2 pixel swap driven per-tile), or from another
347
+ image's dispersed particles (image A dissolves → its particles re-form as
348
+ image B: a particle CROSSFADE between chapters).
349
+ - **Pixel sort / smear on velocity**: scroll velocity smears the image's
350
+ pixels along one axis (shader: offset UV lookup by per-column noise ×
351
+ velocity, or stretch bright bands glitch-style), decaying to sharp at rest
352
+ — agitation that answers the visitor's speed. Digital/editorial registers.
353
+ - **Halftone/ASCII materialize**: media enters as its own halftone dots,
354
+ scanlines, or character grid and resolves to the photograph on scroll or
355
+ in-view — resolution as narrative. Budget: CSS `mask` with a dot pattern
356
+ scaling down; full: a LUT/threshold shader ramping cell size to zero.
357
+ - **Living overlay**: a shader/canvas layer ON TOP of the media that reacts
358
+ while the image stays legible beneath — flowfield streaks along the
359
+ subject's edges, scanline/glitch bursts on scroll velocity, a displacement
360
+ ripple radiating from the cursor, halftone dots that swell near the
361
+ pointer. The overlay is the same §3 plane sampling the same texture —
362
+ never a second copy of the asset.
145
363
  - **Print develop**: media enters as paper-white → exposure/contrast/duotone
146
364
  ramps to full grade (CSS `filter` keyframes or a LUT shader), timed with
147
365
  the headline reveal. Photography/portfolio registers.
148
366
 
367
+ ### The exploration protocol (run it before choosing anything)
368
+
369
+ The catalogs in this file are calibration, not a menu — the failure mode they
370
+ create is pattern-matching to the nearest listed effect. At dial ≥ 7, before
371
+ committing the media column of the blueprint, generate **three candidate
372
+ treatments that do not appear verbatim in this file**, each derived from the
373
+ brand's world (what does this subject physically DO? beans pour and tumble;
374
+ fabric folds and drapes; ink bleeds; glass refracts; records spin; steam
375
+ rises). Write the three candidates + the pick into the plan file with one
376
+ line each on construction cost. Pick the boldest one that clears §5's floors
377
+ and the register — if all three are weaker than a §2.5 exotic, use the
378
+ exotic, but the exploration must have happened. A media plan assembled purely
379
+ from listed effects, with no rejected invention on record, is minimum-effort
380
+ compliance.
381
+
382
+ ### Exploration catalog (further constructions — steal the mechanics, reskin the idea)
383
+
384
+ Images beyond the frame:
385
+
386
+ - **Physics gallery**: images as draggable/throwable bodies (Rapier 2D or
387
+ a spring sim) that collide, settle, and stack; scroll shakes the pile.
388
+ - **Infinite drag canvas**: a 2D plane of scattered media the visitor pans
389
+ through (drag + inertia), items waking (scale/unblur/play) near the
390
+ viewport center — the exploration-museum pattern.
391
+ - **Image as terrain**: the photo's luminance drives vertex displacement on
392
+ a plane — the image becomes a relief the camera glides over on scroll.
393
+ - **Fake-3D depth parallax**: one still + a (generated or estimated) depth
394
+ map; UV offset by depth × cursor/gyro = a photo with real parallax inside.
395
+ - **Cursor echo trail**: moving the cursor across a gallery leaves a decaying
396
+ trail of image fragments/duplicates that fade behind it.
397
+ - **Collage assembly**: a section's imagery enters as scattered scraps
398
+ (rotated, layered, torn edges) that scroll pulls into a composed collage —
399
+ the reverse of disintegration.
400
+ - **Lens/magnifier**: a draggable optic over a large image or dense contact
401
+ sheet, refracting (WebGL) or scaling (CSS) what's beneath.
402
+
403
+ Video beyond autoplay:
404
+
405
+ - **Scrub-as-transition**: a 1-2s generated clip scrubbed by route/section
406
+ transition progress — the page change IS the video (door opens, liquid
407
+ pours, light sweeps).
408
+ - **Video-lit scene**: sample the playing video's average/dominant color per
409
+ frame (offscreen canvas) and drive ambient page tint/glow from it — the
410
+ video becomes the room's light source.
411
+ - **Timeline flipbook**: N generated stills of one subject across time/states
412
+ flipped by scroll — a bean roasting darker, a garment assembling — the
413
+ narrative version of a scrub sequence.
414
+
415
+ Props beyond floating (§1.5 behaviors, upgraded):
416
+
417
+ - **Flocking swarms**: 20-80 instanced prop cutouts with boids/noise motion
418
+ that scatter from the cursor and reform into a loose formation (or the
419
+ brand mark's silhouette) at rest.
420
+ - **Pour/emit systems**: props emitted from a source object (beans from a
421
+ bag, petals from a stem) on scroll or click, falling with gravity + drag,
422
+ settling into a pile that persists per session.
423
+ - **Props as UI**: the prop IS the control — a bean that drags along a
424
+ roast-level slider, a bottle that tilts to pour the page to the next
425
+ section. One per page; must keep an obvious conventional equivalent.
426
+
427
+ Same law as §2.5: every construction here still clears §5's floors, earns one
428
+ sentence of communication value, and the §0 set-piece count (one by default;
429
+ a justified second at award) — an exploration catalog is not permission to
430
+ ship five spectacles.
431
+
149
432
  Discipline stays the law: the composed treatment must still clear §5's floors,
150
433
  DESIGN.md §6's "one sentence of communication value", and one-signature-
151
434
  per-page — an inventive effect stamped on every image is as loud as a marquee
@@ -154,7 +437,15 @@ on every section.
154
437
  ## 3. WebGL tier — the media plane (the unseen.co mechanic)
155
438
 
156
439
  When dial ≥ 8 or cinematic/immersive is active, media renders THROUGH the
157
- canvas so shaders can touch it. The core pattern, in order:
440
+ canvas so shaders can touch it. **At award-site ambition this section is a
441
+ REQUIREMENT, not an option**: the hero image and at least one gallery/section
442
+ image set must be live media planes whose shader visibly responds to scroll
443
+ (velocity distortion, dissolve, RGB split, curvature — pick from §2.5) — a
444
+ page whose images all sit in flat DOM rectangles has not met the tier, no
445
+ matter how much 3D floats around them. Verification must prove it: sample a
446
+ plane's driven uniform (e.g. `uVelocity`, `uProgress`) or its rect-synced
447
+ transform during a scripted scroll and record two differing values in
448
+ verify.md. The core pattern, in order:
158
449
 
159
450
  1. **Sync planes to DOM rects.** Real `<img>`/`<video>` elements stay in the
160
451
  document (a11y, SEO, layout, fallback) but render invisible
@@ -182,6 +473,63 @@ effects on the plane); reduced-motion and WebGL-failure both fall back to
182
473
  simply un-hiding the DOM media (set `opacity: 1`) — this fallback must be
183
474
  wired, not theoretical, and it's the first thing runtime verification checks.
184
475
 
476
+ ## 3.5 Going INSIDE the media (immersion recipes)
477
+
478
+ The strongest media moment on the modern web is not looking AT an image —
479
+ it's the camera going INTO it: the photo stops being a rectangle on a page
480
+ and becomes, briefly, the space the visitor is in. These are the recipes,
481
+ cheapest first; at dial ≥ 8 with a canvas, prefer one of these as (or inside)
482
+ the set-piece over any flat treatment:
483
+
484
+ 1. **The portal dive (DOM tier — no WebGL needed).** Pin the section; scroll
485
+ scales the image from framed rectangle past 100% of the viewport while a
486
+ `clip-path` aperture opens, until its interior IS the background — and the
487
+ next section's content fades in already "inside" it (its palette sampled
488
+ from the image's deep tones so the world feels continuous). Reverse on
489
+ scroll-back. Layer 2-3 depth children (see recipe 3) inside the frame and
490
+ the dive reads as truly spatial, not as a zoom.
491
+ 2. **The depth-map dive (WebGL, the real thing).** Get a depth map for the
492
+ image: generate one (prompt the image tool for "depth map of this scene,
493
+ white near black far" alongside the still), or approximate from luminance/
494
+ a vertical gradient for scenes with obvious near-ground/far-sky structure.
495
+ Subdivided plane (~128×128), vertex shader displaces z by depth × uDolly;
496
+ scroll drives the camera INTO the displaced relief (dolly + slight fov
497
+ ease) while pointer shifts a ±3-5° parallax. Near pixels slide past the
498
+ camera edges as you enter — that edge-slide is what sells "inside".
499
+ Occlusion artifacts at the silhouette are hidden with fog/vignette matched
500
+ to the image's palette.
501
+ 3. **The diorama (matted layers).** Cut the image into 2-4 real layers
502
+ (subject / midground / backdrop — matte with the §1.5 cutout pipeline, or
503
+ generate the layers separately in the same prompt world). Place them at
504
+ real z-depths (WebGL planes or CSS `translateZ` with perspective on the
505
+ parent) and move the camera between them on scroll: passing a foreground
506
+ layer's edge as it exits the frame is the moment the brain accepts depth.
507
+ The generated-layers path beats matting: ask the image tool for the same
508
+ scene as "foreground elements only, transparent background" + "empty
509
+ background plate".
510
+ 4. **The particle fly-through.** Build the image as a point cloud (§2.5
511
+ disintegration budget: ≤ 10k points sampled from the texture, point size
512
+ by luminance). Scroll doesn't just dissolve it — it drives the camera
513
+ THROUGH the cloud: points ahead grow, pass the camera plane, and exit
514
+ behind (kill/respawn them past z=camera). Halfway through, the cloud
515
+ re-forms into the NEXT image — one continuous flight from picture to
516
+ picture is a set-piece by itself.
517
+ 5. **The scrub-dive (video/frames).** A scroll-scrubbed frame sequence
518
+ (generate-sequence, or frames extracted from video via ffmpeg) whose
519
+ camera already moves INTO the scene (prompt the generation that way:
520
+ "dolly forward into…"); pin the section, map scroll → frame index
521
+ (preload + draw to a canvas, never seek a `<video>` per frame), and the
522
+ visitor's scroll finger literally walks the camera in. Exit the pin at
523
+ the deepest frame into a section graded to that frame's palette.
524
+
525
+ Wiring rules: these are still media planes — DOM element stays for a11y and
526
+ the fallback is the graded flat image (§3's rules apply unchanged). ONE dive
527
+ per page (it's a set-piece-class moment; two dives cheapen both). The dive
528
+ target must be an image whose composition has actual depth to enter (a
529
+ corridor, a room, a landscape, machinery receding) — prompt/choose the asset
530
+ for that; diving into a flat-lit product shot reads as a zoom, which is the
531
+ failure this section replaces.
532
+
185
533
  ## 4. Choosing the treatment (the reasoning frame)
186
534
 
187
535
  Per media element, walk this in one line each — it's the media ledger the plan
@@ -105,6 +105,29 @@ tell. Instead:
105
105
  with `view-transition-name` so they morph across routes. Feature-gate; fall back
106
106
  to instant navigation, not a JS fade.
107
107
 
108
+ ## 5.5 Velocity & physical feel (what makes motion feel ALIVE, dial ≥ 6)
109
+
110
+ Static easings play back; physical motion RESPONDS. The difference between a
111
+ tweened page and a top-tier one is that top-tier motion carries momentum:
112
+
113
+ - **Scroll velocity as an input.** Track smoothed velocity (Lenis exposes it;
114
+ else lerp `(scrollY - last) / dt`) and drive secondary properties from it:
115
+ skew images/cards ±2-4° along the scroll axis, stretch letter-spacing or
116
+ scaleY on display type a few %, increase a shader's blur/chromatic-
117
+ aberration/RGB-split uniform with speed. Everything eases back to rest via
118
+ the same lerp when scrolling stops — the settle IS the effect.
119
+ - **Inertia and release.** Anything draggable keeps momentum on release
120
+ (Motion's `dragMomentum`, GSAP InertiaPlugin, or a manual velocity fling
121
+ with friction) and settles with an overshoot spring, never a hard stop.
122
+ A drag that stops dead on mouseup feels like a slideshow.
123
+ - **Lag as depth.** Layered elements follow the scroll/cursor with different
124
+ lerp factors (0.05-0.15 spread) so the composition visibly re-stacks in
125
+ motion — cheap, GPU-light, reads as physicality on every pointer move.
126
+ - **One motion signature per build.** Pick the personality once — a named
127
+ easing family (e.g. `expo.out` + one overshoot) OR one spring config — and
128
+ use it everywhere; mixed default eases read as assembled-from-snippets.
129
+ `linear` only for marquees/orbits; never ship a default ease unexamined.
130
+
108
131
  ## 6. Performance and accessibility (non-negotiable)
109
132
 
110
133
  - Transform/opacity only in hot paths; promote animating layers sparingly
@@ -223,7 +246,11 @@ A motion request is fulfilled only if the final code contains, verifiably
223
246
 
224
247
  Before reporting done, list which inventory items shipped and where (element +
225
248
  trigger). "The page has hover states" does not clear dial 7+. If a listed item
226
- was deliberately cut, say so and why. This inventory is what the SKILL.md
227
- verification pass checks against and its runtime stage must PROVE the items
228
- run (transforms changing, triggers firing, console clean), not just find them
229
- in the source.
249
+ was deliberately cut, say so and why. This inventory is a **hard gate**, not a
250
+ checklist: the SKILL.md verification pass fails the task on any dial-appropriate
251
+ item that is neither proven running nor logged as a deliberate cut with a
252
+ reason an incomplete inventory means keep building, not ship with a caveat.
253
+ The runtime stage must PROVE the items run (transforms changing, triggers
254
+ firing, console clean), not just find them in the source. On mobile, grade
255
+ against the shifted dial (mobile.md: desktop N ≈ mobile N−2), not the desktop
256
+ list.