The purest fly-through on the web: scroll is the camera dolly, and six scroll positions take you from a wide exterior shot, into fog, inside an ice shard, and out the far end of a tunnel. There is no page here, only a journey.
Cold, monumental, unhurried. It behaves like a title sequence rather than a website — you are a passenger, not a reader. Confidence comes from how little it explains.
Colors
A near-monochrome glacier palette: white, fog grey, pale blue-grey, with a single prismatic rainbow refraction as the only saturation in the entire experience. Nothing competes with the ice.
Type
Tiny tracked uppercase mono, ~10-11px, pinned to the corners as HUD labels. There is no display type anywhere. Type is instrumentation for the scene, never a headline over it.
Layout
One full-bleed fixed canvas. The document is a tall empty spacer whose only job is to give the scroll somewhere to go. Overlaid UI lives in the four corners and never enters the middle.
Motion
Scroll position drives a camera on a fixed path — dolly in, pass through, arrive. Every beat is a continuous move, never a cut. Depth of field and fog do the transitions, so consecutive frames share atmosphere even when the subject changes completely.
Texture
Physically-based ice: refraction, subsurface scatter, chromatic dispersion, volumetric fog, real shadows. The grain in the image is the render, not an overlay.
Imagery
Everything visible is rendered in real time, so this is a 3D job, not an image job. Generate concept frames first to lock the camera path — one still per beat, same lens and same palette across all of them — then build the scene in three.js/R3F and scrub the camera along a curve. Tool: kie-ai or nanobanana for the concept frames; hand-build the scene in code.
Don't
Don't cut between scenes and don't let the camera stop moving on any beat — the moment there is a hard transition it reads as a slideshow with a scrollbar. And don't put a headline in the centre of the canvas; the corners are where text is allowed to live.
Make it your own
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