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 seam-locked scroll-scrub camera journey (A4) — 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):
- 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.
- 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).
- 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.
- 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.mdbefore boards/assets/code.
B. Layered depth family (one image becomes a 3D-feeling scene)
- B1 — Cutout parallax rig. Take the hero image, cut out the subject
(
image_background_remover), generate/outpaint 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 — 3D subject scene. Approved hero image →
multi_image_to_3dGLB → R3F scene with scroll-driven camera orbit + cursor tilt. Spectacle tier.
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. NeveruseStateper 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:
- Palette family (already a hard ban on repeat)
- Type pairing (no repeat of the exact display face two builds running)
- Hero architecture (image-as-canvas / split / masked / rail…)
- 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.
- CTA garment set (see garment catalog in
image-to-code.md— zero garment overlap with the previous build) - 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.