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BUNQ LABS

Screenshot of BUNQ LABS
AgencyPublished
  • 3D
  • Animation
  • Dark
  • Editorial
  • Minimal
  • WebGL

Palette

Typography

  • Primary

    Larken
    Weights
    400, 500
    Fallback
    Georgia, 'Times New Roman', serif
  • Secondary

    Inter Tight
    Weights
    400, 500, 600, 700
    Fallback
    Arial Narrow, Arial, sans-serif
  • Mono

    JetBrains Mono
    Weights
    400, 500, 600
    Fallback
    'Courier New', monospace

About this design

A dark, cinematic studio portfolio that frames its work inside a continuous real-time 3D world, shifting from mountain monument to neon exhibition chamber, interior, and open water.

Prompts

Six prompts, in build order. Each one describes the visual language, not the original site.

  • Main build prompt
    Build an original studio portfolio experience centered on one recognisable idea: a full-viewport, cinematic real-time 3D world that continuously carries the visitor through radically different environments while an extremely spare editorial UI stays fixed above it. Use the following dimensions and timings as reconstruction targets inferred from the reference, not exact measurements of the original implementation. Compose every scene for a 1920×968 (≈1.98:1) stage; preserve that ratio for posters, render targets, background plates, and fallback video.
    
    Create a black opening state with only a small abstract white monogram at center. Over roughly 1.5–2.5 seconds, reveal a misty, near-monochrome mountain or crag occupying the lower 40–55% of the frame, a freestanding black rectangular portal behind it, and faint airborne dust. The environment should feel like a high-grain art film: near-black foregrounds (#020202), graphite surfaces (#242324 and #3b3b3b), fog-grey atmosphere (#9c9b9c), and cool off-white type (#dbdbdb). Reserve vivid colour for rare scene-local accents only: for example, a small scarlet geometric marker or a self-contained emerald-green project world. Do not use purple gradients, generic feature cards, glossy SaaS panels, testimonial sections, floating glassmorphism, or drop-shadow-heavy UI.
    
    Render the scene with Three.js on a full-bleed WebGL canvas at z-index 0. Use a fixed DOM overlay at z-index 10: around 20–30px horizontal inset, place a tiny rule or utility mark at far left, a work link left of center, an abstract own-brand symbol at center, an about link right of center, and a contact link at far right. Set these labels in uppercase Inter Tight around 10–12px, firm weight, close line height and modest tracking. Use Larken for expressive display lines: around 72–96px on desktop, ~0.92–1.0 line-height, normal weight, with the typography spanning almost the full lower width when it enters. Use JetBrains Mono around 9–11px for metadata, labels, and CTA text.
    
    Build four to five scene states: a foggy rock-and-portal opening; a dark portal with a framed project surface; a saturated green chamber where particles stream between two circular mechanical emitters; a dark architectural lounge with three tall illuminated panels and sculptural furniture; and a misty water scene viewed over the bow of a small boat. Let the camera and scene content move, rather than treating these as ordinary page sections. Keep the persistent navigation readable by dynamically switching between pale and dark text based on the scene luminance.
    
    In the opening scene, introduce one giant original headline in Larken across the lower edge, broken into two visual phrases with a small saturated-red abstract separator. Do not reuse any wording from the reference. Add a compact black pill CTA centered near the lower edge, around 200–250px wide and 32–40px tall. In later scenes, use isolated project labels, a pair of thin circular previous/next arrow controls, and sparse mono metadata. In the water state, center a large two-line serif invitation in the upper-middle, a short mono supporting line below, and a small black pill CTA.
    
    A practical recreation is a Three.js scene graph with separate environment groups and one camera route; use asset-light low-poly or scan-like geometry, baked texture detail, fog, volumetric-looking translucent planes, particles, and restrained post-processing. Do not make visual plausibility depend on expensive true fluid or volumetric simulations. Offer an accessible semantic HTML outline beneath/alongside the canvas: navigation landmarks, real buttons/links, text content, keyboard-operable scene controls, descriptive labels, and a reduced-motion alternate view made of still scene images with normal content flow. Lazy-load noninitial 3D assets, cap device-pixel-ratio around 1.5–2, pause rendering offscreen, and provide a poster-image fallback when WebGL is unavailable.
  • Build frontend
  • Generate assets
  • Add animations
  • Responsive polish
  • Final visual polish

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These prompts describe a visual language: composition, rhythm, type scale and motion. Build with your own branding, copy, logos and imagery — the design and content of BUNQ LABS belong to their authors.

Build Recipe

Framework

  • React
  • Vite
Agent
Claude Code
Model
Claude Fable 5.1This reconstruction needs sustained work across a real-time Three.js scene, cinematic transitions, responsive UI overlays, and close lighting and composition tuning.

Creative tools

  • Meshy
  • Higgsfield
  • Nano Banana

Libraries

  • Three.js· Detected
  • Three.js
  • GSAP

Special requirements

Real-time WebGL scene design; a small set of textured 3D environment props; cinematic lighting, fog, particle fields, water treatment, and camera-transition choreography.

AI Replicability

84 / 100

The visual system and observed camera-led motion reproduce reliably with current WebGL tooling; the main remaining challenge is art-directing believable bespoke environments, materials, and transitions to the same atmospheric standard.

Main remaining challenge

Maintaining cinematic visual coherence while transitioning between several materially distinct 3D worlds without exposing loading seams or reducing frame rate.

Credits

Featured for design inspiration and analysis.

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Original website, branding and assets remain the property of their respective owners. Content policy

Design analysis

Radius
Buttons are approximately pill-shaped; scene panels and media surfaces are predominantly square-cornered.
Buttons
Small black capsules with fine light outlines or high-contrast light labels; compact mono uppercase text.
Cards
Avoid conventional cards. Project information appears as large environmental panels, portals, and tall wall-mounted posters.
Shadows
Lighting and ambient occlusion belong to the 3D environment; UI itself is almost shadowless.
Borders
Hairline low-contrast charcoal rules, circular arrow outlines, and thin panel seams define the interface.
Spacing
Very generous viewport-scale negative space, with tightly tracked microcopy and deliberately sparse information clusters.
Container
Full-bleed 1920×968 reference stage, with a fixed top navigation inset roughly 20–30px from each edge.
Navigation
A thin, fixed four-point navigation bar: left mark/line, work, centered symbol, about, and contact at right.
Imagery
High-contrast, near-monochrome cinematic 3D environments; occasional saturated red or luminous green appears inside individual project scenes.
Gradients
Atmospheric black-to-grey fog gradients and scene lighting rather than decorative UI gradients.
Layout
A fixed editorial UI layer sits above a continuously changing full-viewport 3D scene; copy can enter as giant foreground type or centered editorial blocks.