Motion · reference · 08-08-2026

The 3D web meta-prompt

A prompt that writes prompts. You do not hand it to Claude to get a scene — you hand it a goal, and it writes the full brief that builds the scene. One layer above the recreation prompts we already keep, which are single finished briefs. This one manufactures them.

What it makes it produce

The stack

Three.js r160+, React Three Fiber, Drei, WebGPU/TSL, GSAP.

The skills

Scene graph, shaders, lighting, physics, performance, XR.

The harness

System role as 3D architect, tool calls for assets, Tripo/GLTF pipelines, hard limits on frame rate, mobile and code quality.

Good for. An interactive viewer, a particle hero, a scroll-driven scene, a game-style interface — anything the browser must render live and let a person turn.

Not for. Pictures. It never produces an image, a diagram or an illustration; it produces code that draws in real time. If the need is a still, the road is Reference previewthe image models, not this.

The prompt, verbatim

Act as elite prompt engineer for 3D UI/components. For any goal (interactive viewer, particle hero, scroll scene, game UI), output a complete Claude prompt that pairs: stack (Three.js r160+, R3F, Drei, WebGPU/TSL, GSAP), skills (scene graph, shaders, lighting, physics, perf, XR), harness (system role as 3D architect, tool calls for assets/iteration, Tripo/GLTF pipelines, constraints on FPS/mobile/code quality). Make self-contained, deterministic, and refinement-ready.

How to use it here

One. Name the goal in one sentence, in the product's own words, never in 3D vocabulary. "The three parts of the system, turnable" — not "a rotating scene graph".

Two. Read the brief before running it. The brief is where the house constraints get inserted; a brief without them produces an agency demo.

Three. Insert our constraints, every time. Light theme — the meta-prompt's world is black by default and ours is not. The product's palette. prefers-reduced-motion landing on a still, composed frame rather than a frozen accident. A frame-rate floor and a mobile budget written as numbers. And the page still usable if WebGL fails.

Four. Judge it against the thing it replaces. A 3D scene costs weight, battery and attention. It earns its place only if it says the idea faster than a still image would.

The honest limits

It is heavy. Three.js plus a scene is hundreds of kilobytes before a single asset, on a page whose job is to open fast in a meeting room.

It can read as a demo. Real-time 3D signals technology company. For a public-service tool shown to elected officials that can cost the trust the page exists to build — the same reason we refused the black, video-heavy look in Reference previewthe motionsites analysis.

There is a middle road. Depth, parallax and a turnable feel are reachable in plain SVG and CSS at a fraction of the weight, and Reference previewthe recipes already cover them. Take that road first; reach for real 3D when the thing genuinely has to be turned by hand.