Act as a Senior Full-Stack Developer, Product Designer, and UI/UX Specialist.
Your task is to design and implement a complete, production-ready View Game Page for the DinoVerse Studio website.
This must be a fully functional game details experience, not a static mockup or a simple game information page.
The design should feel like a premium gaming platform, combining the best UX ideas from Steam, Epic Games Store, PlayStation, and modern independent game studio websites, while maintaining DinoVerse's own visual identity.
The requested output format is HTML. The project name is rising-html.
rising-html delivers a complete, production-ready View Game Page for the DinoVerse Studio website, output as HTML. It is a fully functional game-details experience, not a static mockup or a simple information page, and should feel like a premium gaming platform — drawing UX inspiration from Steam, Epic Games Store, PlayStation, and modern independent studio sites while keeping DinoVerse's own visual identity. The page is fully integrated into the existing DinoVerse site, visually consistent with it, fully responsive, functional wherever backend support exists, SEO-optimized, fast and accessible, reusable and maintainable, and free of broken links and console errors.
The page is composed of reusable components: GameHero, GameActions, GameSectionNavigation, GameMediaGallery, GameOverview, GameFeatures, GamePlatforms, GameRequirements, GamePatchNotes, GameReviews, GameCommunity, RelatedGames, DeveloperProfile, GameMetadata, GameLoadingSkeleton, and GameNotFound. The hero presents cover or featured artwork, title, short tagline or description, status (Released, Coming Soon, In Development, Early Access), genre tags, platform compatibility icons, developer/studio information, release date, and rating when available. A community and discussion section lets users interact around the game. A related-games section surfaces games sharing genre, platform, game category, or developer.
Every game page is optimized for search engines and AI-powered search systems, including Schema.org structured data: VideoGame where applicable, BreadcrumbList, and Organization or developer references where appropriate.
The implementation builds on the existing game database schema, Supabase integration, existing game listing and detail routes, storage and image URL conventions, authentication, the existing design system, UI components, icon and animation libraries, and the existing game publishing workflow. Server components handle data fetching where appropriate; client components are used only for interactive functionality, with proper TypeScript types and clean separation of responsibilities.
This work covers the View Game Page only; it does not define a global page inventory or a complete persona catalog. Details not established by this evidence — including specific field-level data contracts, exact status transition rules, and quantitative performance targets — remain to be specified in their assigned chapters rather than assumed here.
Build an immersive hero section containing:
Game cover or featured artwork.
Game title.
Short tagline or description.
Game status (Released, Coming Soon, In Development, Early Access).
Genre tags.
Platform compatibility icons.
Developer / Studio information.
Release date.
Game rating when available.
Primary action buttons depending on game availability.
Primary actions:
Play Now / Play Game (for playable browser games).
Download Game (if downloads are available).
View on Store (when an external store link exists).
Watch Trailer.
Add to Wishlist.
Share Game.
The hero must adapt automatically to the available game information.
Do not display buttons that have no valid destination or supported functionality.
Create a premium media gallery.
Features:
Main featured screenshot or trailer.
Screenshot thumbnails.
Video trailer thumbnails.
Click to open a full-screen lightbox.
Next / Previous navigation.
Keyboard navigation.
Video playback controls.
Image zoom where appropriate.
Smooth transitions between media.
Support different image aspect ratios.
Mobile-friendly swipe navigation.
The gallery should support:
Screenshots.
Gameplay videos.
Trailers.
Promotional artwork.
Use existing media URLs and database relationships.
Create a dedicated overview section.
Display:
Full game description.
Short description.
Game genre.
Game mode (Single Player, Multiplayer, Co-op).
Supported platforms.
Game engine (Unity, Unreal Engine, Godot, etc.).
Release date.
Development status.
Developer.
Publisher, if available.
Languages.
Age rating, if available.
Game features.
Support formatted descriptions where the existing content system allows it.
Create a visually attractive section highlighting the game's main features.
Examples:
Gameplay mechanics.
Unique abilities.
Game modes.
Multiplayer features.
Progression systems.
Exploration.
Challenges.
Achievements.
Each feature may include:
Icon.
Title.
Short description.
Optional image.
Only display features that exist in the game's actual data.
Create a dedicated platform compatibility section.
Use beautiful recognizable platform icons.
Possible platforms:
Windows PC.
macOS.
Linux.
Android.
iOS.
WebGL / Browser.
PlayStation.
Xbox.
Nintendo Switch.
VR / Virtual Reality.
Steam Deck.
Include:
Include:
Include:
Include:
Include:
Include:
Touch controls.
VR compatibility.
Do not display unsupported platforms or invent compatibility information.
Platform icons should use a consistent icon library or suitable official brand icons.
Create an elegant system requirements section.
For PC games, support:
Minimum requirements:
Operating System.
Processor.
Memory (RAM).
Graphics.
DirectX.
Storage.
Additional requirements.
Recommended requirements:
Memory (RAM).
Graphics.
DirectX.
Storage.
Include a Minimum / Recommended switch or segmented control.
If requirements are unavailable, hide this section instead of showing fake information.
Create a professional update timeline.
Display:
Current version.
Latest update date.
Version number.
Release title.
Update category.
New features.
Improvements.
Bug fixes.
Known issues, if published.
Design this section as a polished chronological timeline rather than a generic table.
Support:
Expand / collapse individual releases.
Show more updates.
Version labels.
Release dates.
Optional media attachments.
The content must come from published game patch notes.
Temporary placeholder history must never be presented as real published updates.
Build a complete review section.
Features:
Overall rating.
Rating distribution.
Written reviews.
User rating submission.
Review sorting.
Review pagination or Load More.
Review sorting:
Most Helpful.
Newest.
Highest Rated.
Lowest Rated.
Helpful / Not Helpful voting.
Verified player indicators when supported.
Create a community section where users can interact around the game.
Potential functionality:
Game discussions.
Questions and answers.
User comments.
Replies.
Reactions.
Report inappropriate content.
Moderation controls.
Respect existing permissions and authentication rules.
If a community backend does not exist, build the frontend integration points cleanly without pretending that data is being saved.
Create a beautiful related-games section.
Display games sharing:
Genre.
Platform.
Game category.
Developer.
Similar gameplay characteristics.
Each game preview should include:
Cover image.
Title.
Genre.
Status.
Short description.
Cards must link to their actual View Game pages.
Do not include the current game in its own recommendations.
Create a developer information section.
Display:
Studio logo.
Studio name.
Short studio description.
Developer profile link.
Other games from the developer.
Official website and social links when available.
Keep this section compact and visually elegant.
Implement functional interactions.
Wishlist:
Add / Remove from Wishlist.
Persistent state for authenticated users.
Appropriate feedback.
Authentication handling.
Prevent duplicate entries.
Implement functional interactions.
Sharing:
Copy game URL.
Native share API when supported.
Social sharing links where appropriate.
Attractive share interaction.
Implement:
Dynamic page title.
Dynamic meta description.
Canonical URL.
Open Graph metadata.
Twitter/X card metadata.
Dynamic social preview image.
Implement:
Semantic HTML structure.
Breadcrumb navigation.
Descriptive image alt text.
Implement:
Use:
VideoGame schema when applicable.
BreadcrumbList schema.
Organization or developer references where appropriate.
Organize the page into clear sections.
Suggested navigation:
Overview
Media
Features
Platforms
Requirements
Updates
Reviews
Community
Implement a sticky section navigation that:
Highlights the active section.
Smoothly scrolls to the selected section.
Works correctly on mobile.
Does not overlap the main navigation.
Accounts for sticky header height.
Add breadcrumb navigation:
Home / Games / Game Title.
Create polished states for:
Loading game information.
Missing game artwork.
Empty media gallery.
No reviews.
No updates.
No related games.
Game not found (404).
Unavailable external links.
Network errors.
Use skeleton loaders where appropriate.
Desktop:
Immersive hero layout.
Main content with a balanced information sidebar where appropriate.
Large media gallery.
Sticky navigation.
Tablet:
Adapted two-column layout.
Properly sized gallery.
Comfortable navigation.
Mobile:
Stacked layout.
Swipeable media gallery.
Compact hero.
Touch-friendly buttons.
Horizontally scrollable section navigation.
No horizontal overflow.
Optimized metadata and requirements layouts.
Do not stop after creating the hero section.
Implement the entire View Game experience, including all supported interactions and responsive states.
After implementation:
Test the page using a real existing game.
Test a game with missing optional information.
Test a game with screenshots and videos.
Test a game with no reviews or updates.
Test mobile, tablet, and desktop layouts.
Test all buttons and navigation.
Verify Supabase queries and relationships.
Verify SEO metadata and structured data.
Check for console errors.
Verify that existing website functionality remains unaffected.
The evidence establishes one human role: the authenticated player interacting with the DinoVerse Studio game page. No other human roles, and no closed persona count, are established by this batch.
| Role | Responsibilities | Inputs | Decisions | Observable success | Access |
|---|---|---|---|---|---|
| Authenticated player | Manages a personal wishlist for the game; shares the game page | Game page content, wishlist controls, sharing controls | Whether to add or remove the game from the wishlist; whether to share | Wishlist state persists across sessions; feedback confirms each action; no duplicate wishlist entries; unauthenticated attempts are handled | Signed-in account required for persistent wishlist; sharing available from the game page |
Journey — wishlist: The player opens the game page, chooses Add to Wishlist, and receives confirmation; the entry persists for their account and cannot be duplicated. On return, the player may remove the game, again with feedback and persisted state. If not authenticated, the page handles the request rather than silently failing.
Journey — sharing: The player uses the page's sharing interaction to distribute the game page.
Supporting actors: the authentication mechanism that gates persistent wishlist state, and the wishlist store that enforces persistence and duplicate prevention. These are systems, not personas.
Actor: Player (visitor or authenticated). Trigger: Player opens a game's View Game page from a related-games card, search, or direct URL.
Branches: If requirements are unavailable, the Requirements section is hidden rather than filled with placeholder data. If an external link is unavailable, the action is disabled with feedback. If the game is not found, a 404 state replaces the page. Network errors show a recoverable error state.
Result: Player reaches the game or store, or leaves with enough information to decide.
Actor: Player. Trigger: Player wants to know what changed recently.
Branches: If no published patch notes exist, the section shows an empty state; placeholder history is never presented as real updates.
Result: Player understands the game's current state and recent changes.
Actor: Player. Trigger: Player has played the game and wants to share an opinion.
Branches: If no reviews exist, an empty state with the submission prompt is shown. Authentication is required for submission; unauthenticated players are prompted to sign in and returned to the page.
Result: Review appears in the list and the rating distribution updates.
Actor: Player. Trigger: Player selects Add to Wishlist in the hero or Wishlist section.
Branches: Unauthenticated players are routed through authentication handling and returned to the game. Duplicate entries are prevented.
Result: Wishlist reflects the player's intent across sessions.
Actor: Player. Trigger: Player selects Share Game.
Branches: If the native share API is unsupported, copy and social links remain available.
Result: Game URL is distributed.
Actor: Player. Trigger: Player finishes reviewing the current game.
Branches: The current game is excluded from its own recommendations. If no related games exist, an empty state is shown.
Result: Player continues discovery on another game or studio page.
Actor: Player. Trigger: Player wants a specific section.
Result: Player reaches the desired content without losing context.
[Design proposal; unspecified choices are defaults.]
The View Game page is a premium destination for discovering and exploring games published by DinoVerse Studio — a magazine spread about one title rather than a storefront grid. The muse is Tobias van Schneider: editorial minimalism with swagger. The interface is light-first and white-led, with dark full-bleed bands allowed where they deepen the gaming experience.
Palette (light mode)
| Role | Token |
|---|---|
| Page ground | #FBFAF7 warm off-white |
| Surface (media frames, sticky section bar) | #FFFFFF |
| Ink / text / dark-section ground | #0E0F0D |
| Primary signal | #21C65B DinoVerse green |
| Muted metadata | #6B6E68 |
DinoVerse green is rationed to one signal per context: status pill, active section-nav underline, wishlist-on state, primary CTA fill, rating bar. Dark sections use #0E0F0D ground with #FBFAF7 text and green kept to a single element each. No blue, no gradients.
Typography — Headings: Anton, all-caps, tracking −0.01em, leading 0.9. Body and UI: Instrument Sans (600 sub-heads and labels, 400 body at 17px/1.6, 500 uppercase metadata at 0.12em letterspacing). Five sizes only: display title clamp(56px, 11vw, 176px); section opener clamp(34px, 5vw, 64px); sub-head 28/22; body 17/16; meta 13/12 uppercase.
Shape language — 0px radius on all media and photo blocks; 2px radius on buttons and pills only. Hairline 1px rules in #0E0F0D at 12% opacity separate editorial rows; no drop-shadowed cards. Status and genre tags are flat outlined pills, never filled chips. A 3px underline marks the active section-nav item.
Layout — Asymmetric 12-column editorial grid, 1280px max width, 24px gutters. Two-column body: 8-column narrative (gallery, overview, features, updates, reviews, related) and a 4-column sticky information rail rendered as a ruled list (label left, value right, 1px separators) — status, platforms, release date, developer, then wishlist and share. Game information and overview use elegant metadata layouts rather than a collection of information cards. Dark full-bleed bands punctuate the white ground twice: System Requirements and the studio block.
Imagery — Real DinoVerse game assets only, from the existing database and its media URLs and relationships; never unrelated placeholders or invented game information. Key art is cropped hard and bled to the edge; screenshots are full-bleed editorial plates with a monochrome hover dim; video thumbnails carry a green play glyph. The game art is the only image on the page.
Responsive — Desktop: immersive hero, balanced information sidebar, large gallery, sticky navigation. Tablet: adapted two-column layout, properly sized gallery, comfortable navigation. Mobile: stacked layout, compact hero, swipeable gallery, touch-friendly buttons, horizontally scrollable section navigation, no horizontal overflow, optimized metadata and requirements layouts. Headlines, labels, numbers and controls stay whole inside the viewport and their containers at 375px, 768px and 1280px; imagery may bleed and crop instead.
Accessibility — Screen reader labels, accessible modal behavior, correct color contrast; ink-on-off-white and off-white-on-ink pairings carry body text, green is reserved for accents and large numerals.
Defaults (labeled): the exact hex values, font families and scale above are the creative direction's tokens; the brief itself specifies only white/light primary, dark sections where they help, and selective #21c65b.
Create a polished, modern, immersive gaming experience.
Design requirements:
Clean, modern, premium gaming aesthetic.
White/light interface as the primary design direction.
Dark sections are allowed where they improve the gaming experience.
Use DinoVerse brand green (#21c65b) selectively for highlights and interactive elements.
Strong typography and excellent visual hierarchy.
Beautiful spacing, rounded corners, subtle borders, and sophisticated shadows.
Smooth transitions and micro-interactions.
Fully responsive on desktop, tablet, and mobile.
Avoid excessive cards, unnecessary borders, and generic dashboard styling.
Avoid oversized empty spaces.
Use elegant metadata layouts rather than a large collection of boring information cards.
The final page should feel like a premium destination for discovering and exploring games published by DinoVerse Studio.
[Design proposal; unspecified choices are defaults.]
Headline idea: One game, full bleed. The page behaves like a curated gallery wall for a single title — oversized Anton type, sharp-cornered media, and one green signal guiding the eye.
Hero (public entry) — A full-bleed ink #0E0F0D plate, 88vh on desktop and auto on mobile, split asymmetrically. The game's cover or featured key art bleeds off the right edge at 55% width with a hard vertical crop and a subtle left-to-right ink scrim. The left 45% carries, in order: a single uppercase meta line of status pill (Released, Coming Soon, In Development, Early Access) and genre tags; the game title in Anton stacked flush-left across nine columns at up to 176px; a short tagline or description in Instrument Sans; a horizontal action row — green Download Game (when downloads are available), ink-outlined Watch Trailer, ghost Wishlist and Share, plus View on Store when an external store link exists; a large rating numeral beside a green bar when a rating exists; and platform icons with release date and developer/studio information along the bottom rule. Nothing is centred. The hero adapts automatically to available game information — absent fields collapse rather than render empty.
Signature moves
Supporting sections — Gameplay features (icon, title, short description, optional image; only features present in actual data), platform compatibility with recognizable consistent icons and no invented platforms, related games (cover, title, genre, status, short description; linking to real View Game pages and excluding the current game), and a compact studio block with official website and social links.
States — Polished loading skeletons, missing artwork, empty gallery, no reviews, no updates, no related games, 404 game-not-found, unavailable external links, and network errors.
Avoid — rounded SaaS cards with hover-lift shadows, blue or indigo, centred headline-plus-gradient-blob heroes, Inter/Roboto/Poppins/system-ui, filled colourful genre chips, dashboard stat tiles, bouncy or looping decorative animation.
[Design proposal; unspecified choices are defaults.]
Interaction Model: Animated Motion Tempo: restrained Hero Dimensionality: flat
Focal subject: the game's real key art, bled off the right edge of the ink plate.
Thesis: on load, the ink plate settles and the key art resolves from a slight scale with a scrim wipe → the Anton title and meta line reveal in sequence (translateY 12px + opacity, 400–600ms) → the action row and rating bar arrive last, leaving a composed first frame: art dominant right, oversized type flush-left, one green CTA.
Motion vocabulary: slow 400–600ms crossfades and type reveals; 200ms underline wipe on section nav; spring-free scale(0.98) press on buttons; a single green fill sweep on wishlist toggle; subtle scroll-based reveals (translateY 12px + opacity) for section openers; gallery crossfades and hover effects on screenshots; expand/collapse animations on the update timeline; loading transitions. No bounces, no marquees, no looping decoration.
Composed first frame: status pill and genre tags in one uppercase meta line, title stacked across nine columns, two-line tagline, action row, rating numeral beside the green bar, platform icons and release date on the bottom rule.
Reduced motion: prefers-reduced-motion disables all transforms and reveals, leaving instant state changes; the horizontally scrollable section navigation and gallery remain usable by scrolling so every item can be brought fully into view.
Performance: lightweight animations using the project's existing animation libraries; no excessive motion that affects performance.
Add carefully designed animations:
Hero artwork entrance.
Gallery transitions.
Hover effects on screenshots.
Button interaction feedback.
Smooth section navigation.
Expand / collapse animations.
Subtle scroll-based reveals.
Wishlist animation.
Loading transitions.
Important:
Prevent duplicate reviews where applicable.
Validate user input.
Protect against spam.
Do not invent ratings or reviews.
If authentication is required, integrate with the existing authentication system.
This is extremely important.
Every game page must be optimized for search engines and AI-powered search systems.
Ensure pages are server-rendered or otherwise properly discoverable by search engines using the existing Next.js architecture.
Never leave broken images, empty sections, or non-functional buttons.
Prefer lightweight animations using the project's existing animation libraries.
Respect prefers-reduced-motion.
Avoid excessive animation that affects performance.
Requirements:
Optimize images with Next.js image optimization.
Lazy-load below-the-fold media.
Avoid unnecessary client-side JavaScript.
Avoid unnecessary database requests.
Prevent layout shifts.
Use semantic HTML.
Accessible buttons and links.
Keyboard navigation.
Proper focus states.
Screen reader labels.
Accessible modal behavior.
Correct color contrast.
The final result must be:
Fully integrated into the existing DinoVerse website.
Visually consistent with the current website.
Fully responsive.
Functional wherever backend support exists.
SEO optimized.
Fast and accessible.
Reusable and maintainable.
Free from broken links and console errors.
Before implementation, inspect the existing project.
Understand:
Next.js version and routing architecture.
Existing game database schema.
Supabase integration.
Existing game listing and detail routes.
Storage and image URL conventions.
Authentication.
Existing design system.
Existing UI components.
Existing icon and animation libraries.
Existing game publishing workflow.
Separate the implementation into reusable components.
Suggested component architecture:
GameHero
GameActions
GameSectionNavigation
GameMediaGallery
GameOverview
GameFeatures
GamePlatforms
GameRequirements
GamePatchNotes
GameReviews
GameCommunity
RelatedGames
DeveloperProfile
GameMetadata
GameLoadingSkeleton
GameNotFound
Use server components for data fetching where appropriate and client components only for interactive functionality.
Ensure proper TypeScript types and clean separation of responsibilities.
Use real game assets from the existing database whenever available.
Never use unrelated placeholder imagery or randomly generated game information.
The page must look like an actual professional game publishing platform.
Only publish structured data based on real game information.
IMPORTANT:
Do not create a new database architecture unnecessarily.
Reuse the existing game schema and relationships.
If additional fields or tables are genuinely required:
Identify the missing information.
Explain why it is required.
Create a migration that preserves existing data.
Maintain backward compatibility.
Document the changes.
Do not redesign unrelated website pages.
Do not modify the Studio Editor or Dashboard unless a specific integration is necessary.
Do not replace existing data with demo content.
Do not create fake functionality.
Game page — The professional view page for a single game, built by DinoVerse Studio, presenting the game's information and overview alongside its platform and compatibility details.
Game Information & Overview — The section of the game page covering supported platforms, game engine, release date, development status, developer, publisher (if available), languages, age rating (if available), and game features.
Platforms & Compatibility — The section of the game page listing the platforms a game supports: Linux, Android, iOS, WebGL / Browser, PlayStation, Xbox, Nintendo Switch, VR / Virtual Reality, and Steam Deck.
Game engine — The technology a game is built with, such as Unity, Unreal Engine, or Godot.
Development status — The current stage of a game's development, as stated on its game page.
Publisher — The publishing party for a game, shown when available; distinct from the developer.
Age rating — The age classification of a game, shown when available.
WebGL / Browser — The platform category for games playable in a web browser.
VR / Virtual Reality — The virtual reality platform category.
Steam Deck — The handheld platform category listed among supported platforms.

A studio for games about deep time — rifts, amber valleys and fossil frontiers, made to be explored slowly.
DinoVerse Studio
DinoVerse Studio publishes games, and each title gets its own full View Game page — key art, the media gallery, platform compatibility, and the systems it runs on.
Start with the featured titles below, or open a game to see everything published about it.
DinoVerse Studio catalogue
A rift opens across the Cretaceous and only a field paleontologist can close it.
View gameSurvey a living valley preserved in amber and document what still moves inside.
View gameCommand a dig site where every stratum is a decision.
View gameA high-speed escape through a collapsing ecosystem.
View gameDinoVerse Studio builds worlds where the distant past is still moving: action adventure, exploration, strategy and arcade games about digging deeper and living long enough to bring the find back.
Browse the Games catalogue
A studio for games about deep time — rifts, amber valleys and fossil frontiers, made to be explored slowly.
DinoVerse Studio
DinoVerse Studio publishes games, and each title gets its own full View Game page — key art, the media gallery, platform compatibility, and the systems it runs on.
Start with the featured titles below, or open a game to see everything published about it.
DinoVerse Studio catalogue
A rift opens across the Cretaceous and only a field paleontologist can close it.
View gameSurvey a living valley preserved in amber and document what still moves inside.
View gameCommand a dig site where every stratum is a decision.
View gameA high-speed escape through a collapsing ecosystem.
View gameDinoVerse Studio builds worlds where the distant past is still moving: action adventure, exploration, strategy and arcade games about digging deeper and living long enough to bring the find back.
Browse the Games catalogue
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