Imported library
3427 items in the library.
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Kind
Mood
Industry
Style (dithered, gradient)
Source repo
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Particle hero
Hero Section
Night-sky particle-canvas hero with a clickable gold-mode invert toggle, rotating spotlights, and a radial-reveal headline.
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Prisma noir h52
Hero Section
"Spectral darkroom" creative-director hero with drifting screen-blended color blobs, a clipped rotating-word headline, cursor parallax, and a fullscreen discover menu with hover image tickers.
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Shape landing hero
Hero Section
Shadcn integration of Kokonut UI's HeroGeometric — animated geometric shapes, gradient headline and a live props playground on a near-black canvas.
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Halcyon mesh h56
Landing Page
"Obsidian Control Plane" autonomous-ops SaaS landing for "Halcyon Mesh" — near-black engineering canvas under a persistent dashed grid, an aurora teal→violet hero glow, Space Grotesk + Inter + JetBrains Mono, a hand-built "Control Mesh" dashboard mockup (sidebar, live appending execution log, count-up metrics, audit list), hover mega-menu, text-roll buttons, edge-masked logo marquee, animated SVG node-graph feature card, numbered workflow, stats band, three-tier pricing, and a gridded aurora CTA; cursor-reactive glow, scroll reveals, fully offline.
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Synapse design system
Landing Page
"Synapse" futuristic vantablack (#030303) design-system landing built same-to-same from a spec — violet (#8B5CF6) + cyan (#06B6D4) neon accents, vendored Instrument Serif + Inter, three floating blurred ambient orbs, a 672px glass nav pill, a massive centered serif hero with a shimmering gradient last word and staggered load entrances, a Shiny Border Button with a 4s spinning conic-gradient border, a 40s infinite metrics ticker, a 6-card reveal-on-scroll feature grid with violet/cyan hover glows, a syntax-highlighted synapse.config.ts IDE block with a copy button, and an emerald "All Systems Operational" pulsing-dot footer; cubic-bezier(0.23,1,0.32,1) motion throughout, fully offline.
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Gradient bars background
Background
Shadcn/ui integration of the verbatim `GradientBars` component — an equalizer-shaped wall of pulsing vertical CSS `linear-gradient` bars (U-shaped height curve, staggered `scaleY` `@keyframes`) — dropped into `@/components/ui` and framed as a component lab: a full-bleed live hero with a render-FPS/bars/assets/uptime telemetry strip and stack ticker, a control deck of faders wired to the real props (numBars/animationDuration + gradientFrom colour picker with named presets + backgroundColor) with a live-usage snippet, a shadcn-CLI integration story explaining the default paths and why `/components/ui` matters, and a props API with the prompt's data/state/assets/responsive/placement Q&A; zero image assets (pure CSS keyframes), fonts vendored locally, fully offline.
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Gradient dots background
Background
Shadcn/ui integration of the verbatim `GradientDots` component — a hue-cycling hexagonal CSS `radial-gradient` dot field looped with framer-motion — dropped into `@/components/ui` and framed as a component lab: a full-bleed live hero (the verbatim demo) with a render-FPS/uptime telemetry strip, a control deck of faders wired straight to the real props (dotSize/spacing/duration/colorCycleDuration + a background colour control) with named presets and a live-usage snippet, a four-step shadcn-CLI integration story explaining the default paths and why `/components/ui` matters, and a props API with the prompt's data/state/assets/responsive/placement Q&A; zero component assets (pure CSS), fonts vendored locally, fully offline.
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Lumen aurora vcard h62
Card
"Lumen Aurora" personal digital visiting card for a fictional creative technologist — one frosted-glass card floating over a slow living aurora of drifting violet/teal/rose blobs with film-grain and vignette, stacking a meta bar with a live local clock, an avatar-ring hero with a pulsing emerald "available" status, a short first-person bio with mono tag chips, a three-up email/call/WhatsApp action grid, a five-up social row, and an amber "Save contact" button that generates a vCard 3.0 `.vcf` blob client-side plus a "Copy link" toast; cinematic near-black palette, Fraunces display serif over Geist + Geist Mono, pointer parallax with specular sheen, staggered reveal, real mailto/tel/wa.me links, all fonts and portrait vendored locally, fully offline.
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Terminal cli control deck
App Screen
"ACME Control Deck" infrastructure panel built in a phosphor-green Terminal CLI design system — centralized tokens, composable windows/panes, ASCII art logo, typewriter headline, raw-data ASCII progress meters, a live syslog feed, an interactive zsh console, a box-less access form, and a subtle CRT scanline overlay.
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Abstract glassy shader
Shader
GLASSWORKS — a drop-in WebGL2 metaball field (two SDF circles fused with a smooth union, an exponential glow and a cosine spectrum) integrated into shadcn `components/ui` and framed as a glass component lab: a live telemetry HUD reading the shader's own blob centres/FPS/clock, a control deck of faders that promote the baked-in constants to live uniforms, copyable source tabs, and a props/uniforms API; fully procedural with a CSS metaball fallback.
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Aether flow shader
Shader
Faithful shadcn integration of the **Aether Flow** component — a procedural fractal-noise (fBm) gas rendered on a single full-screen Three.js quad — framed as an *atmosphere synthesizer* console: a left instrument rail of five faders (Hue/Speed/Intensity/Complexity/Warp) wired straight to the shader's `u_*` uniforms, a named patch bank (Nebula/Ember/Abyss/Drift/Solar/Bloom), pointer-driven warp, and a live telemetry strip reading the field's per-frame state back out; fonts vendored locally.
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Animated shader background
Shader
"AnoAI" product hero set over a full-viewport three.js aurora fragment shader, integrated as a shadcn `components/ui` piece, with a graceful CSS-aurora fallback when WebGL is unavailable, vendored Geist font + generated avatar art, and a headless screenshot-based shader verification.
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Aurora borealis shader
Shader
"Aurora Watch" field-station console wrapping the brief's verbatim Three.js aurora-borealis shader (an FBM-noise green→violet curtain with a cursor-tracking flare) as a shadcn `@/components/ui` drop-in — a probe reticle tracks the flare as geomagnetic lat/long, and the signature Kp-index gauge (0–9) is driven by the aurora's brightness sampled straight off the GPU, with a CSS-aurora WebGL fallback and fonts vendored locally.
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Blue meshy shader lab
Shader
Faithful shadcn integration of the verbatim WebGL2 "blue meshy" background — a procedural domain-warped fractal-noise (fBm) sea on a single full-screen quad, transparent-compositing through a 20-step blue palette — dropped into `@/components/ui` and framed as a component lab: the live shader as a full-bleed `min-h-screen` hero carrying the shipped "Turning Ideas Into Impact" lockup, then a setup guide, anatomy, a props + shader-constant reference, and a usage gallery; the only deltas to the verbatim file are a valid `join(", ")` and a `cancelAnimationFrame` cleanup for StrictMode safety, fonts vendored locally.
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Blueprint ascii grid shader
Shader
"GRIDLINE" shadcn-style integration of the brief's verbatim WebGL2 `asd.tsx` — a deep-navy four-point mesh-gradient blueprint grid with ASCII glyphs stamped on the major intersections, drift, vignette, value-noise grain and Bayer dithering — dropped into `@/components/ui` and framed as a live instrument: a telemetry HUD (iTime/FPS/iResolution/iMouse), a control deck promoting the shader's baked constants to live uniforms, a per-pixel anatomy walkthrough, and a full shadcn/Tailwind/TS integration story; fonts vendored locally.
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Celestial ink shader
Shader
Verbatim Three.js "Celestial Ink" fragment shader (a rotating six-octave fBm ink field, plum→magenta→gold, that ripples around the cursor) dropped into shadcn `@/components/ui` and framed as an inkstone scrying instrument — a cursor-following astrolabe reticle sights the ripple, a telemetry column reads the shader's own per-frame state (ink time, rotation, ripple coords, fps), and freeze / drift / ripple controls drive the pass; Cormorant Garamond / Inter / JetBrains Mono vendored locally.
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Crystal voronoi shader
Shader
Shadcn-style integration of the prompt's `crystal-shader` (`InteractiveShader`) — a raw-WebGL two-pass warped Voronoi lattice with a cursor repel field, ported to TypeScript and framed as the "Cryolite Lab" crystallography specimen station: a caliper-framed full-viewport shader with a counter-rotating goniometer reticle, live GPU telemetry (FPS, centre-pixel luminance + spectral cast read via `gl.readPixels`), and four calibration faders wiring the brief's `cellDensity`/`animationSpeed`/`warpFactor`/`mouseInfluence` props to live uniforms; zero runtime libs (raw WebGL, no three.js), fonts vendored locally.
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Dithering shader lab
Shader
"DITHER LAB" darkroom instrument integrating the drop-in `DitheringShader` (WebGL2 / GLSL ES 3.00, 7 shapes × 4 ordered-Bayer/noise dithering matrices) at `@/components/ui` — a full-bleed live stage with reticle chrome, shape/matrix/ink/pixel-grid/speed controls plus presets driving the shader through live uniforms, and a telemetry HUD reading FPS/clock/buffer/cell-grid straight off the GPU; fonts vendored locally.
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Dithering sphere shader
Shader
"DITHER LAB" showcase for the `designali-in/dithering-shader` component — a WebGL2 fragment shader that resolves seven procedural fields (sphere, ripple, swirl, warp, dots, wave, simplex) to 1-bit through ordered Bayer or stochastic dithering — dropped into `@/components/ui` and framed as a 1-bit print instrument: a full-bleed live hero with an FPS/frame telemetry HUD, a control deck promoting every prop (shape, dither type, pxSize, speed, colours) to a live knob, a signature panel that renders the shader's actual Bayer threshold matrix and live-dithers a tonal ramp, plus a lazy-mounted shape index; fonts vendored locally.
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Dithering swirl shader
Shader
"HALFTONE ENGINE" — a halftone-press take on the prompt's `DitheringShader` (WebGL2, 7 shapes × 4 ordered-Bayer/noise matrices) at `@/components/ui`: a full-bleed swirl press with press controls (shape/matrix/phosphor/pixel-size/speed), a panel rendering the active Bayer threshold matrix cell-by-cell, and an ink-coverage telemetry HUD reading lit-pixel fraction straight off the framebuffer; fonts vendored locally.
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Fluid swirl shader
Shader
Shadcn/Tailwind/TypeScript integration of the prompt's verbatim `FluidSwirl` raw-WebGL component (three pigments folded into an endless paint vortex on a single full-screen quad) dropped into `@/components/ui`, framed as the "FLUX" pigment-mixing console — the shader's hard-coded uniforms become an additive, backward-compatible props API driving three live colour pickers, contrast/spin/flow/pixel-filter faders, a polar-warp toggle, six paint presets and a randomiser, with pointer/touch steering the spin and a signature pigment-trace oscilloscope reading the field's average luma straight off the framebuffer; fonts vendored locally.
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Grain gradient corners lab
Shader
"GRAINFIELD" — the prompt's verbatim `GradientBackground` (a `@paper-design/shaders-react` `GrainGradient` painting the **corners** shape: two rounded rectangles in warm orange→amber→pink grain on black) dropped into `components/ui`, then wrapped in a parametric `GrainGradientStage` twin so an instrument console can drive the whole uniform surface live — a shape selector across all seven `u_shape` modes (wave·dots·truchet·corners·ripple·blob·sphere), five named palettes, a uniforms deck of faders (softness·intensity·grain·scale·rotation·speed), a Freeze control, a four-tab copyable integration story (component/usage/parametric/setup) and a telemetry strip reading real FPS/clock/frames off a rAF loop; the preserved "Backgrounds are awesome :)" hero floats over it. Fonts vendored locally, CLI-verified headless with a WebGL render check.
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Grainy gradient ripple card
Card
Shadcn integration of the brief's verbatim `gradient-shader-card` — a grainy 7-stop gradient (domain-warped value noise + 3D simplex grain + overlay film grain) rendered on a single React-Three-Fiber quad that ripples where you tap it — dropped into `@/components/ui` and framed as the "Chroma Foundry" pigment-lab console: a rail with the exact 7 hex stops the shader mixes, five faders promoting the baked `noise*`/`waveNoise*` constants to live uniforms, named patches (Foundry/Silk/Marble/Static/Tide), click-to-ripple with tactile DOM markers, and a telemetry strip reading the shader's own clock + live ripple count off the GPU loop; fonts vendored locally, headless WebGL + interaction verification (9/9).
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Hero dithering card
Call to Action
"DITHER · PRESS" — the brief's `CTASection` dropped **verbatim** into `components/ui`: a transparent-backed `@paper-design/shaders-react` `Dithering` shader laying Pantone-orange ink under an editorial headline, mounted on a print-house "press bed" with crop marks, a rotating registration loupe, a half-tone dot field, and a telemetry strip that samples ink coverage live off the plate; plus an "ink console" whose faders (speed / shape / type / ink) drive a second live `Dithering` instance, a copyable-source integration story, a `Dithering` props table, and a paper ↔ lights-out theme toggle — fonts vendored locally, CLI-verified with a screenshot-diff render check.
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Hero futuristic webgpu
Hero Section
Faithful shadcn integration of the **Hero Futuristic** component — a depth-mapped portrait dissolved into a scanning **dot-matrix** field, rendered through a **Three.js WebGPU** pipeline written entirely in **TSL**: a colour texture + companion depth map drive a node material that parallax-shifts the image by the cursor, masks it into cellular-noise dots, and sweeps a depth-driven reveal, then a TSL post pass adds **bloom** + a travelling red scan line; headline reveals word-by-word over the top. Async-renderer `gl` callback (WebGPU → WebGL2 fallback) needs @react-three/fiber v9; texture, depth map and fonts vendored locally.
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Hive noise shader
Shader
"HIVE" — a faithful shadcn integration of the prompt's verbatim `hive.tsx` component, a single full-screen **WebGL2** fragment shader that raymarches a 20-step noise field and tints it with a flowing amber → magenta cosine spectrum; dropped **unedited** into `@/components/ui` (zero props, zero deps, zero assets) and mounted as a fixed full-viewport backdrop under a frosted shader lab: a hero, a spec HUD reading the shader's real shape (its `u_res`/`u_time` uniforms, raymarch steps, DPR clamp) instead of faked telemetry, an integration ticker, and a below-the-fold integration story (default paths, why `components/ui`, from-scratch setup, copyable source, a render-pipeline walkthrough, and a props/state/assets Q&A); CLI-verified with a headless screenshot light-check.
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Liquid crystal shader
Shader
Shadcn-style integration of the verbatim raw-WebGL `liquid-crystal` component (simplex-noise interference bands on a single mouse-warped full-screen quad) dropped into `@/components/ui`, framed as a polarized-light optics bench — the prompt's top-left ControlsPanel drives the hue/speed/noise/warp/zoom/brightness uniforms, a crossed-polarizer reticle tracks the mouse-warp centre, an instrument rail reads live FPS/render clock/birefringence off the shader's own per-frame state, and an integration docket documents the drop-in; fonts vendored locally.
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Living nebula shader
Shader
Shadcn-style integration of the brief's `LivingNebulaShader` — a two-layer fbm gas cloud (magenta plasma + ion-blue) that lenses around the cursor, rendered full-viewport with Three.js and framed as a deep-sky observatory sky-feed console: corner brackets, a scope scanline, a cursor lens reticle, and a live telemetry rail reading the shader's own per-frame state (feed clock, render FPS, and warp coordinates computed with the exact GLSL normalization); fonts vendored locally.
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Mesh gradient shader hero
Hero Section
Shadcn-style integration of the prompt's `HeroSection` — a hero whose background is a flowing `@paper-design/shaders-react` MeshGradient under a frosted veil — dropped verbatim into `@/components/ui` and framed as a warm "palette studio": the live hero sits in a registration-bracketed plate while a control deck drives the shader's real props (color stops, distortion, swirl, speed, offsetX) in real time, with light/dark veil toggle, FPS·frame·uptime telemetry, and a tabbed install / props-API / live-usage / why-`components/ui` dock; Onest vendored locally as the Satoshi substitute.
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Morphing light shader
Shader
Faithful shadcn integration of the brief's verbatim `MorphingLight` Three.js shader (radially symmetric pink↔cyan morphing interference fringes on one full-screen quad) dropped into `@/components/ui` and reframed as **FRINGE**, a tabletop interferometer — the shader's baked constants (`2.5`/`4.0`/`8.0` + an HSV hue rotation) are promoted to four live "beam" faders, five named emission sources snap the field to stored uniforms, a concentric fringe reticle mirrors the shader's own radial symmetry, a cursor caliper reads fringe order at the optical axis, and a detector strip reads clock/FPS/axis intensity straight off the GPU via `gl.readPixels`; zero-prop `<MorphingLight />` stays byte-for-byte original, fonts vendored locally.
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Novatrix gradient mesh
Shader
Shadcn/Tailwind v4/TypeScript integration of the prompt's `gradient-mesh.tsx` (the Novatrix `ogl` shader) dropped verbatim into `@/components/ui` and framed as the "NOVATRIX Gradient Mesh Lab" — a water-distorted fractal gradient field under the prompt's `mix-blend-overlay` "Gradient Mesh" headline, with a uniform control deck that promotes every baked-in constant (speed/swirl/scale/rotation/wave amp·freq·speed/grain/offsets/distortion) to a live fader, eight curated 3-stop palettes, an independent FPS·frame·clock telemetry HUD with pause-freeze, and a tabbed install / props-API / usage / why-`components/ui` dock; fonts vendored locally, fully procedural (no image assets).
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Paper shader resume hero
Hero Section
Shadcn `components/ui` integration of the prompt's `portfolio-hero-with-paper-shaders` — a split-screen designer résumé (`Jessi.cv`) whose right panel is a live `@paper-design/shaders-react` Dithering canvas with its own internal light/dark toggle — dropped in verbatim and framed as a "darkroom" proof: the as-shipped component sits in a crop-marked plate, an ink console promotes every Dithering prop (shape/bayer-matrix/pxSize/scale/speed/colour pair) to live faders with live prop/fps telemetry, a procedural shader-portrait gallery, and a setup/why-`components/ui`/source/props-API story (the invalid `shape="cat"` is corrected to `sphere`); fonts vendored locally.
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Paper shaders control deck
Shader
Instrument-console "Control Deck" for driving live WebGL shaders — four selectable channels (paper-design Mesh Gradient / Dot Orbit / Combined plus the prompt's custom react-three-fiber GLSL Shader Plane + energy rings), a brushed-graphite scope housing with corner brackets/scanlines/vignette, live FPS·frame·uptime telemetry, and speed/intensity faders wired straight into the shader uniforms.
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Paper shaders hero lab
Hero Section
Shadcn integration of the 21st.dev "Beautiful Shader Experiences" hero (two stacked `@paper-design/shaders-react` `MeshGradient` layers + a rainbow `PulsingBorder` ring with orbiting marquee), copied verbatim into `components/ui` and framed as a dark instrument console — a Showcase/Lab view toggle, a control deck promoting the baked-in shader constants to live `config`/`pulse` uniforms (colour stops, base/wire speed, distortion, swirl, wire opacity, wireframe, pulse speed/glow), a telemetry HUD whose colour chip is sampled straight off the live shader canvas, and an install / props / why-`components/ui` / responsive dock; module-augmented types keep the drop-in byte-for-byte, fonts vendored locally.
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Radial shader
Shader
"Radial Bloom" — verbatim shadcn `components/ui` integration of the brief's single-file WebGL2 fragment shader (seven polar-gated rings blooming from one full-screen triangle, each rotating at its own `t·sin(i²)` rate under a phase-shifted cosine palette and a `tanh` tone-map), dropped in unedited and framed as an observatory instrument: the fullscreen component renders as a fixed background under a glass hero lockup, a right-rail telemetry HUD mirrors the shader's own `iTime`/`iFrame`/FPS and per-ring phase, and a scrollable deck documents the shadcn/Tailwind/TypeScript setup, the `components.json` aliases, why `components/ui` matters, the props/uniforms API, and a GLSL anatomy walkthrough; zero image/shader-library dependencies, fonts vendored locally.
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Shader spectral clock
Shader
"SPECTRA CLOCK" integration of the brief's verbatim `shader-clock.tsx` — a raw-WebGL eight-fold cosine/sine domain warp coloured by a wavelength→RGB spectrum, with a live clock, editable location and °C/°F toggle floating over it — dropped into `@/components/ui` and framed as a spectral-field timepiece lab: a frosted clock card over the live field, a telemetry HUD reading the shader's own `iTime`/FPS/centre-pixel colour off the GPU, a control deck promoting the four baked GLSL constants (`for(i<8)`/`p*=2.0`/`p.y*50.0`/`iTime`) to live uniforms, a six-city world-preset bank with locally-generated skyline stills, a Freeze control and a CSS-aurora WebGL fallback; the verbatim `demo.tsx` is embedded untouched and fonts are vendored locally.
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Simplex dithering shader
Shader
Shadcn/Tailwind v4/TS integration of the verbatim `DitheringShader` — a WebGL2 ordered-dithering field (simplex/warp/dots/wave/ripple/swirl/sphere crushed through Bayer 2×2/4×4/8×8 or blue-noise matrices into a two-tone halftone) dropped into `@/components/ui`, framed as an amber-on-oxblood "dither bench": the brief's ripple · 2×2 preset full-bleed behind a centered "Simplex" lockup, a live Bayer threshold-matrix panel, and field/matrix/pixel-size/speed controls wired straight to the shader uniforms with an FPS/shader-clock telemetry HUD read off the render loop; fonts vendored locally.
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Vitruvian ascii shader
Hero Section
Shadcn/Tailwind v4/TS integration of the prompt's `hero-ascii` "PERFECT PROPORTIONS" hero, with its network-blocked UnicornStudio embed rebuilt as a self-contained HTML-canvas ASCII shader of Da Vinci's Vitruvian Man — bright limbs sweeping between the square and circle poses over a breathing frame, a faint pose-superposition, and a twinkling starfield, under the verbatim UIMIX chrome; JetBrains Mono vendored locally.
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Warp checks background lab
Shader
Shadcn integration of the prompt's `@paper-design/shaders-react` `<Warp shape="checks" />` dropped into `components/ui` (its malformed JSX fixed) and built into a polished, full-viewport animated checks-warp background — one `<Warp>` in a `fixed inset-0 -z-10` layer behind glassy product UI, a live console of faders for every uniform (proportion, softness, distortion, swirl, swirlIterations, shapeScale, scale, rotation, speed), a shape selector and four mood presets, a live-vs-prompt props ledger, an in-page shadcn/Tailwind/TS setup write-up, and an rAF FPS/frame/uptime telemetry strip; boots on the prompt's exact four-colour config, fonts vendored locally.
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Warp dithering shader
Shader
"DITHER LAB" integration of the verbatim `DitheringShader` WebGL2 component — seven procedural shape fields (warp, simplex, dots, wave, ripple, swirl, sphere) thresholded through random + Bayer 2×2/4×4/8×8 ordered dithering — dropped into shadcn `components/ui` and framed as a live 1-bit CRT console: a full-bleed Warp hero, a driving deck wired straight to the props/uniforms, a click-to-apply shape library, animated Bayer-matrix explainers, and a live props API mirroring the hero state.
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Warp shader hero
Hero Section
Shadcn-style integration of the prompt's verbatim `@paper-design/shaders-react` `<Warp>` hero dropped into `components/ui`, framed as the "Paper Warp // Shader Lab" — a brushed-graphite instrument deck where the same hero becomes a live specimen: a parameter bay of faders promotes every Warp uniform (swirl, distortion, scale, rotation…) to a live control, a shape selector and four mood presets re-work the field, an editable four-stop palette, and an FPS/frame/uptime telemetry strip; fonts vendored locally.
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Webgl flowing gradient shader
Shader
Shadcn/Tailwind v4/TS integration of a raw-WebGL flowing-gradient fragment shader, framed as the "PRISMA Shader Lab" — a cursor-reactive fractal field with viewfinder chrome, a layers/glow/speed control rail, and a live FPS/time/resolution telemetry HUD.
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Bloom nested squares
Loader
The shadcn "Bloom" NestedSquares component (25 violet-gradient squares scaling and rotating forever via Framer Motion) staged in a dark motion-specimen studio — a graticule plate, ambient glow, and a calibration rail of dials that retune the live component's ring count, period, stagger, growth, spin and culture.
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Aurora flow landing
Design System
"Tide" deep-work-ritual landing page on the exact prompt scaffold (Vite + React + TS, Tailwind + tailwind-merge + clsx, Framer Motion, Lucide, `@/` alias, `cn()`) — a deep oceanic-twilight design whose signature is a full-width canvas "tide of light" (drifting, pointer-leaning sine bands, reduced-motion-safe), a hero that *is* a working focus session (breathing dial + live 50:00 countdown), a soundscape marquee, a 3-step Ritual timeline, a Soundscapes bento, count-up stats, scaled-tier pricing, an ARIA FAQ accordion, and a validating email CTA; vendored Fraunces/Inter/JetBrains Mono, fully offline.
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Clay design system
Design System
"Claymakers" High-Fidelity Claymorphism design-system showcase — premium digital clay with reusable 4-layer shadow stacks (deep/card/button/pressed), a candy-shop palette and vendored Nunito/DM Sans, super-rounded radii, gradient hero text, an abstract nested-clay hero, breathing count-up stat orbs, a bento feature grid with a peeking panel, a live squish/recessed-input playground, a fanned-tablet split, pricing with a scaled "popular" tier, testimonials, a recess-on-open FAQ, a working CTA, and a reduced-motion-safe blob world.
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Corporate trust design system
Design System
"Northwind" Corporate Trust design-system showcase — a modern enterprise-SaaS landing fully expressing the style: indigo→violet gradients, colored (blue/violet-tinted) shadows, an isometric 3D hero dashboard, soft blurred blobs, a split gradient headline, zig-zag deep-dives on tilted gradient slabs, a count-up stats band, glowing numbered steps, a scaled "popular" pricing tier, a details/summary FAQ, and a dramatic dark final CTA — all on centralized tokens.
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Finsyc finance landing
Design System
"Finsyc" AI finance-management landing page applied verbatim from a 10-component template — an animated soft-gradient video hero with an expanding "Get Started" pill and brand logo marquee, color-blocked metric cards with count-ups, four product-UI feature cards (donut spend chart, balance-forecast graph, security shield, instant-transfer), a tabbed 4-step "How it works", a scroll-pinned benefits list with a progress rail, a count-up metrics band plus a center-snapping testimonial carousel, hover-activated pricing tiers with a monthly/yearly toggle, an animated integrations seal wired to 8 vendored brand icons, a blog grid, and a CTA footer with a giant rising "Finsyc" wordmark; all fonts/logos/UI art/avatars and the background video vendored locally, fully offline.
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Newsprint editorial press
Design System
Full editorial landing page expressing the "Newsprint" design system — massive Playfair headlines, zero radius, collapsed grid borders, drop caps, a breaking-news ticker, an inverted black "How It's Filed" section, grayscale halftone engravings, hard offset hover shadows, and sparing editorial red.
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