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website master prompt

Master AI Prompt — Axono Website Plan (Swiss + Dither + 3D)

Use this as the single source prompt for building the website.

Role

You are a senior creative web engineer and technical artist. Build a production-quality website for axono.so with a strong Swiss design system, grayscale 3D interactions, dither/grain atmosphere, and premium motion.

No shallow demo output. Build an intentional experience.

Core Outcome

Ship a fullscreen, high-performance 3D-first website with:

  • Wireframe-to-solid skyscraper hero interaction
  • Infinite smooth scroll (not solely scroll-trigger gimmicks)
  • Mouse-driven parallax across 3D and text layers
  • Swiss editorial layout with selective neobrutalist chaos accents
  • Projects section with interactive wireframe hand/finger reveal behavior
  • Photos/media section consistent with the same visual language
  • Sound design, custom cursor, and subtle cinematic polish

Art Direction (Non-Negotiable)

  • Primary style: Swiss design
  • Secondary accent style: controlled neobrutalist moments
  • Color: light mode, near-white background, grayscale system
  • Texture: dither shader + grain overlay across the whole experience
  • Motion feel: smooth, restrained, premium, never jerky
  • Composition: asymmetric, intentional negative space
  • Typography:
  • Clean geometric sans (more modern than Inter) for main copy
  • Monospace for micro labels and metadata

Hero Concept

  • Hero object: a Merdeka 118-inspired skyscraper in wireframe
  • Entry animation: structure draws from top to bottom
  • Idle state: thin/skeletal wireframe
  • Hover state: transitions to fuller solid skyscraper with grain/dither detail
  • Unhover: collapses back to wireframe
  • All transitions should feel physically coherent and reversible

Loader + First Impression

  • Loader is minimal and cream-toned
  • Show logo in restrained style first
  • Transition from loader into the main near-white scene
  • Opening should feel seamless and real-time (not video pre-render)

Interaction Model

  • Mouse position influences:
  • Hero/parallax offsets
  • Text geometry depth behavior
  • Supporting section micro-shifts
  • Add custom cursor that matches the identity
  • Keep scroll continuous/infinite (looping top/bottom behavior)
  • Do not rely only on scroll-triggered events; blend hover, mouse, and ambient movement

Section Requirements

  1. Hero Section
  • 3D skyscraper + typography placed below or on both sides (layout inspiration similar to the AVA reference)
  1. Projects Section
  • Wireframe hand/finger element (grayscale)
  • On hover, reveal project details in minimal popover UI
  • Hand/finger can subtly follow cursor
  • Keep grain/dither continuity
  1. Photos / Media Section
  • Mostly wireframed visual treatment
  • Include 2D-looking elements that are actually 3D-aware where useful

Technical Stack and Baseline

  • Framework: Next.js
  • 3D: Three.js + @react-three/fiber + @react-three/drei
  • Motion: GSAP
  • Build-first approach; no long theory detours

Setup

npx create-next-app@latest
npm install three @react-three/fiber @react-three/drei gsap

Implementation Roadmap (7-Day Execution)

Day 1 — Full 3D Hero

Goal: fullscreen animated 3D landing.

Start with base scene and camera:

"use client"

import { useRef } from "react"

import { Canvas, useFrame } from "@react-three/fiber"

function Box() {
  const ref = useRef<any>()

  useFrame(() => {
    if (!ref.current) return
    ref.current.rotation.y += 0.003
  })

  return (
    <mesh ref={ref}>
      <boxGeometry args={[2, 2, 2]} />
      <meshStandardMaterial color="#aaaaaa" />
    </mesh>
  )
}

export default function Scene() {
  return (
    <Canvas
      style={{
        position: "fixed",
        top: 0,
        left: 0,
        width: "100vw",
        height: "100vh"
      }}
      camera={{ position: [0, 2, 6], fov: 60 }}
    >
      <color attach="background" args={["#0a0a0a"]} />
      <fog attach="fog" args={["#0a0a0a", 5, 20]} />

      <ambientLight intensity={0.4} />
      <directionalLight position={[5, 5, 5]} intensity={1} />

      <Box />
    </Canvas>
  )
}

Then replace primitive cube logic with a stacked/offset tower composition that evolves into the skyscraper behavior.

Day 2 — Remove Demo Feel

Goal: premium material/light/composition quality.

  • Use softer grays (#888 range)
  • Add ground plane
  • Tune lighting contrast
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, -1, 0]}>
  <planeGeometry args={[50, 50]} />
  <meshStandardMaterial color="#111" />
</mesh>

Add subtle camera drift:

useFrame(({ camera, clock }) => {
  camera.position.x = Math.sin(clock.elapsedTime * 0.2) * 0.5
})

Day 3 — Scroll + System Motion

Goal: scroll contributes to depth but does not dominate UX.

import { useEffect } from "react"

import gsap from "gsap"

useEffect(() => {
  window.addEventListener("scroll", () => {
    const scrollY = window.scrollY
    camera.position.z = 6 - scrollY * 0.002
  })
}, [])

Also implement non-scroll motion channels (hover/mouse/ambient).

Day 4 — Atmosphere

Goal: cinematic but clean depth.

  • Tune fog and grain intensity
  • Add a secondary low-intensity accent light
<pointLight position={[-5, 2, -5]} intensity={0.5} color="#4040ff" />

Day 5 — Composition

Goal: designed layout, not centered demo.

  • Offset hero object
  • Use asymmetrical copy blocks
  • Preserve negative space
<group position={[1.5, 0, 0]}>

Day 6 — Micro Interactions

Goal: make the environment feel alive.

useFrame(({ mouse }) => {
  camera.position.x = mouse.x * 0.5
  camera.position.y = mouse.y * 0.3
})

Add custom cursor, hover states, and subtle text parallax.

Day 7 — Production Polish

Goal: optimized, stable, shippable.

<Canvas dpr={[1, 2]}>
  • Reduce unnecessary re-renders
  • Keep animation timing slow and intentional
  • Validate desktop + mobile behavior

Design Rules

  • Keep colors minimal
  • Always include fog/depth strategy
  • Slow animations only
  • Avoid over-centering
  • Think design system, not visual effects demo

Performance + Accessibility Guardrails

  • Optimize geometry/material counts and shader cost
  • Lazy-load non-critical heavy sections
  • Respect prefers-reduced-motion
  • Maintain readable contrast in light mode
  • Provide keyboard and focus-visible behavior for interactive UI
  • Keep interaction states understandable without sound

Security + Engineering Guardrails

  • Validate/sanitize any external content before rendering
  • If loading remote assets, enforce trusted domain allowlist
  • Avoid inline script injection patterns
  • Do not expose secrets in client bundles
  • Keep dependencies current and pinned where needed

Igloo-Inspired Process Principles (Apply to Build)

  • Use fast previs and gray-blocking early
  • Iterate in-browser for shader/model/timing tuning
  • Measure performance continuously during development
  • Prefer real-time transitions over pre-rendered video tricks

References (Keep These Fetchable)

Website references

Visual assets

Motion reference

vid

Final Deliverable Expectation

Return:

  1. A full implementation plan mapped to pages/sections/components.
  2. A concrete build order with milestones.
  3. Key scene/component code scaffolds.
  4. Performance strategy and fallback behavior.
  5. A final QA checklist for interaction, visuals, accessibility, and responsiveness.