---
version: "alpha"
name: "Premium Digital Studio"
description: "Premium Digital Feature Section is designed for highlighting product capabilities and value points. Key features include reusable structure, responsive behavior, and production-ready presentation. It is suitable for component libraries and responsive product interfaces."
colors:
  primary: "#B2451E"
  secondary: "#FFB38A"
  tertiary: "#C1BB19"
  neutral: "#07090D"
  background: "#07090D"
  surface: "#B2451E"
  text-primary: "#1C222E"
  text-secondary: "#FFB38A"
  border: "#FFFFFF"
  accent: "#B2451E"
typography:
  headline-lg:
    fontFamily: "Inter"
    fontSize: "36px"
    fontWeight: 500
    lineHeight: "40px"
    letterSpacing: "-0.025em"
    textTransform: "uppercase"
  body-md:
    fontFamily: "Inter"
    fontSize: "14px"
    fontWeight: 300
    lineHeight: "22.75px"
spacing:
  base: "4px"
  sm: "1px"
  md: "4px"
  lg: "9px"
  xl: "16px"
  gap: "8px"
  card-padding: "48px"
  section-padding: "48px"
---

## Overview

- **Composition cues:**
  - Layout: Grid
  - Content Width: Full Bleed
  - Framing: Open
  - Grid: Strong

## Colors

The color system uses dark mode with #B2451E as the main accent and #07090D as the neutral foundation.

- **Primary (#B2451E):** Main accent and emphasis color.
- **Secondary (#FFB38A):** Supporting accent for secondary emphasis.
- **Tertiary (#C1BB19):** Reserved accent for supporting contrast moments.
- **Neutral (#07090D):** Neutral foundation for backgrounds, surfaces, and supporting chrome.

- **Usage:** Background: #07090D; Surface: #B2451E; Text Primary: #1C222E; Text Secondary: #FFB38A; Border: #FFFFFF; Accent: #B2451E

## Typography

Typography relies on Inter across display, body, and utility text.

- **Headlines (`headline-lg`):** Inter, 36px, weight 500, line-height 40px, letter-spacing -0.025em, uppercase.
- **Body (`body-md`):** Inter, 14px, weight 300, line-height 22.75px.

## Layout

Layout follows a grid composition with reusable spacing tokens. Preserve the grid, full bleed structural frame before changing ornament or component styling. Use 4px as the base rhythm and let larger gaps step up from that cadence instead of introducing unrelated spacing values.

Treat the page as a grid / full bleed composition, and keep that framing stable when adding or remixing sections.

- **Layout type:** Grid
- **Content width:** Full Bleed
- **Base unit:** 4px
- **Scale:** 1px, 4px, 9px, 16px, 32px, 48px, 96px
- **Section padding:** 48px
- **Card padding:** 48px
- **Gaps:** 8px, 12px, 16px

## Elevation & Depth

Depth is communicated through elevated, border contrast, and reusable shadow or blur treatments. Keep those recipes consistent across hero panels, cards, and controls so the page reads as one material system.

Surfaces should read as elevated first, with borders, shadows, and blur only reinforcing that material choice.

- **Surface style:** Elevated
- **Borders:** 1px #FFFFFF
- **Shadows:** rgba(10, 13, 20, 0.8) 0px 0px 100px 0px inset

### Techniques
- **Gradient border shell:** Use a thin gradient border shell around the main card. Wrap the surface in an outer shell with 1px padding and a 2px radius. Drive the shell with linear-gradient(145deg, rgba(255, 255, 255, 0.15) 0%, rgba(255, 255, 255, 0.02) 40%, rgba(255, 255, 255, 0) 100%) so the edge reads like premium depth instead of a flat stroke. Keep the actual stroke understated so the gradient shell remains the hero edge treatment. Inset the real content surface inside the wrapper with a slightly smaller radius so the gradient only appears as a hairline frame.

## Shapes

Shapes rely on a tight radius system anchored by 2px and scaled across cards, buttons, and supporting surfaces. Icon geometry should stay compatible with that soft-to-controlled silhouette.

Use the radius family intentionally: larger surfaces can open up, but controls and badges should stay within the same rounded DNA instead of inventing sharper or pill-only exceptions.

- **Corner radii:** 2px
- **Icon treatment:** Linear
- **Icon sets:** Solar

## Components

Component styling should inherit the shared button, icon, spacing, and surface rules instead of inventing one-off treatments. Favor a small family of repeatable patterns for actions, content containers, and fields.

### Iconography
- **Treatment:** Linear.
- **Sets:** Solar.

## Do's and Don'ts

Use these constraints to keep future generations aligned with the current system instead of drifting into adjacent styles.

### Do
- Do use the primary palette as the main accent for emphasis and action states.
- Do keep spacing aligned to the detected 4px rhythm.
- Do reuse the Elevated surface treatment consistently across cards and controls.
- Do keep corner radii within the detected 2px family.

### Don't
- Don't introduce extra accent colors outside the core palette roles unless the page needs a new semantic state.
- Don't mix unrelated shadow or blur recipes that break the current depth system.
- Don't exceed the detected minimal motion intensity without a deliberate reason.

## Motion

Motion stays restrained and interface-led across text, layout, and scroll transitions. Easing favors ease. Scroll choreography uses GSAP ScrollTrigger for section reveals and pacing.

**Motion Level:** minimal

**Easings:** ease

**Scroll Patterns:** gsap-scrolltrigger

## WebGL

Reconstruct the graphics as a centered hero scene using webgl, renderer, alpha, antialias, dpr clamp. The effect should read as retro-futurist, technical, and meditative: fluid wave field with green on black and sparse spacing. Build it from shader field so the effect reads clearly. Animate it as slow breathing pulse. Interaction can react to the pointer, but only as a subtle drift. Preserve dom fallback.

**Id:** webgl

**Label:** WebGL

**Stack:** ThreeJS, WebGL

**Insights:**
  - **Scene:**
    - **Value:** Centered hero scene
  - **Effect:**
    - **Value:** Fluid wave field
  - **Primitives:**
    - **Value:** Shader field
  - **Motion:**
    - **Value:** Slow breathing pulse
  - **Interaction:**
    - **Value:** Pointer-reactive drift
  - **Render:**
    - **Value:** WebGL, Renderer, alpha, antialias, DPR clamp

**Techniques:** Breathing pulse, Pointer parallax, Noise fields, DOM fallback

**Code Evidence:**
  - **HTML reference:**
    - **Language:** html
    - **Snippet:**
      ```html
      <canvas width="477" height="848" style="display: block; width: 477px; height: 848px;"></canvas>
      ```
  - **JS reference:**
    - **Language:** html
    - **Snippet:**
      ```html
      <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
      ```

## ThreeJS

Reconstruct the Three.js layer as a centered hero scene with layered spatial depth that feels retro-futurist, volumetric, and technical. Use alpha, antialias, dpr clamp renderer settings, perspective, ~60deg fov, custom buffer geometry geometry, pbr surface mix materials, and ambient + key + rim lighting. Motion should read as timeline-led reveals, with poster frame + dom fallback.

**Id:** threejs

**Label:** ThreeJS

**Stack:** ThreeJS, WebGL

**Insights:**
  - **Scene:**
    - **Value:** Centered hero scene with layered spatial depth
  - **Render:**
    - **Value:** alpha, antialias, DPR clamp
  - **Camera:**
    - **Value:** Perspective, ~60deg FOV
  - **Lighting:**
    - **Value:** ambient + key + rim
  - **Materials:**
    - **Value:** PBR surface mix
  - **Geometry:**
    - **Value:** custom buffer geometry
  - **Motion:**
    - **Value:** Timeline-led reveals

**Techniques:** Particle depth, Timeline beats, alpha, antialias, DPR clamp, Poster frame + DOM fallback

**Code Evidence:**
  - **HTML reference:**
    - **Language:** html
    - **Snippet:**
      ```html
      <canvas width="477" height="848" style="display: block; width: 477px; height: 848px;"></canvas>
      ```
  - **JS reference:**
    - **Language:** html
    - **Snippet:**
      ```html
      <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
      ```
