Nudot Studio

Creative Studio
- Animation
- Dark
- Editorial
- Large type
- Minimal
- WebGL
Palette
Typography
Primary
DM SansSecondary
Zalando Sans SemiExpandedMono
Bitcount Grid Single
About this design
An immersive creative-studio landing experience that treats a full-bleed WebGL portfolio montage as an art-directed stage, overlaid with monumental split typography, fine editorial navigation, project indicators and a restrained data-like UI.
Prompts
Main build prompt
Create an original immersive portfolio landing page whose signature is a fixed, oversized split masthead over a constantly evolving full-viewport visual stage. Use the following dimensions and timings as reconstruction targets inferred from the reference, not exact measurements of the original implementation. Frame the desktop composition at 1920×968 (approximately 1.98:1); all stage imagery, canvas render targets, video posters and fallback images should retain that wide ratio, for example 2560×1290 or 3840×1936. Build a full-bleed dark-to-light art-directed stage behind a persistent editorial HUD. The background should transition between at least three original visual worlds: a near-black glossy mineral/chrome object field; a pale floating geological garden with moss, translucent fungi, petals and slow drifting particles; and a high-contrast distressed still-life/editorial composition with paper, ink, leaves and a phone-shaped object. Make original assets or generate/licence fresh substitutes; do not use another studio’s logos, writing or project artwork. A practical recreation uses Three.js for the scene layer, with a DOM HUD above it. Use full-width poster images or short original video loops as a lower-capability fallback. Pin two enormous uppercase sans-serif words to the upper edge, one aligned left and one aligned right. At desktop, target roughly 94–106px type, weight 700, tight negative tracking around -0.06em, and a line height near .8. Leave a central gap of about 120–180px for a small abstract own-brand mark plus a micro-label. On dark scenes make the masthead chalk-white (#fbfbfb); on pale scenes let it become graphite (#3c3b3c). Preserve the exact same headline geometry as scenes change so the visuals appear to move beneath an institutional frame. Use an expansive grotesk such as Zalando Sans SemiExpanded for the display treatment and DM Sans for UI text. Use the grid-like mono face only for counters, markers or tiny technical labels. Lay a transparent technical grid over the scene: a fine horizontal rule around 27–29% viewport height, a second information zone in the lower third, and a near-invisible vertical center axis. Set rules to a scene-aware 15–28% opacity. At left around 25–28% viewport height, place a 4-item navigation in 9–11px uppercase with ~.12em tracking. Above or beside it put a short three-to-four-line service list in your own language. At right, place a similarly compact four-line capability list near the top third, a bracketed section cue near the central rule, a 128×72px-ish preview tile around the right-middle/lower area, and three small social labels beneath. Use original labels only. At center-lower, add a project index such as “02 / 05”, a tiny category label, and an active row of roughly 25–34 narrow vertical ticks. Beneath it, set a horizontal thumbnail rail about 360–470px wide and 32–44px tall, composed of six to eight small original scene thumbnails in a translucent dark strip. Add very small contact/legal text at the bottom-left. Keep all peripheral text deliberately quiet: around 8–10px, white or graphite at 60–80% opacity. The scene should be the movement, not the HUD. Start on a dark composition, then over approximately 2–4 seconds introduce reflective spheres and a central faceted mark/object. Transition over about 1–2 seconds into the pale botanical island through a controlled bloom, zoom and reframing; have flowers, motes and droplets cross in front of the masthead while the text stays sharp. Let the island slowly rotate or camera-drift for several seconds, then switch to a grainy, more graphic black-and-white editorial world with a brief RGB edge split and noisy texture. A small dotted cursor trail or animated right-angle path can intermittently arc around the center; keep it subtle and purposeful. Use GSAP for timeline coordination and the available smooth-scroll library for scroll feel, but use time-based scene changes only if no scroll narrative is needed. Render the stage beneath all text. Place the scene at z-index 0, a low-opacity contrast wash at z-index 1, grid lines at 2, HUD text at 3, and pointer path/interaction feedback at 4. Protect readability dynamically: use a gentle translucent wash behind small labels or calculate a light/dark HUD theme per scene. Do not add rounded SaaS cards, gradients as decoration, large CTA pills, feature grids, testimonials, cookie-style popups or soft drop shadows. For interaction, make thumbnails and side preview select original scenes; on hover, brighten the chosen thumbnail, update the index/title and crossfade or camera-transition the stage. On pointer move, apply only a slight parallax/camera bias, roughly 2–4% of the stage width. Support keyboard selection through focusable thumbnails, visible focus rings and left/right arrows. Give the canvas an accessible text alternative describing the currently selected original project. Respect prefers-reduced-motion by showing a stable poster scene, preserving manual project selection, and replacing sweeping camera motion with a 180–250ms opacity transition. Keep initial page content functional before the 3D assets finish loading, limit DPR on mobile, pause offscreen rendering, and serve compressed textures and responsive posters.
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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 Nudot Studio belong to their authors.
Build Recipe
Framework
- React or vanilla component architecture
Creative tools
- Higgsfield
- Nano Banana
Libraries
- Three.js· Detected
- GSAP· Detected
- Lenis· Detected
- Three.js post-processing
- GLTFLoader
- CSS Scroll Snap fallback
Special requirements
AI Replicability
78 / 100
Main remaining challenge
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
- Almost entirely square geometry. The main side preview is a sharp rectangle; use only tiny ~0–3px radii where anti-aliasing requires it.
- Controls read as small uppercase text labels, hairline rules, bracketed labels and discrete graphic marks rather than filled CTA buttons.
- Avoid conventional cards. The only card-like element is a small right-side project preview, treated as a flat framed media tile.
- No soft UI elevation. Depth comes from the rendered scene, dark translucent overlays, contrast and occasional media glow.
- Fine low-contrast horizontal and vertical rules create a technical editorial grid; use translucent light or dark strokes according to the scene.
- Dense edge annotations contrast with broad central breathing room. Use a roughly 28–34px outer desktop inset and a tightly spaced microtype rhythm.
- The interface occupies the whole viewport, with overlays aligned to a near-full-bleed grid rather than a centered content max-width.
- A compact horizontal text nav sits at left around the middle of the viewport; project preview and social links are stacked on the right.
- Full-bleed cinematic 3D stills and graphic editorial collage, with high detail, grain, chromatic aberration and selective defocus.
- No decorative UI gradients; use lighting gradients, haze, translucent black washes and scene-dependent contrast protection.
- A persistent HUD overlays an animated full-bleed stage: oversized two-part masthead at top, scene at center, metadata and navigation around the perimeter, timeline and thumbnails along the lower third.