Immersive web sourcing
Skill matiasmercado88-debug/super-enigma/immersive-web-sourcing
Source the tools, assets, and technique for immersive, spatial, WebGL/3D-driven web experiences — scroll-as-camera-movement, cinematic depth, particle and shader work, product showcases that make a browser feel like a space rather than a document. Use for a product launch needing real presence, cinematic scrollytelling with camera movement, a generative/particle background, a 3D hero object, or anything described as "immersive", "3D interactivo", "WebGL", or "que se sienta como estar ahí". Also use to choose a 3D engine (Three.js/React Three Fiber, Babylon.js, Spline), source 3D models/HDRIs/textures with the right license, decide the WebGPU-vs-WebGL fallback strategy, and set a real performance/polycount budget. Do NOT use when content is mainly textual without a spatial reason, when the audience skews low-end devices without room for a real fallback, when load-time is critical, or when another register in this family fits better.From its SKILL.md
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SKILL.md
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Immersive Web Sourcing
This is the register that makes the browser feel like a space instead of a page: 3D objects you orbit, a camera that moves as you scroll, particle fields, cinematic lighting and depth. It's the most technically demanding style in this family, and the one where ambition and exclusion are most directly in tension — which is exactly what this skill's governing rule is built around.
The trap this exists to avoid
Every other skill in this family has a failure mode about looking wrong (clutter, drift,
brokenness). This one has a failure mode about being unreachable: the same techniques
that make a site feel spatially alive — heavy 3D scenes, GPU-bound shaders, scroll-hijacked
camera movement — are also what makes it slow on a mid-range phone, nauseating for anyone
with vestibular sensitivity, and often literally invisible to a screen reader or a keyboard-
only visitor, since the "content" frequently lives entirely inside a <canvas> with nothing
else behind it. The more spectacular and "present" an immersive site becomes for the person
it was designed and tested on, the more likely it's quietly excluding a large slice of real
visitors. That's not a minor polish item to fix at the end — it has to be designed in from
the first decision, or it doesn't get fixed at all.
When to use / not use
Use when the brief genuinely benefits from spatial presence: a product launch that wants to feel like you're handling the object, cinematic scrollytelling with camera movement through a scene, a generative/particle art piece, an agency or studio portfolio demonstrating real 3D/WebGL capability, or anything explicitly asking for "immersive," "3D interactivo," or "que se sienta como estar ahí."
Do not use when the content is mainly textual or transactional and doesn't have a real
spatial reason to exist in 3D, when the realistic audience skews toward low-end devices or
constrained data plans without budget for a genuinely good fallback, when fast load time is
non-negotiable (checkout flows, documentation, anything utility-first), or when one of the
sibling skills' registers actually fits better — quiet photography-led editorial
(editorial-layered-landing), confident graphic devices (bold-brand-asset-sourcing),
character-led warmth (illustrated-narrative-sourcing), or raw honesty
(brutalist-web-sourcing).
The rule that governs everything
Fallback first, then spectacle, then budget. Design and build the accessible, low-bandwidth, reduced-motion path before or alongside the 3D spectacle, not as a patch applied afterward — a fallback bolted on at the end is usually thin and usually skipped under deadline pressure. Once the fallback exists, spend the spectacle budget freely. Then hold every asset to a hard, decided-in-advance performance budget (polycount, texture size, draw calls) — an experience that's stunning on the developer's machine and unusable on a real visitor's mid-range phone hasn't actually shipped the "immersive" experience, it's shipped a demo reel that works for whoever has the same hardware.
Workflow
0. Retrofitting onto an existing site?
The retrofit audit in bold-brand-asset-sourcing/references/retrofitting-existing-sites.md
applies here too — existing CSS variables/theme mechanism, CSP (WebGL/WebGPU bundles are
large; check script-src and connect-src if models or textures load from a CDN), existing
scroll systems to coordinate with rather than fight, single- vs. multi-page structure.
1. Define the immersive system — including the fallback — before building anything
Lock this as a real spec, the same discipline as the other skills in this family, with one addition that's unique to this one: the fallback is part of the spec, not an afterthought.
- Primary engine: Three.js/React Three Fiber for custom code-first control, Babylon.js
for a more batteries-included engine, Spline for faster no-code-leaning builds when the
scene is simpler, PlayCanvas for a more game-engine-like editor workflow. See
sources.mdfor current fit notes. - Narrative arc: for scroll-driven camera movement, storyboard the "beats" like a short film first — what the camera sees at scroll 0%, 25%, 50%, 100% — before writing any camera code. Building the camera path without a storyboard is how these scenes end up meandering.
- Mood and lighting: cinematic-dark-and-dramatic vs. bright-and-vibrant, decided once and applied consistently across every scene, lighting rig, and material.
- Performance budget, decided up front, not discovered at the end: a target frame rate,
a maximum polygon count, a maximum texture memory footprint, a maximum number of active
particles. Write the numbers down before sourcing or building a single asset — see
optimization.md. - The accessible/fallback path, decided now: what does a keyboard-only visitor, a screen-
reader user, someone with
prefers-reduced-motionset, and someone on a slow connection or low-end device actually get? A static hero image plus real text content, a simplified non-scroll-hijacked version, or a "skip the experience" link into a plain page are all valid answers — "nothing, they just don't get the site" is not. Seeaccessibility-and-fallback.mdbefore writing any 3D code.
2. Source per category
Full catalog in sources.md. Short version: Three.js/React Three Fiber or Babylon.js for
the engine; Sketchfab, Poly Haven, and Quaternius for models/HDRIs/textures (mind the
license per asset — very mixed on Sketchfab specifically); Shadertoy for shader reference
and learning, not copy-paste production use without understanding what it does; tsParticles
for particle systems without hand-rolling one; GSAP ScrollTrigger + Lenis (already covered in
bold-brand-asset-sourcing/motion.md) or Theatre.js for scroll-synced camera choreography.
3. Select and build for narrative fit and a real performance budget
Reject any asset — a model, a texture, a shader effect — that blows the budget locked in step 1, no matter how good it looks in isolation. A gorgeous 2-million-polygon model that tanks frame rate on a mid-range phone is the wrong asset for a web experience, full stop.
4. Build and verify the accessible fallback — the gate that matters most here
This is the equivalent of the legibility gate in brutalist-web-sourcing — the thing to
protect above almost everything else. Full detail in accessibility-and-fallback.md:
real alternative content (not just an empty canvas) for screen readers and no-JS visitors,
camera-movement handling under prefers-reduced-motion (this is a genuine vestibular-safety
issue, not just a preference), and a real low-end-device path, not a hope that everyone has
a recent GPU.
5. Clear rights on 3D assets, textures, and audio
More varied than the other skills in this family — 3D model marketplaces mix CC0, CC-BY,
CC-BY-NC, and paid-store licenses within the same platform. Full detail in
rights-and-licensing.md.
6. Optimize hard — this is not optional here
Compress meshes (Draco) and textures (KTX2/Basis Universal), keep an eye on draw calls,
lazy-load the 3D bundle so it only loads on the pages/interactions that need it, and use the
WebGPU-with-automatic-WebGL2-fallback pattern now supported natively in Three.js (r171+) and
Babylon.js rather than betting the whole experience on one API's current browser coverage.
See optimization.md for the current state and commands.
7. Hand off with the performance budget and fallback description included
The deliverable here includes two things beyond the usual asset manifest: the performance budget actually hit (polycount, texture memory, measured frame rate on a real mid-range device — not just the dev machine), and a plain description of what the accessible fallback actually shows. Both are what let this experience be maintained and defended later, not just shipped once and left as a black box.
Reference files
sources.md— 3D engines and their current fit, model/HDRI/texture sources, shader and particle libraries, scroll-camera-choreography tools, and the current WebGPU/WebGL browser- support picture.spatial-devices.md— how to build the core techniques with code: a scroll-driven camera path, parallax depth layers, a basic particle background, and a WebGPU-renderer-with- automatic-WebGL2-fallback setup.accessibility-and-fallback.md— the central gate: alternative content for screen readers and no-JS visitors,prefers-reduced-motionhandling for camera movement specifically (vestibular safety, not just preference), and designing for low-end devices as an accessibility question, not just a performance one.rights-and-licensing.md— 3D model and HDRI/texture license families (mixed per-asset on marketplaces like Sketchfab), audio licensing if used, and engine licensing. Guidance, not legal advice.optimization.md— mesh and texture compression (Draco, KTX2/Basis Universal), draw-call and polycount budgeting, lazy-loading the 3D bundle, and the current WebGPU-with-fallback migration pattern.
What ships with it: 5 files
22.8 KB alongside SKILL.md
references/
- accessibility-and-fallback.md4.4 KB
- optimization.md4.2 KB
- rights-and-licensing.md3.5 KB
- sources.md6.4 KB
- spatial-devices.md4.2 KB