fiery-ios is a personal Call of Duty iOS companion app built for exactly one player: Riley Musgrave. It exists to answer the question "what should I run, and where should I stand?" without digging through Reddit threads or YouTube videos mid-session. The app is a reference library of weapon loadouts — attachments, perks, and equipment — plus related gameplay reference such as mounting and aiming positions.
The product intent is speed, swagger, and zero filler. It is a personal armory, not a social platform: there is no sharing, no community, no other players. The audience is the single dedicated player who consults builds and mount/aim spots during or around play sessions and wants the answer in seconds.
fiery-ios is delivered as a first-party web application with a custom UI and an application-owned identity layer. A single human actor — the Solo Call of Duty Mobile Player — enrolls once, verifies on return, and then browses a durable personal library of loadouts and gameplay reference content.
Current accepted behavior:
Narrow exclusions: the app is for the single user's own personal use only, not for other players. There is no sharing, no multi-user collaboration, no social feed, and no audience beyond Riley. No other capabilities are in scope.
fiery-ios is a solo reference tool. The only human who ever uses it is its owner. Because the loadout library and gameplay reference are durable, personal, and must be resumed across sessions, the app owns a minimal identity layer: the player establishes access once through self-service enrollment on the Login page, and verifies on return before reaching the protected library. The Landing page is the anonymous entry surface and does not itself expose protected library state.
Everything the player consults — loadouts, their attachments, perks, and equipment, and gameplay reference such as mounting and aiming positions — lives behind that access boundary. Nothing in the current scope is delegated to a provider surface or an external destination; the app is the sole owner of the reference content and the player's access to it.
Future ideas are not part of the current delivery and are not represented in any page or acceptance criterion.
No content_source reference directive was supplied. This section is intentionally omitted.
FR-1 — Personal loadout and gameplay reference app (explicit) As the Solo Call of Duty Mobile Player, I should have an app for Call of Duty on iOS that helps me with weapon loadouts — attachments, perks, and equipment — and other related gameplay reference such as mounting and aiming positions, so that I have one place for the information I need.
FR-2 — Personal use only (explicit) As the Solo Call of Duty Mobile Player, I should have the app serve only me, so that it stays a personal tool rather than something built for other players.
FR-3 — Reference library of loadouts and gameplay information (explicit) As the Solo Call of Duty Mobile Player, I should browse a reference library of loadouts and related gameplay information, so that I can find the build or guidance I need quickly.
FR-4 — Self-service enrollment on first use (required_inference) As the Solo Call of Duty Mobile Player, I should be able to enroll myself on first use from the Login page, so that I can reach my personal library without waiting on anyone else.
FR-5 — Returning verification before protected access (required_inference) As the Solo Call of Duty Mobile Player, I should verify myself on return before reaching the loadout library and gameplay reference, so that my personal library stays bound to me.
FR-6 — View an individual loadout's composition (required_inference) As the Solo Call of Duty Mobile Player, I should open a single loadout and see its attachments, perks, and equipment, so that I can read the full build without scanning the whole library.
FR-7 — Consult mounting and aiming positions (required_inference) As the Solo Call of Duty Mobile Player, I should consult gameplay reference content such as mounting and aiming positions, so that I know where to hold during a session.
Product context. Riley Musgrave plays Call of Duty on iOS and wants a personal reference companion — a single-player armory, not a social platform. The app exists for this one person and no one else; the "personal use only" constraint is a defining part of the role, not an afterthought.
Primary goal. Find the loadout or the mount/aim guidance needed quickly, during or around a play session, without digging through Reddit or YouTube.
Distinct accepted responsibilities.
Relevant inputs and decisions. Which loadout to open; which reference entry to consult; whether to retry a failed load or move on. The player decides what to run and where to hold — the app supplies the reference, the player makes the call.
Interactions with other accepted participants. None. There are no other human participants in the product; the player is the sole actor, and the app's identity layer exists only to keep the personal library bound to this one player.
Observable success. The needed loadout or guidance is on screen within seconds of opening the app, with attachments, perks, equipment, and mount/aim callouts fully readable.
Muse and headline. After Jessica Walsh — "ALL THE THING. JUST ME." Loud, confident loadout craft: a personal armory with swagger, not a spreadsheet.
Mode. Dark mode only.
Colour tokens (exact hex, by role).
| Role | Hex | Use |
|---|---|---|
| Background | #141016 | Deep aubergine-black ground; carries ~70% of every screen |
| Surface | #241C29 | Lifted plum for cards, tiles, and panels |
| Text | #FFF6EC | Warm cream body and heading text — never pure white |
| Primary | #FF3D7F | Hot magenta: primary actions, active loadout, hairline rules, hard shadows |
| Accent | #FFC53D | Acid tangerine-yellow: stat highlights, mount callouts, hover flips, hard shadows |
| Muted | #8E7F98 | Secondary labels and de-emphasised metadata |
| Sticker accent | #C6FF4F | Lime, used rarely and only on tags |
Surface edges are 1px #FF3D7F at 25% opacity. No blue or indigo appears anywhere in the palette.
Typography.
-0.03em. Hero display clamp(44px, 9vw, 128px); page H1 clamp(32px, 5vw, 64px).0.14em letter-spacing.Shape language. Sticker-and-field geometry: hard-edged full-bleed colour blocks with sharp corners for section grounds; every card, chip, and button is a fully rounded capsule or a 24px-radius tile with a hard offset shadow (6px 6px 0 in #FF3D7F or #FFC53D) instead of a blur. Overlapping rotated sticker tags at −6° to +6°. Small dot-grid and halftone dot textures as ground pattern. No gradient blobs, no glass.
Layout. Asymmetric poster grid: 12 columns, loadout cards alternating 5/7 and 7/5 spans with 24px gutters on desktop, collapsing to a single column at 768px and below. Navigation is a persistent bottom capsule bar on mobile and a top-left wordmark with a right-aligned capsule menu on desktop. Stat rows are ruled label/value pairs with a magenta hairline. All text and controls stay inside the viewport and their container at 375 / 768 / 1280 via clamp() type and wrapping capsules.
Imagery. No stock photos. Flat vector weapon silhouettes and attachment pictograms in thick 3px strokes on solid colour tiles, halftone-dot textures, and bold rotated sticker badges (META, MOUNT, CQB). Gameplay Reference uses schematic top-down map diagrams with mount/aim cones as flat magenta and yellow wedges. Everything is flat, saturated, and poster-like.
The Armory Door. The Landing page is a full-bleed aubergine-black ground split into two hard-edged colour fields. The left 60% is a hot magenta (#FF3D7F) block carrying the four-line Archivo Black headline "ALL THE THING. JUST ME." at clamp(44px, 9vw, 128px), stacked flush-left. The right 40% is where an oversized rotated weapon-card sticker — a plum (#241C29) tile with a flat vector rifle silhouette, attachment chips, and a yellow (#FFC53D) hard offset shadow — bleeds off the right and bottom edges. A cream capsule CTA "Enter the armory" with a magenta hard shadow sits beneath the headline. A thin yellow ticker line runs along the very top reading "PERSONAL LOADOUTS · MOUNT SPOTS · ATTACHMENTS". No centred hero, no gradient, no floating cards.
The concept recomposes only accepted content: the product's identity as a personal loadout and gameplay reference app, and the single CTA that leads to Login. It introduces no new behavior or destination.
Interaction Model: Animated Motion Tempo: expressive Hero Dimensionality: layered_2d
Landing Hero Motion Brief
clamp(). Decoration and imagery may bleed, rotate, or overlap but never cover readable text or controls.prefers-reduced-motion, all transitions become instant and the marquee ticker wraps into static rows so every item is fully readable.No additional services, queues, or orchestration layers are required for the current scope.

fiery-ios
fiery-ios is a personal Call of Duty iOS loadout and gameplay reference app, built for one player only. It holds what you run — loadouts with their attachments, perks, and equipment — and where to stand — gameplay reference such as mounting and aiming positions. No feed, no other players, no filler.

fiery-ios
fiery-ios is a personal Call of Duty iOS loadout and gameplay reference app, built for one player only. It holds what you run — loadouts with their attachments, perks, and equipment — and where to stand — gameplay reference such as mounting and aiming positions. No feed, no other players, no filler.
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