underground-house is a kid-friendly, cinematic 3D animation experience: a small, cozy underground house is built in sequence inside a soft brown soil cutaway, presented as a real-time, playable toy world rather than a flat film page. The product delivers one crafted, high-quality 3D animated sequence in which a small, cute shovel digs soft brown soil, wooden walls are placed, and tiny colorful furniture is arranged inside — all under warm, magical lighting, in a colorful, bright, friendly children's-cartoon style, at a 4k quality target with smooth motion.
The audience is children and their grown-ups watching together, plus animation-curious adults. The experience is designed to be delighted in, safe, wonder-struck, and tactile — a toy box you are allowed to reach into, not a film you sit still for. The animation is the product; the interface exists only to present it, let the viewer start it, and let the viewer move through its three chapters.
The current product is a two-destination, first-party web experience:
Both destinations are owned by the application and require no account. The single accepted active human actor is the Animation Viewer, who plays and enjoys the finished kid-friendly animation. There is no account creation, no sign-in, no saved profile, and no differentiated permissions — the animation is the same for every viewer, and nothing durable is bound to a viewer identity.
The defining visual and behavioral commitment is that the 3D scene is the page: a full-viewport low-poly cutaway diorama of the underground house under a cream sky, with a minimal floating HUD of rounded labels instead of a navigation bar. The shovel is an interactive mascot, the three-chapter rail (Dig / Walls / Furnish) both scrubs the animation and acts as the site's navigation, and section transitions are camera moves rather than scroll jumps.
Narrow exclusions. This document does not add adjacent capabilities. There is no user-generated content, no upload, no commenting, no sharing or social feed, no account management, no analytics dashboard, no e-commerce, no multi-language content authoring, and no admin or moderation surface. The animation itself is a fixed, authored sequence; the viewer can control playback and chapter position but cannot alter the house, the props, or the sequence of construction.
Delivery ownership. The animation experience is delivered entirely as a first-party application surface. The application owns the Landing and Animation Player destinations, the real-time 3D scene, the chapter rail, and the playback controls. No provider-owned or external destination is required for the accepted behavior; there is no third-party video host, no external gallery, and no outbound handoff in the current scope.
Access ownership. Both destinations are anonymous and publicly reachable. The accepted outcome — watching a short, cute, cinematic 3D animated sequence — creates no durable relationship, obligation, entitlement, value transfer, or commitment that must remain bound to a particular viewer. Because nothing must be privately owned or resumed by a specific person, application-owned identity is not required and is not introduced. There is no first-use identity establishment, no returning verification, and no protected destination in the current scope.
Current versus future boundary. Everything in this document is current: the two destinations, the three-chapter sequence, the interactive shovel mascot, the scrub and play/pause controls, the orbitable diorama, and the camera-move section transitions. No future-horizon requirements were accepted in the authoritative thread; the future section is therefore intentionally empty of commitments and records only that nothing beyond the current scope has been accepted.
No reference directive in this project declares content_source authority, so no source content inventory is included.
Information and state. The Landing presents the product's first impression: a full-bleed real-time 3D cutaway diorama of the underground house under a cream sky, with the oversized headline "A cozy house is being built underground" stacked flush-left across the cream sky band, a small teal HUD label reading "Chapter 01 — Digging" above it, and a single coral capsule control labeled "Watch it build" pinned bottom-centre over the soil. The shovel is mid-scoop at the left trench edge, throwing a small arc of soil crumbs. The page holds no account state, no viewer-specific state, and no data beyond the scene and its labels.
Primary action. Start watching the animation — the "Watch it build" capsule takes the viewer into the Animation Player at the beginning of the sequence.
Supporting actions. Orbit the diorama by dragging, to inspect the cutaway from another angle. Hover or tap the shovel mascot to make it scoop and toss a small arc of soil crumbs. Scroll to re-frame the same diorama through camera moves (trench level, wall level, interior level) rather than jumping to new pages.
Domain entities. The underground house (half-built wooden structure with a rounded doorway), the soil block with its stepped trench, the cute shovel, the hanging lanterns, the tiny colorful furniture props (coral armchair, teal rug, lemon lamp, leaf-green plant), and the three chapters (Dig, Walls, Furnish).
Component responsibilities.
States.
Information and state. The Animation Player presents the finished 4k animation at full bleed, keeping the same diorama as the Landing but with playback chrome: a floating chapter rail (Dig / Walls / Furnish) on the right and a chunky play/pause plus scrub capsule along the bottom, with a tabular scene clock. The scene shows the sequence in order — the shovel digging soft brown soil, then wooden walls being placed, then tiny colorful furniture being arranged inside — under warm, magical lantern light.
Primary action. Play and watch the animation through its three chapters.
Supporting actions. Pause and resume playback. Scrub to any position using the spring-eased scrub track, whose filled portion is coral and whose remaining track is soil brown. Select a chapter from the floating rail to jump to Dig, Walls, or Furnish. Orbit the diorama by dragging. Hover or tap the shovel, which reappears as the playhead handle on the scrub bar, to make it scoop and toss a small arc of soil crumbs.
Domain entities. The three chapters (Dig, Walls, Furnish), the scene clock, the playhead (rendered as the shovel), the scrub track, the play/pause control, and the same scene entities as the Landing (house, soil block and trench, shovel, lanterns, furniture props).
Component responsibilities.
States.
FR-1 — Watch the finished animation. As an Animation Viewer, I should be able to play the finished cute, cinematic, high-quality 3D animation of a small, cozy underground house being built, so that I can enjoy the complete sequence.
FR-2 — See the colorful, bright, friendly children's-cartoon style. As an Animation Viewer, I should see the animation rendered in a colorful, bright, and friendly style like a children's cartoon, so that the experience feels warm and approachable.
FR-3 — See the shovel dig soft brown soil. As an Animation Viewer, I should see a small, cute shovel digging soft brown soil as the first part of the sequence, so that the build begins with the digging chapter.
FR-4 — See wooden walls being placed. As an Animation Viewer, I should see wooden walls being placed after the digging, so that the house takes shape in the accepted order.
FR-5 — See tiny colorful furniture being arranged inside. As an Animation Viewer, I should see tiny colorful furniture being arranged inside the house after the walls are placed, so that the cozy interior is completed.
FR-6 — Experience warm, magical lighting. As an Animation Viewer, I should see the scene lit with warm, magical lighting, so that the underground house feels cozy and enchanted.
FR-7 — Experience smooth motion. As an Animation Viewer, I should experience smooth motion throughout the animation, so that the build reads as gentle and pleasant rather than snappy.
FR-8 — Watch at the 4k quality target. As an Animation Viewer, I should watch the animation at the 4k quality target, so that the scene is high-quality and detailed.
FR-9 — Start watching from the Landing. As an Animation Viewer, I should be able to start watching from the Landing by using the "Watch it build" control, so that I can move from the first impression into the animation.
FR-10 — Move through the three chapters. As an Animation Viewer, I should be able to select Dig, Walls, or Furnish from the floating chapter rail, so that I can jump to the part of the build I want to see.
FR-11 — Control playback with play/pause and scrub. As an Animation Viewer, I should be able to pause, resume, and scrub the animation using the bottom capsule, so that I can watch at my own pace.
FR-12 — Orbit the diorama. As an Animation Viewer, I should be able to orbit the diorama by dragging, so that I can inspect the cutaway from another angle.
FR-13 — Interact with the shovel mascot. As an Animation Viewer, I should be able to hover or tap the shovel to make it scoop and toss a small arc of soil crumbs, so that the world feels tactile and playful.
FR-14 — Re-frame the scene by scrolling. As an Animation Viewer, I should experience section transitions as camera moves rather than scroll jumps, so that the same diorama is re-framed through trench level, wall level, and interior level.
FR-15 — Watch with reduced motion. As an Animation Viewer who prefers reduced motion, I should get a usable static arrangement, so that I can still watch the build.
Product context. The Animation Viewer is the sole accepted active human actor for underground-house. They arrive at an anonymous, publicly reachable experience — most often a child watching alongside a grown-up, or an animation-curious adult — with no account, no profile, and no prior state carried into the session. The product they meet is a real-time, playable toy world: a full-viewport low-poly cutaway diorama of a cozy underground house under a cream sky, with floating rounded labels instead of a navigation bar.
Primary goal. To play and enjoy the finished kid-friendly animation — a complete, pleasant viewing of the sequence in which a small, cute shovel digs soft brown soil, wooden walls are placed, and tiny colorful furniture is arranged inside, all under warm, magical lighting with smooth motion.
Distinct accepted responsibilities. The Animation Viewer is the only actor who initiates and controls the experience. Their responsibilities are: starting the animation from the Landing via the "Watch it build" capsule; watching the sequence through its three chapters; selecting Dig, Walls, or Furnish from the floating chapter rail; pausing, resuming, and scrubbing with the bottom capsule and its tabular scene clock; orbiting the diorama by dragging to inspect the cutaway; hovering or tapping the shovel mascot to trigger its scoop-and-toss gesture; scrolling to re-frame the same diorama through trench, wall, and interior levels; and, when they prefer reduced motion, advancing chapters by explicit tap while the scrub bar remains usable.
Relevant inputs and decisions. The viewer's inputs are the "Watch it build" capsule, the chapter chips, the play/pause control, the scrub track, drag gestures on the diorama, hover or tap on the shovel, and scroll. Their decisions are which chapter to watch, whether to pause or scrub, and from which angle to inspect the diorama. No viewer input changes the authored sequence, the house, the props, or the order of construction.
Interactions with other accepted participants. There are none. The Animation Viewer is the only accepted active human actor; the application renders the scene and responds to the viewer's controls, but no other human participant is affected, and no durable state, commitment, decision, or value transfer is produced for anyone else. Watching together with a grown-up is a shared social context, not a second product role.
Observable success. Success is a complete, pleasant viewing of the sequence: the viewer reaches the end of the build having seen the digging, the walls, and the furniture in order, under warm magical light, with smooth motion throughout — and, if they chose to, having orbited the diorama, poked the shovel, and scrubbed to the parts they wanted to see again.
Failure and recovery: if the real-time scene cannot initialize on the Landing, the headline, the chapter HUD label, and the "Watch it build" capsule remain whole and readable, and the viewer can still proceed to the Animation Player or reload to retry.
Failure and recovery: if playback stalls or the scene fails to initialize, the chapter rail, the play/pause control, the scene clock, and the scrub track remain whole and readable; the viewer retries playback, scrubs to a known position, or selects a chapter to resume from a known point.
Failure and recovery: if a chip does not respond, the viewer retries or uses the scrub track to reach the same position.
Failure and recovery: if a control does not respond, the viewer retries or uses the other control to reach the intended position.
Failure and recovery: if a gesture does not respond, the viewer retries; no viewer state is lost because none is held.
Failure and recovery: if the re-framing does not occur, the viewer scrolls again or uses the chapter rail to reach the desired part of the build.
Failure and recovery: if the static arrangement does not appear, the viewer reloads to retry; the chapter rail and scrub bar remain available.
The creative direction is authoritative for this section. The muse is Bruno Simon: playful worlds with toy physics and low-poly 3D scenes you explore. The headline idea is a playable toy world after Bruno Simon — the underground house gets built where you point.
Color tokens (light mode).
| Role | Hex | Use |
|---|---|---|
| Background (cream ground) | #FFF4E2 | The sky/paper of the world; the cream sky band behind the cutaway |
| Surface | #FFFFFF | Cream/white surfaces carrying body copy |
| Text (ink) | #2B2118 | All readable text |
| Primary (coral) | #E4572E | The action colour — the shovel, the primary CTA, the playhead, the filled scrub portion |
| Accent (teal) | #2EC4B6 | The "magic" counter-accent — lantern glow rings, progress ticks, HUD labels |
| Muted | #8A7461 | Secondary labels and quiet chrome |
| Soil brown (soft) | #A9714B | The dug earth as a large flat colour field |
| Soil brown (deep) | #7A4E31 | The deeper dug earth and the unfilled scrub track |
| Lemon | #FFD166 | Small toy props only (furniture, lamp) |
| Leaf | #6BBF59 | Small toy props only (plants) |
Rough proportion: 55% cream ground, 20% soil browns, 12% coral, 8% teal, 5% toy accents. Soil browns are used as large flat colour fields, never gradients.
Typography. Headings use Fredoka (SemiBold/Bold) — rounded terminals and a slightly bouncy baseline; sentence case, tight-but-friendly tracking (-0.01em), never all-caps for long lines. Display sizes are big and chunky because they read as toy signage, not editorial type. Body uses Nunito. Scale is a 1.333 modular scale: hero display clamp(44px, 11vw, 128px); section display clamp(30px, 6vw, 56px); subhead clamp(20px, 3vw, 26px); body 17/28; label 14/20 with 0.08em tracking for small caps-ish HUD labels; numerals tabular for the scene clock.
Shape language. Toy-box geometry: chunky rounded rectangles (18–28px radii), capsule buttons, soft offset drop shadows that sit under elements like plastic blocks on a table, and low-poly 3D primitives (box, cylinder, cone) for the house, shovel, and furniture. Hard 90° corners appear only where the soil is cut open — the trench edge is a crisp step, everything man-made is soft.
Layout. The 3D scene is the page: a full-viewport low-poly diorama of the underground house under a cream sky, with a minimal HUD of floating rounded labels rather than a nav bar. The Landing uses one dominant left-of-centre scene with the oversized headline stacked over the sky area and a single capsule "Watch it build" control pinned bottom-centre. The Animation Player keeps the same diorama at full bleed with a floating chapter rail (Dig / Walls / Furnish) on the right and a chunky play/pause plus scrub capsule along the bottom. At 375px the headline wraps to three lines and the chapter rail becomes a horizontal scrollable row of chips above the scrub bar; at 768px the rail moves to the right edge as a vertical stack; at 1280px the diorama widens and the chapter rail floats with generous margin.
Imagery. One crafted low-poly 3D scene rendered in real time: a cross-section diorama where the soil is a soft brown block with a stepped trench, the house is warm wood planks with a rounded doorway, and the furniture is tiny saturated toys (coral armchair, teal rug, lemon lamp, leaf-green plant). No stock photography, no gradient blobs, no flat clip art — every visual is the scene itself or a low-poly prop cut from it. Warm magical light comes from hanging lanterns rendered as glowing spheres with soft bloom, plus a cream sky gradient behind the cutaway.
Avoid. Centred headline + subtext + blue button + gradient blob hero of any kind; flat stock illustration of houses or cartoon clip-art pasted onto a page; dark, austere, or high-contrast editorial treatment; sharp-cornered enterprise cards, hairline data grids, or dashboard tiles; photorealistic textures, film grain, or anything that reads as adult/cinematic-gritty; marquee tickers or bouncy text effects that fight the smooth, gentle motion asked for; any readable text or control placed inside the soil block or cropped by the diorama edge; generic blue/indigo accents or system-ui / Inter / Roboto typography. The generic indigo/blue-on-white SaaS template is forbidden for this project.
Readable text and controls. Headlines, wordmarks, labels, numbers, 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, and no other element covers any part of them. Imagery, decoration, and motion may be cropped, bled off an edge, rotated, overlapped, or cut exactly as the direction asks, as long as they cover no readable text or control. Moving and scrollable content — including the chapter rail when it becomes a horizontally scrollable row of chips — may cross the viewport or container edge by design, judged by whether it actually moves or scrolls and whether every item becomes fully readable as it passes. With prefers-reduced-motion, the rail wraps into rows or allows horizontal scrolling so each chip can be brought fully into view.
The public entry is a single real-time low-poly cutaway diorama of the underground house that the visitor can orbit by dragging, with the oversized headline stacked over the cream sky band rather than centred on a card.
Composed first frame. A soft brown soil block occupies the lower two-thirds of the viewport with a stepped trench cut into it, and the half-built wooden house sits inside, lit by two glowing lanterns. The oversized Fredoka headline "A cozy house is being built underground" is stacked flush-left across the cream sky band at clamp(44px, 11vw, 128px), spanning roughly 9 of 12 columns, with a small teal HUD label "Chapter 01 — Digging" above it. The single coral capsule "Watch it build" sits bottom-centre over the soil, and the cute shovel is mid-scoop at the left trench edge, throwing a small arc of soil crumbs. Nothing is centred-and-blue; the dominant element is the diorama itself, with type as toy signage over the sky.
Signature moves.
This concept only recomposes accepted content, states, and controls — the diorama, the headline, the chapter HUD label, the "Watch it build" capsule, the shovel mascot, the chapter rail, and the playback capsule. It introduces no new behaviour, page, or destination.
Interaction Model: Animated Motion Tempo: cinematic Hero Dimensionality: webgl
Focal subject. The low-poly cutaway diorama of the underground house: the soft brown soil block with its stepped trench, the half-built wooden house with its rounded doorway, the two glowing lanterns, and the cute shovel mid-scoop at the left trench edge.
Input → transformation → outcome thesis. As the visitor drags, the diorama orbits around the scene, re-framing the cutaway from a new angle; as the visitor scrolls, the same diorama is re-framed through trench level, wall level, and interior level as a camera move rather than a page jump; as the visitor hovers or taps the shovel, it scoops and tosses a small arc of soil crumbs. The outcome is a toy world the visitor can reach into, with the oversized headline held whole over the cream sky band throughout.
Motion vocabulary. Physics-driven and smooth: the shovel scoops with an arc, soil crumbs tumble and settle with toy gravity, wooden wall panels drop and click into place with a soft squash, furniture slides in on eased springs. The camera is a slow orbiting crane that never cuts — it drifts left over the trench, rises to the wall line, then dips inside for the furniture pass. Lantern light bloom pulses gently; dust motes drift. All easing is long (600–1200ms) and spring-based so motion reads as smooth, never snappy.
Composed first frame. The soil block fills the lower two-thirds of the viewport with the stepped trench cut into it; the half-built house sits inside under two glowing lanterns; the headline is stacked flush-left across the cream sky band with the teal "Chapter 01 — Digging" HUD label above it; the coral "Watch it build" capsule is pinned bottom-centre over the soil; the shovel is mid-scoop at the left trench edge with a small arc of soil crumbs in the air.
Reduced-motion state. With prefers-reduced-motion, the scene holds a single composed hero frame per chapter and the chapters advance by explicit user tap on the rail, with the scrub bar still fully usable. The chapter rail wraps into rows or allows horizontal scrolling so each chip can be brought fully into view.
The direction's hero dimensionality is webgl, so a real-time 3D hero is expected. One crafted real-time object: a low-poly cross-section diorama of the underground house — a soft brown soil block with a crisp stepped trench edge, a half-built warm-wood house with a rounded doorway inside it, two hanging lanterns rendered as glowing spheres with soft bloom, and a small cute shovel resting mid-scoop at the left trench edge. The scene shows the product's defining state: the cozy underground house being built, in the moment between digging and wall placement. It is orbitable by drag, re-framed by scroll through trench, wall, and interior levels, and lit by warm magical lantern light with gently drifting dust motes. All readable text and controls — the headline, the chapter HUD label, and the "Watch it build" capsule — sit over the cream sky band and outside the soil block, whole and uncropped at every viewport.
NFR-1 — Style constraint. The style must be colorful, bright, and friendly, like a children's cartoon. Provenance: explicit. Rationale: explicit hard constraint in the authoritative user evidence; the emotional register is delighted, safe, and wonder-struck.
NFR-2 — Aesthetic constraint. The aesthetic must be kid-friendly. Provenance: explicit. Rationale: explicit hard constraint; the audience is children and their grown-ups watching together.
NFR-3 — Lighting constraint. The lighting must be warm and magical. Provenance: explicit. Rationale: explicit hard constraint; warm magical light comes from hanging lanterns rendered as glowing spheres with soft bloom.
NFR-4 — Motion constraint. Motion must be smooth. Provenance: explicit. Rationale: explicit hard constraint; all easing is long (600–1200ms) and spring-based so motion reads as smooth, never snappy.
NFR-5 — Quality target. The quality target is 4k. Provenance: explicit. Rationale: explicit hard constraint in the authoritative user evidence.
NFR-6 — Readable text and controls stay whole. Headlines, wordmarks, labels, numbers, and controls stay entirely inside the viewport and their container at 375px, 768px, and 1280px, wrapping or scaling to fit, with no other element covering any part of them. Provenance: explicit (creative direction). Rationale: the direction's readability rule takes precedence over any cropping gesture; imagery and decoration may be cropped instead.
NFR-7 — Reduced-motion support. With prefers-reduced-motion, the scene holds a single composed hero frame per chapter, chapters advance by explicit user tap on the rail, and the scrub bar remains fully usable; the chapter rail wraps into rows or allows horizontal scrolling so each chip can be brought fully into view. Provenance: explicit (creative direction). Rationale: the direction specifies a usable static arrangement.
NFR-8 — No traditional top nav bar. The three-chapter floating rail (Dig / Walls / Furnish) both scrubs the animation and acts as the site's navigation; there is no traditional top nav bar. Provenance: explicit (creative direction). Rationale: the direction's signature move defines the navigation model.
NFR-9 — Anonymous, publicly reachable destinations. Both Landing and Animation Player are reachable without an account, and no durable viewer-specific state is created or resumed. Provenance: required_inference. Rationale: the accepted outcome creates no durable relationship, obligation, entitlement, value transfer, or commitment that must remain bound to a particular viewer, so application-owned identity is not required.
NFR-10 — Real-time rendering. The scene is rendered in real time as a low-poly 3D diorama rather than delivered as flat imagery or stock photography. Provenance: explicit (creative direction). Rationale: the direction specifies one crafted low-poly 3D scene rendered in real time, with no stock photography, gradient blobs, or flat clip art.
webgl hero dimensionality and a real-time rendered scene.clamp() type scaling and prefers-reduced-motion media queries — the responsive type scale, the toy-box shape language, and the reduced-motion static arrangement.No backend, database, or deployment infrastructure is required by the accepted current scope: the experience is a fixed, authored animation with no durable viewer state, no accounts, and no server-side data. No technology choice beyond the above is specified by the user.
Assumptions.
Constraints.
Future requirements. No future-horizon requirements were accepted in the authoritative thread. Nothing beyond the current scope — the two destinations, the three-chapter sequence, the interactive shovel mascot, the playback controls, the orbitable diorama, and the camera-move section transitions — is committed.
prefers-reduced-motion state in which the scene holds a single composed hero frame per chapter, chapters advance by explicit tap on the rail, and the scrub bar remains fully usable.No completed page designs yet.
Completed design pages will appear here when they are ready to preview.
No completed page designs yet.
Completed design pages will appear here when they are ready to preview.
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