WebGL Landing Steering Skill
Use this skill to steer outcomes
Map landing-page goal to WebGL direction before writing code.
1) Define the page intent
Identify the primary conversion and brand signal:
- Premium / luxury / minimal confidence
- Technical / infrastructure / data authority
- Playful / consumer / social energy
- Cinematic / launch / storytelling impact
Also capture:
- Device mix (desktop-heavy vs mobile-heavy)
- Motion tolerance (
prefers-reduced-motion policy)
- Production constraints (deadline, team skill, maintenance budget)
2) Choose the WebGL lane
Pick one dominant lane; avoid mixing 3-4 heavy effects in the hero.
Lane A: Subtle depth field (high conversion safety)
Use for: SaaS, productivity, B2B tools where readability wins.
- Visuals: soft gradient meshes, slow parallax planes, light bloom
- Motion: low amplitude, always secondary to copy
- Stack: Three.js plane shaders or lightweight shader canvas
- Rule: hero text contrast and CTA prominence first
Lane B: Data/particle intelligence (technical credibility)
Use for: AI, infra, analytics, developer products.
- Visuals: particle flows, node networks, vector fields, wireframes
- Motion: purposeful directional flow toward CTA area
- Stack: Three.js + custom shader/points, optionally GPGPU for dense fields
- Rule: communicate "system behavior," not random sparkles
Lane C: Object-centric 3D product moment (feature clarity)
Use for: hardware, apps with strong product visuals, launches.
- Visuals: central GLTF model, controlled camera orbit, material highlights
- Motion: interaction-driven or timeline-based reveal
- Stack: Three.js + GLTF/DRACO/KTX2 pipeline
- Rule: one hero object, short loop, fast first meaningful paint fallback
Lane D: Immersive cinematic scene (brand campaign)
Use for: campaign pages where wow factor is the main KPI.
- Visuals: volumetrics, heavy postprocessing, dense scene composition
- Motion: choreographed sequence with scroll chapters
- Stack: Three.js + postprocessing + optional GSAP ScrollTrigger
- Rule: provide a static/mobile fallback and strict performance gates
3) Steering matrix by landing page type
- Waitlist / pre-launch: Lane A or B. Keep copy legible and quick to load.
- Product feature page: Lane A or C. Demonstrate product truth, not abstract noise.
- Pricing / high-intent page: Mostly Lane A. Keep WebGL decorative only.
- Enterprise trust page: Lane B with restrained palette and low noise.
- Consumer app growth page: Lane B with playful palette, but cap CPU/GPU load.
- Campaign microsite: Lane C or D with explicit fallback for lower-end devices.
4) Quality gates before shipping
Pass these gates before adding more visual complexity:
- Message gate:
- Hero headline + CTA readable in under 3 seconds.
- WebGL never blocks understanding of offer.
- Performance gate:
- Cap pixel ratio:
Math.min(devicePixelRatio, 1.5-2).
- Target stable frame time on common mobile devices.
- Lazy-load heavy assets; show immediate non-WebGL poster/fallback.
- Accessibility gate:
- Respect
prefers-reduced-motion (still frame or low-motion mode).
- Maintain color contrast over animated backgrounds.
- Reliability gate:
- Handle context loss and resize.
- Dispose geometries/materials/textures in SPA route changes.
5) Implementation strategy by risk
- Low risk (fastest): CSS + canvas illusion, minimal shaders
- Medium risk: Three.js scene with 1-2 meshes, lightweight post FX
- High risk: multi-pass shaders, dense particles, advanced postprocessing
Default to low/medium risk for conversion pages unless user explicitly asks for campaign-grade immersion.
6) Prompting template for Codex-style execution
Use this prompt pattern when asked to build a WebGL landing hero:
"Build a [lane] WebGL hero for a [page type] with [brand adjectives].
Primary goal: [conversion].
Constraints: [device mix], [performance budget], [reduced motion policy].
Implement fallback first, then enhance with WebGL.
Keep hero copy clarity as priority over visual complexity."
7) Common failure patterns and corrections
- Failure: "Looks cool but conversion dropped."
- Fix: reduce motion amplitude, darken/soften background, raise CTA contrast.
- Failure: "Mobile stutters."
- Fix: reduce particle count, lower DPR cap, remove expensive postprocessing.
- Failure: "Visual style feels generic."
- Fix: pick one signature motif aligned to brand (grid, wave, orbit, shards).
- Failure: "Team cannot maintain shader complexity."
- Fix: simplify to modular Three.js scene with documented parameters.
Output format when applying this skill
Return:
- Recommended lane and why
- Visual spec (palette, motion behavior, composition)
- Technical stack and complexity tier
- Fallback behavior
- Performance + accessibility checklist
- Build order (MVP first, enhancement second)
1---2name: webgl-landing-steering3description: Use when creating or refining WebGL-heavy landing pages and you need to steer toward a specific visual outcome (premium, technical, playful, cinematic) while balancing conversion clarity, performance, and implementation complexity.4---5
6# WebGL Landing Steering Skill
7
8## Use this skill to steer outcomes
9Map landing-page goal to WebGL direction before writing code.
10
11### 1) Define the page intent
12Identify the primary conversion and brand signal:
13- Premium / luxury / minimal confidence
14- Technical / infrastructure / data authority
15- Playful / consumer / social energy
16- Cinematic / launch / storytelling impact
17
18Also capture:
19- Device mix (desktop-heavy vs mobile-heavy)
20- Motion tolerance (`prefers-reduced-motion` policy)
21- Production constraints (deadline, team skill, maintenance budget)
22
23### 2) Choose the WebGL lane
24Pick one dominant lane; avoid mixing 3-4 heavy effects in the hero.
25
26#### Lane A: Subtle depth field (high conversion safety)
27Use for: SaaS, productivity, B2B tools where readability wins.
28- Visuals: soft gradient meshes, slow parallax planes, light bloom
29- Motion: low amplitude, always secondary to copy
30- Stack: Three.js plane shaders or lightweight shader canvas
31- Rule: hero text contrast and CTA prominence first
32
33#### Lane B: Data/particle intelligence (technical credibility)
34Use for: AI, infra, analytics, developer products.
35- Visuals: particle flows, node networks, vector fields, wireframes
36- Motion: purposeful directional flow toward CTA area
37- Stack: Three.js + custom shader/points, optionally GPGPU for dense fields
38- Rule: communicate "system behavior," not random sparkles
39
40#### Lane C: Object-centric 3D product moment (feature clarity)
41Use for: hardware, apps with strong product visuals, launches.
42- Visuals: central GLTF model, controlled camera orbit, material highlights
43- Motion: interaction-driven or timeline-based reveal
44- Stack: Three.js + GLTF/DRACO/KTX2 pipeline
45- Rule: one hero object, short loop, fast first meaningful paint fallback
46
47#### Lane D: Immersive cinematic scene (brand campaign)
48Use for: campaign pages where wow factor is the main KPI.
49- Visuals: volumetrics, heavy postprocessing, dense scene composition
50- Motion: choreographed sequence with scroll chapters
51- Stack: Three.js + postprocessing + optional GSAP ScrollTrigger
52- Rule: provide a static/mobile fallback and strict performance gates
53
54### 3) Steering matrix by landing page type
55- Waitlist / pre-launch: Lane A or B. Keep copy legible and quick to load.
56- Product feature page: Lane A or C. Demonstrate product truth, not abstract noise.
57- Pricing / high-intent page: Mostly Lane A. Keep WebGL decorative only.
58- Enterprise trust page: Lane B with restrained palette and low noise.
59- Consumer app growth page: Lane B with playful palette, but cap CPU/GPU load.
60- Campaign microsite: Lane C or D with explicit fallback for lower-end devices.
61
62### 4) Quality gates before shipping
63Pass these gates before adding more visual complexity:
64
651. Message gate:
66- Hero headline + CTA readable in under 3 seconds.
67- WebGL never blocks understanding of offer.
68
692. Performance gate:
70- Cap pixel ratio: `Math.min(devicePixelRatio, 1.5-2)`.
71- Target stable frame time on common mobile devices.
72- Lazy-load heavy assets; show immediate non-WebGL poster/fallback.
73
743. Accessibility gate:
75- Respect `prefers-reduced-motion` (still frame or low-motion mode).
76- Maintain color contrast over animated backgrounds.
77
784. Reliability gate:
79- Handle context loss and resize.
80- Dispose geometries/materials/textures in SPA route changes.
81
82### 5) Implementation strategy by risk
83- Low risk (fastest): CSS + canvas illusion, minimal shaders
84- Medium risk: Three.js scene with 1-2 meshes, lightweight post FX
85- High risk: multi-pass shaders, dense particles, advanced postprocessing
86
87Default to low/medium risk for conversion pages unless user explicitly asks for campaign-grade immersion.
88
89### 6) Prompting template for Codex-style execution
90Use this prompt pattern when asked to build a WebGL landing hero:
91
92"Build a [lane] WebGL hero for a [page type] with [brand adjectives].
93Primary goal: [conversion].
94Constraints: [device mix], [performance budget], [reduced motion policy].
95Implement fallback first, then enhance with WebGL.
96Keep hero copy clarity as priority over visual complexity."
97
98### 7) Common failure patterns and corrections
99- Failure: "Looks cool but conversion dropped."
100 - Fix: reduce motion amplitude, darken/soften background, raise CTA contrast.
101- Failure: "Mobile stutters."
102 - Fix: reduce particle count, lower DPR cap, remove expensive postprocessing.
103- Failure: "Visual style feels generic."
104 - Fix: pick one signature motif aligned to brand (grid, wave, orbit, shards).
105- Failure: "Team cannot maintain shader complexity."
106 - Fix: simplify to modular Three.js scene with documented parameters.
107
108## Output format when applying this skill
109Return:
1101. Recommended lane and why
1112. Visual spec (palette, motion behavior, composition)
1123. Technical stack and complexity tier
1134. Fallback behavior
1145. Performance + accessibility checklist
1156. Build order (MVP first, enhancement second)