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System Requirements Document for game-nexus-zero
1. Introduction
Nexus Zero is a large-scale, battle-royale-style multiplayer shooter built to compete at the ambition and scale of PUBG. The product intent, taken directly from the authoritative requirement thread, is threefold:
- Build a game titled "Nexus Zero".
- Make it a battle-royale-style multiplayer shooter comparable in ambition and scale to PUBG.
- Position it as a commercially successful, large-scale game ("multibillion dollar").
The audience is competitive players and squad leaders who expect a AAA-scale event: a distinct world identity, a clear path from landing to squad to match, and a match experience built around survival, competition against other players, and victory.
This document specifies the current, buildable product: the public entry surface, self-service identity access, the squad lobby where players assemble and a squad leader launches a match, and the active match itself. It preserves the exact accepted page contract, the closed persona catalog, and the hard constraints (name and genre/scale), and it keeps future commercial-scale ambitions clearly separated from current acceptance.
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2. System Overview
Nexus Zero is delivered as a first-party, application-owned web product with custom UI. It comprises five current destinations in a fixed order: Landing, Sign Up, Login, Squad Lobby, and Match. The Landing page is anonymously reachable and explains Nexus Zero as a large-scale battle-royale multiplayer shooter, directing visitors toward play. Sign Up and Login are anonymously reachable identity-access surfaces. Squad Lobby and Match are protected destinations that require established identity continuity.
The current actors are the Player and the Match Host / Squad Leader. A Player enters matches, competes against other players, and pursues survival and victory. A Match Host / Squad Leader assembles a squad, coordinates teammates, and starts a match with the chosen teammates. Both roles are active human participants; the game's match simulation and backend services are supporting system actors, not personas.
Accepted behavior covers: anonymous discovery of the game; self-service enrollment; returning verification; forming or joining a squad lobby; coordinating teammates and marking readiness; a squad leader starting a match with selected teammates; and the active battle-royale match in which players compete for survival and victory.
Narrow exclusions: this document does not add adjacent capabilities such as in-game commerce, ranked ladders, tournaments, streaming integrations, social feeds, or account-management features beyond the identity establishment and returning verification required to reach protected squad and match state. Commercial-scale outcomes ("multibillion dollar") are treated as product ambition and future commercial goals, not as current functional capabilities.
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2a. Product Interpretation and Delivery Boundary
Nexus Zero is delivered as a first-party application with its own custom interface and its own application-owned identity. Visitors can reach the Landing page without any identity. To enter protected squad and match state, a person must first establish identity through self-service enrollment on Sign Up, or verify an existing identity on Login. There is no invitation or provisioning boundary: enrollment is open and self-service.
The current delivery boundary is the playable loop: discover the game, establish identity, assemble or join a squad, launch a match, and play a battle-royale match to a survival/victory outcome. Everything required to make that loop usable — anonymous entry, identity establishment, returning verification, squad formation, match launch, and the match itself — is current.
Future horizons (commercial scale, live-service operations, monetization, seasonal content, and competitive infrastructure) are recorded in the future section and are explicitly out of current page scope and current acceptance. Provider and external responsibilities, where they exist, remain with their owners; the current product does not delegate its identity, squad, or match ownership to an external surface.
2b. Source Content Inventory
Not applicable. The single reference directive (PUBG) is declared with uses: ["feature_reference", "domain_context"] and authority: inspiration_only. It supplies genre and scale context only, and no content_source directive is present, so no source content inventory is produced.
2c. Page Content and Component Coverage
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Landing
- Information / state: Anonymous public entry. Presents Nexus Zero as a large-scale battle-royale multiplayer shooter. Communicates scale and stakes (large player count, large map, solo/squad play) and the path toward play. No identity required to view.
- Primary action: Proceed toward play (enter the identity path leading to Sign Up or Login).
- Supporting actions: Navigate to Sign Up for new players; navigate to Login for returning players.
- Domain entities: Game identity (Nexus Zero), genre/scale descriptors, play-mode descriptors (solo/squad).
- Component responsibilities:
- Hero stage: full-viewport dark stage with the dominant Nexus ring subject and the two-line "NEXUS ZERO" headline, champagne hairline rule, and hot orange "DROP IN" pill CTA.
- Data strip: muted-grey scale metadata (player count, map area, solo/squad).
- Entry controls: CTA routing to Sign Up and a secondary route to Login.
- States:
- Loading: Hero subject initializes; headline, rule, CTA, and data strip render immediately and remain readable while the hero subject initializes.
- Empty: Not applicable (static public content).
- Success: Visitor understands the game and can proceed to Sign Up or Login.
- Error: If the hero subject fails to initialize, the static headline, rule, CTA, and data strip remain fully readable and the CTA remains operable.
- Recovery: Hero subject retries or degrades to a static composed frame; navigation controls are never blocked by hero failure.
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Sign Up
- Information / state: Anonymous identity-access surface. Self-service enrollment for players who independently begin using Nexus Zero. No invitation or provisioning boundary.
- Primary action: Create a new Nexus Zero identity and proceed into protected state.
- Supporting actions: Navigate to Login if the visitor already has an identity; return to Landing.
- Domain entities: Player identity (credentials and display identity), enrollment state.
- Component responsibilities:
- Enrollment form: collects the information required to establish a new identity.
- Validation feedback: inline, field-level guidance.
- Submit control: capsule button with champagne border and hot orange fill on hover.
- Cross-link: route to Login.
- States:
- Loading: Submit in progress; control shows a pending state and prevents duplicate submission.
- Empty: Initial form state with empty fields and no errors.
- Success: Identity established; the person proceeds into protected state (Squad Lobby).
- Error: Invalid or incomplete input shows field-level errors; a failed enrollment shows a recoverable message without losing entered values.
- Recovery: Correct input and resubmit; or switch to Login if an identity already exists.
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Login
- Information / state: Anonymous identity-access surface. Returning verification for players and squad leaders continuing into protected squad and match state.
- Primary action: Verify an existing identity and continue into protected state.
- Supporting actions: Navigate to Sign Up if no identity exists; return to Landing.
- Domain entities: Player identity (credentials), verification state.
- Component responsibilities:
- Verification form: collects the credentials required to verify identity.
- Validation feedback: inline, field-level guidance.
- Submit control: capsule button with champagne border and hot orange fill on hover.
- Cross-link: route to Sign Up.
- States:
- Loading: Verification in progress; control shows a pending state and prevents duplicate submission.
- Empty: Initial form state with empty fields and no errors.
- Success: Identity verified; the person continues into protected state (Squad Lobby).
- Error: Incorrect credentials show a recoverable message that does not disclose which field was wrong.
- Recovery: Retry verification; or switch to Sign Up.
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Squad Lobby
- Information / state: Protected destination requiring established identity. Shows the current squad roster, each member's readiness, and the match configuration. The squad leader's launch control is present and authoritative for starting the match.
- Primary action: For a squad leader, start a match with the selected teammates. For a player, join or form a squad and mark readiness.
- Supporting actions: Form a squad; join an existing squad; coordinate teammates; mark ready; leave the squad; adjust match configuration (squad leader).
- Domain entities: Squad, squad membership, squad leader role, member readiness state, match configuration.
- Component responsibilities:
- Squad roster: ruled rows with curved separators; each member row shows identity and a readiness indicator with a live ready pulse on the avatar ring.
- Match-config panel: large panel with a curved top edge holding the match configuration.
- Launch control: capsule with hot orange fill and champagne border, available to the squad leader; disabled until the squad is ready.
- Membership controls: form/join/leave actions.
- States:
- Loading: Roster and configuration load; skeleton rows preserve layout.
- Empty: No squad yet — the player is prompted to form or join a squad.
- Success: Squad assembled and ready; the squad leader's launch control becomes active and the match starts.
- Error: A failed join, a full squad, or a failed launch shows a recoverable message and preserves current squad state.
- Recovery: Retry the action; the roster and configuration remain intact and the player can continue from the same state.
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Match
- Information / state: Protected destination requiring established identity. Owns the active battle-royale gameplay experience where players compete against other players for survival and victory. Presents live match state: the shrinking play zone, the countdown to zone closure, the player's own status, and the squad's status.
- Primary action: Play the match — compete against other players for survival and victory.
- Supporting actions: Track the shrinking zone and countdown; monitor squad status; observe the match outcome.
- Domain entities: Match, participants (the player and other players), play zone and its shrinking state, countdown, survival status, match outcome (victory or placement).
- Component responsibilities:
- Match HUD: curved corner brackets framing live match information.
- Central minimap ring: circular minimap echoing the shrinking zone, with a countdown ring that contracts as the zone closes.
- Status readouts: the player's survival status and the squad's status.
- Outcome surface: presents the match result (victory or placement) and the continuation path.
- States:
- Loading: Match initializes; HUD frame and readouts render and remain readable while the match world initializes.
- Empty: Not applicable (a match always has participants once started).
- Success: The player survives to victory or achieves a placement; the outcome is presented with a continuation path back to the Squad Lobby.
- Error: A connection or match-initialization failure shows a recoverable message; the player can retry or return to the Squad Lobby.
- Recovery: Reconnect or return to the Squad Lobby and start again; squad state is preserved.
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3. Functional Requirements
Each requirement is a distinct story point with provenance, lifecycle facts, and observable acceptance.
FR-1 — Game identity and genre (explicit).
As a visitor, I should encounter a game titled "Nexus Zero" that is presented as a battle-royale-style multiplayer shooter comparable in ambition and scale to PUBG, so that I immediately understand what the product is.
- Trigger/input: Anonymous visit to Landing.
- Observable result: The name "Nexus Zero" and its battle-royale multiplayer-shooter identity are presented on the Landing page.
- Access state: Anonymous.
- Failure/recovery: If dynamic hero content fails, the name and genre presentation remain readable.
- Continuation: Proceed toward play.
- Acceptance: The Landing page presents the exact name "Nexus Zero" and communicates battle-royale multiplayer shooter scale.
FR-2 — Anonymous discovery and entry (required_inference).
As a visitor, I should be able to learn about Nexus Zero and choose to begin playing without any prior identity, so that the path from discovery to play is open.
- Trigger/input: Anonymous visit to Landing.
- Observable result: The visitor can select a path to Sign Up (new) or Login (returning).
- Access state: Anonymous.
- Failure/recovery: If a route fails, the visitor can retry from Landing.
- Continuation: Enter Sign Up or Login.
- Acceptance: Both entry routes are reachable from Landing without identity.
FR-3 — Self-service enrollment (required_inference).
As a new player, I should be able to create my own Nexus Zero identity without an invitation or provisioning step, so that I can independently begin using the product.
- Trigger/input: Submission of the enrollment form on Sign Up.
- Observable result: A new identity is established and the player proceeds into protected state.
- Access state: Anonymous entry; identity established on success.
- Failure/recovery: Invalid or incomplete input shows field-level errors and preserves entered values; the player can correct and resubmit or switch to Login.
- Continuation: Proceed to Squad Lobby.
- Acceptance: A new identity can be created self-service and used to reach protected state.
FR-4 — Returning verification (required_inference).
As a returning player or squad leader, I should be able to verify my existing identity, so that I can continue into protected squad and match state.
- Trigger/input: Submission of the verification form on Login.
- Observable result: Identity is verified and the person continues into protected state.
- Access state: Anonymous entry; verified identity on success.
- Failure/recovery: Incorrect credentials show a recoverable message that does not disclose which field was wrong; the person can retry or switch to Sign Up.
- Continuation: Proceed to Squad Lobby.
- Acceptance: A verified identity can reach protected squad and match state.
FR-5 — Form or join a squad (required_inference).
As a verified player, I should be able to form a new squad or join an existing squad before entering a match, so that I can play with teammates.
- Trigger/input: Squad action from Squad Lobby.
- Observable result: The player appears in a squad roster with membership state.
- Access state: Protected; verified identity required.
- Failure/recovery: A failed join or a full squad shows a recoverable message and preserves current state; the player can retry or form a squad instead.
- Continuation: Coordinate in the Squad Lobby.
- Acceptance: A verified player can form or join a squad and see themselves in the roster.
FR-6 — Squad coordination and readiness (required_inference).
As a squad member, I should be able to see my teammates and mark my readiness, so that the squad can coordinate before launch.
- Trigger/input: Readiness action in Squad Lobby.
- Observable result: The member's readiness indicator updates in the roster with a live ready pulse.
- Access state: Protected; verified identity required.
- Failure/recovery: A failed readiness update shows a recoverable message and preserves the previous state; the member can retry.
- Continuation: Await squad leader launch.
- Acceptance: Readiness state is visible per member and updates on action.
FR-7 — Start a match with selected teammates (required_inference).
As a squad leader, I should be able to start a match with the selected teammates, so that my squad enters the battle royale together.
- Trigger/input: Launch action from Squad Lobby.
- Observable result: A match starts with the selected teammates and the squad enters the Match destination.
- Access state: Protected; verified identity required; launch control is authoritative for the squad leader.
- Failure/recovery: A failed launch shows a recoverable message and preserves squad state; the leader can retry.
- Continuation: Enter the Match.
- Acceptance: The squad leader can start a match with the chosen teammates and the squad enters the match.
FR-8 — Compete in the battle royale (explicit).
As a player, I should compete against other players in a battle-royale match for survival and victory, so that I can pursue the game's core outcome.
- Trigger/input: Entry into the Match destination.
- Observable result: Live match state is presented, including the shrinking play zone, the countdown to zone closure, and the player's survival status.
- Access state: Protected; verified identity required.
- Failure/recovery: A connection or initialization failure shows a recoverable message; the player can retry or return to the Squad Lobby.
- Continuation: Play to a match outcome.
- Acceptance: The player participates in a live battle-royale match with a shrinking zone and countdown.
FR-9 — Match outcome and continuation (required_inference).
As a player, I should see my match outcome — victory or placement — and be able to continue, so that the match lifecycle completes and I can play again.
- Trigger/input: Match conclusion.
- Observable result: The outcome is presented with a continuation path back to the Squad Lobby.
- Access state: Protected; verified identity required.
- Failure/recovery: If the outcome cannot be retrieved, the player can return to the Squad Lobby and start again.
- Continuation: Return to Squad Lobby to play again.
- Acceptance: A completed match presents an outcome and a working continuation path.
FR-10 — Commercial-scale ambition (explicit, future-facing).
As the product owner, I should position Nexus Zero as a commercially successful, large-scale game, so that the product's ambition matches a multibillion-dollar scale.
- Trigger/input: Product positioning and scale presentation.
- Observable result: The product presents itself at large scale (player count, map area, solo/squad modes).
- Access state: Public presentation.
- Failure/recovery: Not applicable to presentation.
- Continuation: Future commercial goals (see Section 11).
- Acceptance: Scale is communicated in the product presentation; commercial outcomes are tracked as future goals, not current features.
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4. User Personas
Player
- Product context: A competitive player who comes to Nexus Zero to enter battle-royale matches, compete against other players, and pursue survival and victory. They arrive through the public Landing page and establish identity through self-service enrollment or returning verification.
- Primary goal: Win or place well in a match.
- Distinct accepted responsibilities: Enter matches; compete against other players; pursue survival and victory as the recurring outcome; join or form a squad and mark readiness before launch.
- Relevant inputs or decisions: Whether to enroll or verify; which squad to join or form; whether to mark ready; how to play the match as the zone shrinks.
- Interactions with other accepted participants: Plays alongside and against other players; coordinates with squad members in the Squad Lobby; awaits the squad leader's launch.
- Observable success: A completed match with a victory or a placement, and a continuation path back to the Squad Lobby.
- What makes this role different: The Player's work is the match itself — survival and competition — rather than assembling the group. Their success is measured by match outcome, not by squad formation.
Match Host / Squad Leader
- Product context: A player who takes on the responsibility of assembling a group and launching a match. They operate in the Squad Lobby, where their launch control is authoritative.
- Primary goal: Start a match with their chosen teammates.
- Distinct accepted responsibilities: Form or join a squad; coordinate teammates; review readiness; configure the match; start the match with the selected teammates.
- Relevant inputs or decisions: Who is in the squad; whether the squad is ready; when to launch; match configuration choices.
- Interactions with other accepted participants: Coordinates with squad members; depends on their readiness; launches the match that all squad members enter.
- Observable success: A started match with their chosen teammates.
- What makes this role different: The Match Host / Squad Leader owns the launch decision and the group's composition. Their success is a started match with the right teammates, which is a distinct outcome from winning the match itself.
5. Core User Flows
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Flow A — New player discovers Nexus Zero and enrolls
- Starting context: A visitor with no identity arrives at the Landing page.
- The visitor reads the Nexus Zero presentation: the two-line "NEXUS ZERO" headline, the scale data strip, and the battle-royale multiplayer-shooter framing.
- The visitor selects the "DROP IN" call to action and is routed to Sign Up.
- On Sign Up, the visitor completes the enrollment form and submits.
- Observable result: A new identity is established and the visitor proceeds into protected state.
- Failure/recovery: If input is invalid or incomplete, field-level errors appear and entered values are preserved; the visitor corrects and resubmits, or switches to Login if an identity already exists.
- Next step: The new player arrives at Squad Lobby.
Flow B — Returning player verifies identity
- Starting context: A person with an existing identity arrives at the Landing page.
- The person selects the route to Login.
- On Login, the person submits their credentials.
- Observable result: Identity is verified and the person continues into protected state.
- Failure/recovery: Incorrect credentials show a recoverable message that does not disclose which field was wrong; the person retries or switches to Sign Up.
- Next step: The verified player arrives at Squad Lobby.
Flow C — Player forms or joins a squad and marks ready
- Starting context: A verified player is on Squad Lobby with no squad yet (empty state).
- The player forms a new squad or joins an existing squad.
- Observable result: The player appears in the squad roster with membership state.
- The player marks readiness.
- Observable result: The player's readiness indicator updates in the roster with a live ready pulse.
- Failure/recovery: A failed join or a full squad shows a recoverable message and preserves current state; the player retries or forms a squad instead.
- Next step: The player awaits the squad leader's launch.
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Flow D — Squad leader assembles a squad and starts a match
- Starting context: A verified squad leader is on Squad Lobby.
- The squad leader forms or joins a squad and coordinates teammates, reviewing the roster and each member's readiness.
- The squad leader reviews the match configuration in the match-config panel.
- The squad leader waits until the squad is ready; the launch control is disabled until then.
- The squad leader activates the launch control.
- Observable result: A match starts with the selected teammates and the squad enters the Match destination.
- Failure/recovery: A failed launch shows a recoverable message and preserves squad state; the leader retries.
- Next step: The squad plays the match.
Flow E — Player competes in a battle-royale match
- Starting context: A verified player enters the Match destination with their squad.
- The player competes against other players for survival as the play zone shrinks.
- Observable result: Live match state is presented — the shrinking zone on the central minimap ring, the countdown ring contracting as the zone closes, and the player's survival status.
- The player plays to a match outcome.
- Failure/recovery: A connection or initialization failure shows a recoverable message; the player retries or returns to Squad Lobby.
- Next step: The match concludes.
Flow F — Player receives a match outcome and continues
- Starting context: A match on the Match destination concludes.
- Observable result: The outcome — victory or placement — is presented.
- The player selects the continuation path.
- Observable result: The player returns to Squad Lobby with squad state preserved.
- Failure/recovery: If the outcome cannot be retrieved, the player returns to Squad Lobby and starts again.
- Next step: The player forms or joins a squad and plays again.
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6. Visuals Colors and Theme
The creative direction is authoritative for this section. The muse is Zaha Hadid, and the headline concept is fluid parametric grandeur for a battle-royale arena — sweeping continuous curves, dramatic negative space, and motion frozen in form, translating the battle-royale drop into a monumental, architectural identity.
Color tokens (dark mode):
| Role | Hex | Usage |
|---|
| Background | #0B0D10 | Deep charcoal-black ground |
| Surface | #161A1F | Dark graphite panels and cards |
| Text | #F2F0EB | Pearl-white high-contrast text |
| Primary | #C9A96A | Warm champagne/gold structural lines, ring edges, premium labels |
| Accent | #FF3B00 | Hot signal orange for live/urgent states: match countdown, squad ready, join buttons |
| Muted | #8A8578 | Warm grey secondary metadata |
Proportion: 70% dark ground, 20% graphite surfaces, 8% champagne lines, 2% hot orange accents.
Typography:
- Headings: Josefin Sans — wide, light-weight geometric display with generous tracking (0.08em); uppercase for labels and section openers; tight leading at large display sizes. Hero weight 300; subheads weight 600. Headline sizes use
clamp(56px, 12vw, 128px) on desktop with a mobile floor of 44px.
- Body: Jost, on a 1.333 modular scale: 128/96/72/54/40/30/22/16/14. Body 16–18px with 1.6 line-height.
- Data labels: 12px uppercase with 0.12em tracking.
Shape language: Continuous sweeping curves and parametric arcs. Section boundaries are curved, not straight. Cards and panels use generous radii (24–40px) with a single soft highlight along one edge. The signature shape is the Nexus ring — a torus-like arc appearing as a loading indicator, a squad badge, and the hero's central form. Buttons are pill/capsule with a thin champagne border and a hot orange fill on hover. No sharp corners except deliberate rule lines.
Layout: Asymmetric architectural grid — a 12-column field where content sits on columns 3–9, leaving dramatic negative space on the right. The hero is a full-bleed dark stage with the Nexus ring centered slightly off-axis and the headline stacked over it. The Squad Lobby uses a curved split: left is the squad roster (ruled rows with curved separators), right is a large match-config panel with a curved top edge. The Match screen uses a HUD-like overlay with curved corner brackets and a central minimap ring. Navigation is a top bar with a thin champagne rule and a curved active indicator.
Imagery: Architectural renders and abstract 3D forms in the muse's language — sweeping parametric surfaces, luminous edges, and a volumetric ring/portal. No stock photos of people; instead, high-contrast macro textures of brushed metal and carbon, plus topographic contour lines echoing the shrinking zone. Map thumbnails are stylized top-down contour diagrams, not satellite photos.
Readability guarantee: Headlines, wordmarks, labels, numbers, and card text and controls stay entirely inside the viewport and their container at 375px, 768px, and 1280px, wrapping or scaling (for example font-size: clamp(...) with its mobile size) to fit, with no other element covering them. Imagery, decoration, and motion may be cropped, bled, rotated, overlapped, or cut as the direction asks, provided they cover no readable text or control.
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7. Signature Design Concept
The public entry is a full-viewport dark stage (#0B0D10) built around a single dominant element: a large, slowly rotating 3D Nexus ring — a torus with a champagne (#C9A96A) outer rim and a hot orange (#FF3B00) inner glow — positioned off-center to the right and occupying roughly 60% of the viewport height. The ring casts a faint volumetric glow onto the dark ground.
The headline "NEXUS ZERO" is set in Josefin Sans Light, uppercase, at clamp(56px, 12vw, 128px), stacked in two lines on the left, spanning 9 columns on desktop, with a thin champagne hairline rule above it and a hot orange pill CTA "DROP IN" pinned beneath, aligned to the left margin. A small monospace-style data strip — 128 PLAYERS • 8KM² • SOLO/SQUAD — sits at the bottom left in muted grey (#8A8578).
The composition is deliberately asymmetric: dramatic negative space on the right, the ring slightly off-axis, the headline and CTA anchored left. There are no gradient blobs, no centered layout, and no blue. The concept recomposes only accepted content — the game name, its battle-royale scale framing, and the entry CTA — and introduces no new behavior, page, or destination.
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8. Interaction Model & Motion Direction
Interaction Model: Animated
Motion Tempo: cinematic
Hero Dimensionality: webgl
Landing Hero Motion Brief
- Focal subject: The real-time 3D Nexus ring — a torus with a champagne outer rim and a hot orange inner glow — as the hero's dominant subject, positioned off-center to the right.
- Input → transformation → outcome thesis: As the visitor scrolls the Landing page, the ring's rotation is scroll-linked, so the ring turns in response to the visitor's movement; parallax layers shift behind and around it; the composed outcome is a monumental, architectural stage in which the ring appears to be the arena itself, drawing the visitor toward the "DROP IN" CTA.
- Motion vocabulary: A slow continuous orbit of the Nexus ring; scroll-linked rotation; parallax layers on the Landing page; a match-countdown pulse that scales the ring; hover states on squad cards using a smooth 400ms cubic-bezier sweep of a champagne line; page transitions using a curved wipe that follows the ring's arc.
- Composed first frame: Dark
#0B0D10 stage; the ring already present and mid-rotation, off-center right; the two-line "NEXUS ZERO" headline left-aligned with the champagne hairline rule above and the hot orange "DROP IN" pill beneath; the muted data strip at bottom left. The first frame is complete and readable before any motion begins.
- Reduced-motion state: With
prefers-reduced-motion, the ring freezes and static states are shown; the headline, rule, CTA, and data strip remain fully readable and operable, and any moving or scrollable content stops and shows whole items.
Landing Hero 3D Scene Brief — DIRECTION-DERIVED
- Object: A single crafted real-time torus — the Nexus ring — with a champagne outer rim and a glowing hot orange inner edge, built with Three.js or React Three Fiber.
- Defining state shown: The ring represents the shrinking play zone; its inner glow and rim communicate the arena's boundary and the tension of the closing circle.
- Behavior: Slow continuous rotation, scroll-linked to the visitor's scroll position; a faint volumetric glow cast onto the dark ground; the ring scales subtly in response to the match-countdown pulse motif.
- Composition: Off-center to the right, occupying roughly 60% of the viewport height, with the headline, rule, CTA, and data strip composed on the left and never covered by the 3D subject.
- Reduced motion: The ring freezes in a composed static frame; no rotation, no scroll-linked motion.
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9. Non-Functional Requirements
- NFR-1 — Genre and scale fidelity (explicit). The product must present and behave as a battle-royale-style multiplayer shooter comparable in ambition and scale to PUBG. Rationale: Explicit hard constraint in the authoritative source.
- NFR-2 — Name fidelity (explicit). The game name must be exactly "Nexus Zero" wherever the product names itself. Rationale: Explicit hard constraint in the authoritative source.
- NFR-3 — Readability at every viewport (creative direction). Headlines, wordmarks, labels, numbers, and card text and controls must stay entirely inside the viewport and their container at 375px, 768px, and 1280px, wrapping or scaling to fit, with no other element covering them. Rationale: Authoritative creative direction.
- NFR-4 — Reduced-motion compliance (creative direction). All motion must respect
prefers-reduced-motion by freezing the ring and showing static states; moving or scrollable content stops and shows whole items. Rationale: Authoritative creative direction.
- NFR-5 — Protected-state continuity (required_inference). Squad and match state must remain bound to the correct verified identity so that a player or squad leader can resume their own squad and match state. Rationale: Indispensable for the accepted squad and match lifecycles.
- NFR-6 — Recoverable failure handling (required_inference). Enrollment, verification, squad, launch, and match failures must present recoverable states that preserve entered values and current squad state. Rationale: Indispensable for usable lifecycles.
- NFR-7 — Palette and typography fidelity (creative direction). The specified palette, fonts, surfaces, tone, and layout must be preserved; the generic indigo/blue-on-white SaaS template is forbidden. Rationale: Authoritative creative direction and user design constraints.
10. Tech Stack
- Frontend: React, with custom UI. The Landing hero uses a real-time 3D subject built with Three.js or React Three Fiber, as specified by the creative direction.
- Backend: Python / FastAPI, providing identity establishment and verification, squad state, match launch, and match state.
- Storage: Appropriate persistent storage for player identities, squad membership and readiness, match configuration, and match outcomes.
- Containerization: Docker / docker-compose for local and service packaging.
- Orchestration: Kubernetes only where deployment scale requires it.
No source-specified technology is replaced; the above reflects the accepted delivery shape (application-owned identity, custom UI, backend integration required).
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11. Assumptions and Constraints
Assumptions
- A-1 (required_inference): Identity is application-owned and self-service; there is no invitation or provisioning boundary, per the accepted planning scope.
- A-2 (required_inference): Squad Lobby and Match are protected destinations requiring established identity; Landing, Sign Up, and Login are anonymously reachable.
- A-3 (required_inference): A squad has a leader whose launch control is authoritative for starting a match with selected teammates.
- A-4 (required_inference): Match outcomes are victory or placement, with a continuation path back to the Squad Lobby.
- A-5 (explicit): "Multibillion dollar" describes commercial ambition and scale, not a current functional capability.
Constraints
- C-1 (explicit): The game name must be "Nexus Zero".
- C-2 (explicit): The game must be a battle-royale-style multiplayer shooter comparable to PUBG.
- C-3 (creative direction): The palette, typography, shape language, layout, motion, and imagery follow the Zaha Hadid-derived direction; the indigo/blue-on-white SaaS template is forbidden.
- C-4 (creative direction): Readable text and controls stay whole at every viewport; motion respects
prefers-reduced-motion.
- C-5 (scope): No adjacent capabilities are added beyond the accepted pages and requirements.
Future Requirements (out of current scope and acceptance)
- F-1: Commercial-scale operations, monetization, and live-service infrastructure supporting a multibillion-dollar product.
- F-2: Seasonal content, competitive ladders, tournaments, and large-scale live events.
- F-3: Additional play modes and map content beyond the current solo/squad battle-royale framing.
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12. Glossary
- Nexus Zero: The product — a large-scale, battle-royale-style multiplayer shooter.
- Battle royale: A multiplayer shooter format in which players compete against other players for survival within a shrinking play zone, pursuing victory or placement.
- Player: The primary active human role who enters matches, competes against other players, and pursues survival and victory.
- Match Host / Squad Leader: The active human role who assembles a squad, coordinates teammates, and starts a match with the selected teammates.
- Squad: A group of players who enter a match together.
- Squad Lobby: The protected destination where players form or join a squad, coordinate, mark readiness, and a squad leader launches a match.
- Match: The protected destination owning the active battle-royale gameplay experience.
- Play zone: The bounded area of the match that shrinks over time, represented by the Nexus ring and the central minimap ring.
- Nexus ring: The signature torus-like arc form used as the hero's central subject, a loading indicator, and a squad badge.
- Readiness: A squad member's state indicating they are prepared for the squad leader to launch the match.
- Placement: A player's finishing position in a match when they do not achieve victory.
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