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Edition 01 · 29 August 2026

Your step-by-step guide to websites that move

Design, generate and ship animated, 3D and shader-driven websites with AI.

pages
374
pages
chapters
31
chapters
prompt sheets
36
prompt sheets
case studies
4
case studies
Cover of Prompt to Motion — Design, generate and ship animated, 3D and shader-driven websites with AI.
Why this one

I have bought most of the prompt packs. They are all the same object: a list of prompts, sorted by category, screenshotted so you retype them by hand, written against one version of one model.

They are worth very little by the time the next model ships, because not one of them ever said why anything worked. That is the whole problem. An adjective handed to a model gets decoded toward the average of everything it has read; a measurement, a hex value or a physical model gets copied.

Every prompt in this book is followed by which of those it is doing. So when the tool underneath changes — and it will, probably within the year — you still know what you were asking for.

It is not a pack. It is one pipeline, carried end to end: a board of pins becomes a brief, a brief becomes plates and clips, a plate and a layout become a page, a page becomes a site, and a site becomes a post, a client, and something in a library that starts the next one further along.

Everything in it was built the way it is described — the sites, the clips, the shaders, the 3D scenes. Where something took three attempts, you get three attempts. Where the model got it wrong, you get the wrong version too, because the recovery is the part worth learning.

One honest warning: none of this makes taste optional. AI collapses the cost of production, which means the only thing left to compete on is judgement — what to reference, what to remove, when a scene is worth its weight.

Half the book is about that half of the job.
The difference

This isn’t another
list of prompts

It is the complete method behind animated, 3D and shader-driven sites — mechanism first, tools second.

For people who ship

Advanced motion, 3D and shader work you will not find written down anywhere else at this length.

Parts 03–05

For people starting

The whole pipeline in order, with a named free path for every paid tool in it.

Parts 01–02

For teams

A manual you can hand to somebody new, so the standard survives the handover.

Parts 06–07

A prompt list

  • A pack of prompts, sorted by category
  • Screenshots of text you retype by hand
  • Written against one model, dated the month it shipped
  • Finished examples, with the failures cropped out
  • Stops at the pretty screenshot

Prompt to Motion

  • 36 prompt sheets, each followed by why it works
  • Selectable text — copy it straight out of the PDF
  • Mechanisms that outlive the model, and one page of version numbers
  • The wrong version too, because the recovery is the part worth learning
  • Carries on through 3D, shaders, budgets, deploy and the invoice
What's inside

Six things a prompt pack cannot give you

From landing the client to the shader, in the order the work actually happens.

The mechanism, not the prompt

01

Every prompt sheet is followed by why it works. Name a mechanism and it gets copied; name an appearance and it gets averaged.

make it feel premium
letter-spacing: −0.03em

36 copy-ready prompt sheets

02

Real selectable text in the PDF, not screenshots. No smart quotes and no em dashes, so every one pastes straight into a terminal.

The never-list

Never add: gradient text, glass cards, floating 3D blobs, purple-to-blue. Ground is one value. Accent is one value, used three times or fewer. Every measurement in this file is a value, not an adjective.

Six of thirty-six

  • 02Standing instructions against the four tells25
  • 06brief.md — the project brief65
  • 09The plate — background only97
  • 11The hero loop — one move, closed120
  • 15The design-system transplant168
  • 18Reporting a bug to an agent208

One build, carried end to end

03

The same site runs through Parts 02 to 04 — board of pins to deployed URL. Follow it and you finish with a portfolio piece, not seven half-sites.

progress0.000

A 'what breaks' section in every chapter

04

The real failure and the fix, including ours. Where something took three attempts, you get three attempts.

The failure

The loop cuts on the seam, every six seconds.

The fix

Match the end frame to the start frame, then re-encode.

3D and shaders, properly

05

Seven chapters on scroll-driven scenes, procedural geometry, fragment shaders, and the spectral integral behind glass and chrome.

Repeating = diffraction

Versioned like software

06

One page carries every model name. When a model is replaced, that page is reissued and anything depending on its behaviour is re-tested.

Version 1.0 · 29 August 2026
The loop

Seven stages,
and what each
one decides

Chapter 03 sets this out and every chapter after it runs inside one of these stages.

The right-hand line is the decision each stage exists to make. If you remember nothing else from the book, remember that column.

  1. 01

    Reference

    You make

    Three boards, four-word tags

    It decides

    What this is going to feel like

  2. 02

    Brief

    You make

    brief.md, six blocks

    It decides

    Ground, accent, type and sections — as values

  3. 03

    Assets

    You make

    Comp, plate, layout, clip

    It decides

    Where the empty third goes

  4. 04

    Build

    You make

    A page, then a language, then a site

    It decides

    What to withhold from the first prompt

  5. 05

    Motion

    You make

    Reveal, mask, blend, pin

    It decides

    Which three moments move

  6. 06

    3D

    You make

    Geometry, architecture, shaders

    It decides

    Whether the scene should exist at all

  7. 07

    Ship

    You make

    Budgets, eleven checks, a handover

    It decides

    What a stranger on a slow phone gets

Contents

7 parts, 31 chapters, 374 pages

Each part ends with something you can ship — a brief, an asset, a section, a scene, a site.

Part 01

The New Craft

A clear line between the work that is now free and the work that still carries a price.

3 chapters
  1. 01

    What clients actually pay for

    The gap between a template and a site that moves

  2. 02

    The four horsemen of AI slop

    The four tells, and the prompt lines that kill them

  3. 03

    The loop

    Reference → plate → motion → build → polish → ship

Part 02

Reference & Direction

A brief every later chapter builds from, written as values rather than adjectives.

4 chapters
  1. 04

    Where to look

    The twenty-minute reference sprint

  2. 05

    Three boards and a tag

    Turning pins into vocabulary

  3. 06

    From board to brief

    Writing the file every chapter builds on

  4. 07

    Inspiration vs. copying

    Where the line actually sits

Part 03

Assets: Image to Motion

A family of stills and a hero loop that closes, under budget.

5 chapters
  1. 08

    Prompting an image model like a photographer

    Subject, lens, light, material, negative space

  2. 09

    The plate and the layout

    The split that changes everything

  3. 10

    Asset families

    Fifteen assets that look like one set

  4. 11

    Image → video

    One move per clip, and loops that hold

  5. 12

    The two-megabyte hero

    Encoding, posters, and our own five-times-over case study

Part 04

Building with AI

A nine-page site in one design language, with the motion layer on it.

7 chapters
  1. 13

    Choosing a builder

    First draft speed against twentieth-edit control

  2. 14

    The first prompt

    What to specify and what to withhold

  3. 15

    The design-system transplant

    Move a design language without moving the content

  4. 16

    Section by section

    The editing vocabulary that lands

  5. 17

    The motion layer

    Scroll, mask, blend, pin

  6. 18

    When the loop cuts

    One bug, three fixes, and how to debug AI motion

  7. 19

    The rest of the site

    Pages five through nine, and the template teardown

Part 05

3D & Shaders

A scroll-driven scene, a fragment shader you wrote, and four builds to read.

7 chapters
  1. 20

    3D without the maths

    When a scene beats a video, and when it doesn't

  2. 21

    Two roads to an object

    Generated model or procedural geometry

  3. 22

    The scroll-driven 3D architecture

    The skeleton behind every 3D build here

  4. 23

    Your first fragment shader

    UVs, time, noise, and the debugging ladder

  5. 24

    Glass, chrome and diffraction

    The spectral integral and four bugs that make it grey

  6. 25

    Particles that morph

    Point clouds across five sections

  7. 26

    Case studies

    Aperture, Meridian, the ring, the globe

Part 06

Ship

A live URL that passes the eleven checks on a slow phone.

2 chapters
  1. 27

    Performance and accessibility

    Budgets, reduced motion, and the launch checklist

  2. 28

    Deploy and hand off

    Repo to live URL to client

Part 07

Sell

A clip, a proposal, and something left behind when the project ends.

3 chapters
  1. 29

    The visual growth engine

    Post the work, not opinions about the work

  2. 30

    From post to paid

    Proposals, qualifying, and a pricing ladder

  3. 31

    Products, not just projects

    Why a library compounds and client work doesn't

Plus the back matter: every prompt in the book indexed by page, a glossary, and the resource list.

Look inside

Twelve real pages, not mockups

Prompt sheets, the plate-and-layout split, shader source, and both 3D case studies. Open any one to read it.

Part 05 — 3D & Shaders

The part almost nobody teaches

Seven chapters on scroll-driven scenes, procedural geometry, fragment shaders and particle morphs — starting from UVs and a debugging ladder, not from a library you paste in and hope.

A page comparing reflection, diffraction and thin film, with the visual tell for each.
p273 — three effects people reach for one word to describe, and how to tell them apart before you build the wrong one.
  • ReflectionNeeds an envmap

    White highlights, no hue at all. It is showing you the room.

  • Diffraction2D shader, no 3D

    The whole spectrum, repeating in bands. Grooves at a regular spacing.

  • Thin filmThickness, not spacing

    One sweep through hue, never repeating. Soap, oil, anodised metal.

Getting this wrong is expensive in a specific way: the reflection answer ships several hundred kilobytes of 3D for something that never leaves two dimensions — and it still looks wrong, because a mirror has no hue.

  1. 20

    3D without the maths

    When a scene beats a video, and when it doesn't

  2. 21

    Two roads to an object

    Generated model or procedural geometry

  3. 22

    The scroll-driven 3D architecture

    The skeleton behind every 3D build here

  4. 23

    Your first fragment shader

    UVs, time, noise, and the debugging ladder

  5. 24

    Glass, chrome and diffraction

    The spectral integral and four bugs that make it grey

  6. 25

    Particles that morph

    Point clouds across five sections

  7. 26

    Case studies

    Aperture, Meridian, the ring, the globe

Get the book

One price. Every version after this included

Prompt to Motion

Edition 01 · 374 pages · PDF

Over $5k+ Value Worth
$89once — USD
  • 374-page PDF, Edition 01
  • 36 prompt sheets as selectable text
  • Four case studies, end to end
  • Every future version of the book
  • Prompt index, glossary and resource list
  • The brief, never-list and language spec formats
  • The eleven-point launch checklist

You’ll sign in first, so the book has an account to land in.

Delivered as a download link by email once payment settles. See the refund policy before you buy — it is a digital file, so the terms are specific.

Works with what you already use

Every job in the book names a free option too.

What matters is the role, not the brand — swap any of them and the pipeline is unaffected. That is why the method outlives the tools it was written against.

JobFree option named
Plates & layoutsGPT Image, free tier
Second opinionsame
Loops & transitionsfree credits
Motion transferKling 3.0
Structure & 3DGemini 3.7
Small editsGrok 4.6

Everything up to Part 05 runs anywhere a browser does. The 3D and shader chapters want a discrete GPU or a recent laptop chip.

FAQ

Questions,
answered.

Including the reasons this might not be the right book for you.

Still stuck?

Ask before you buy rather than after. A person replies.

support@scrolltide.co

No, but you need to be willing to read it. The builds run through an AI coding agent, so you are directing and correcting rather than typing implementations. Part 05 goes into shader source properly — you will be reading GLSL by the end of it, which is the point.

The toolkit is on one page, and it is the only page carrying version numbers. When a model is replaced, that page is reissued and anything that depended on its specific behaviour is re-tested. Claims that were true in a given month say so in the text. Everything else is mechanism, which outlives the tools — buying Edition 01 gets you every version after it.

Roughly $60–100 a month at the tier the book assumes, as of August 2026. A free or cheaper path is named for every paid tool in the toolkit table, and the pipeline is unaffected by which one you pick — what matters is the role, not the brand.

The library is finished builds, each shipping the prompts that made it. The book is the method that produces them. They work well together and neither needs the other: if you only want a site, start with a template; if you want to be able to make them, start here.

Everything up to Part 05 runs anywhere a browser does. The 3D and shader chapters want a discrete GPU or a recent laptop chip, because you will be running scenes rather than looking at pictures of them.

A PDF, emailed to you as a download link once payment settles. Every prompt in it is real text, so you can select and copy straight out of the page rather than retyping from a screenshot.

Now go and build
something that moves

The pipeline, the mechanisms underneath it, and four builds’ worth of the mistakes. The only thing left is a first project, and it does not have to be for anybody.

You’ll sign in first, so the book has an account to land in.

Edition
01
Pages
374
Format
PDF
Updates
Free, for life

Included — next version

Version 1.1, free

  • A WebGPU chapter
  • A second 3D case study
  • Handing a motion build to a developer who did not write it

Start from something finished

The template library

Builds that ship with the prompts that made them, a language spec and a never-list — the method in this book, already applied.

Browse the library