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Gaming Landing Page & UI Designer

Design immersive gaming landing pages with cinematic heroes, character showcases, community sections, and high-energy aesthetics — complete with framework code.

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Your Prompt
prompt.txt
Design a landing page for Ashen Vale, a action RPG game.

Platforms: PC, PlayStation 5, Xbox Series X|S
Release status: coming soon (pre-order available)
Target audience: core gamers, 18-35

**Industry Design Rules (Gaming):**
- Pattern: Cinematic hero (video/animated) → Game features → Characters/Classes → Screenshots/Trailers → Community → Pre-order/Download
- Style Priority: Immersive, high-energy, cinematic — the website should feel like part of the game world
- Color Mood: Game-world inspired palette, dark backgrounds for contrast, neon/vibrant accents, gradient glow effects
- Typography: Game-branded display font for headings, clean sans for body, stylized for in-game terms
- Key Effects: Parallax scroll with game assets, auto-playing muted trailer, particle effects, hover reveals for characters
- Anti-Patterns: DO NOT use static/boring layouts (gaming audience expects WOW). NO slow load times (gamers are impatient). NO hiding the download/buy CTA. NO ignoring community section (gamers are social).

Generate:
1. **Hero** — full-screen cinematic trailer/key art, game logo, tagline, platform badges, CTA (Pre-Order/Play Free/Download)
2. **Features showcase** — 4 key features with gameplay GIFs/videos, dramatic reveals on scroll
3. **Characters/Classes** — interactive carousel, abilities overview, visual stats
4. **Media gallery** — screenshots, trailers, developer diaries
5. **System requirements** — min/recommended specs table, platform-specific
6. **Community** — Discord link, social feeds, latest news/patch notes
7. **Pre-order/Editions** — edition comparison (Standard, Deluxe, Ultimate), what's included
8. **Next.js + GSAP + Tailwind code** for the hero with video background and character showcase carousel

What this prompt does

This prompt generates a complete gaming landing page architecture by forcing the AI to follow actual industry layout conventions — cinematic hero first, features next, characters, media, specs, community, then editions. That sequencing is baked into the template's "Pattern" rule, so the output is structured the way players expect, not the way generic web designers default to.

What separates this from a vague "design a game website" ask is specificity: the template captures release status, target audience, platform targets, and feature count as variables. The AI uses those to produce contextually appropriate CTAs (Pre-Order vs Play Free vs Download), platform badges, and system requirements tables that actually reflect the declared platforms rather than guessing.

The eighth generation item — [framework] code for the hero section and character carousel — means you walk away with a usable starting point in actual markup, not just a layout description. The anti-patterns list is intentional design guardrails: it explicitly blocks the AI from producing safe, boring layouts that would embarrass the page in front of a gaming audience.

When to use it

  • You are building a Steam or Epic launch page and need a first-pass HTML/CSS/JS hero section with a video background within the hour.
  • An indie studio needs a pre-launch "coming soon" page that shows character classes and a Discord CTA before the game ships.
  • You are pitching a game concept to investors and need a believable, high-fidelity mockup of what the web presence will look like.
  • A mobile game (iOS/Android) needs a download funnel page with platform badges, feature highlights, and an App Store CTA.
  • You are redesigning an existing game's stale website and want a detailed brief you can hand to a contractor.
  • A game jam project needs community integration (Discord embed, social feeds) alongside a fast download link.

Example output

## Hero Section — "Project Veilborn" (Dark Fantasy RPG, PC/PS5)

<section class="hero" style="background: url('key-art.webp') center/cover">
  <video autoplay muted loop playsinline src="trailer-loop.mp4"></video>
  <div class="hero-content">
    <img src="logo.svg" alt="Project Veilborn" />
    <p class="tagline">Death is not the end. Neither is the Veil.</p>
    <div class="platform-badges">
      <img src="steam-badge.svg" /><img src="ps5-badge.svg" />
    </div>
    <a href="#preorder" class="cta-btn">Pre-Order — $49.99</a>
  </div>
</section>

Character Carousel: Veilwalker | Ashblade | Riftborn
— click each to expand abilities panel with animated stat bars

Pro tips

  • Set [framework] deliberately. Specifying Tailwind + Alpine.js gets you composable, copy-paste-ready components. Specifying React gets JSX with hooks. Do not leave it blank — the AI will default to vanilla HTML and miss framework-specific patterns you likely need.
  • [release_status] changes the entire CTA flow. Use "Early Access" and the AI will typically reframe the edition comparison section toward founder-style framing and roadmap context, since those are the signals EA buyers weigh before purchasing. The shift is not guaranteed — it depends on the model — but the variable consistently pushes the conversion section in that direction.
  • Use [feature_count] to control page length. Three features produces a tight, punchy section. Six features produces a deep-dive showcase better suited to an RPG with a complex system. Match it to your game's actual selling points, not a round number.
  • Pair the character carousel output with real asset dimensions upfront. Tell the AI "character portrait: 400x600px, ability icon: 64x64px" in the variables section so the generated CSS uses realistic aspect ratios instead of placeholders that break on actual art.
  • The anti-patterns block is a reusable sanity check. If you later hand the generated layout to a designer, forward them the anti-patterns list verbatim — it serves as a one-page brief on what not to regress toward.

Frequently Asked Questions

Will this prompt generate actual playable code or just layout descriptions?
It generates code — specifically for the hero section with video background and the character carousel, in whatever framework you specify in `[framework]`. The rest of the sections (features, media gallery, specs table, community, editions) come as structured layout descriptions and content, not fully coded components. Expect one or two working code blocks, not a complete codebase.
What if my game has no characters or classes — for example, a puzzle or strategy game?
Swap the `[game_type]` variable to reflect that (e.g. "turn-based strategy" or "physics puzzle") and describe what your game does have in the features section. The AI will adapt the Characters/Classes section to whatever makes sense — a puzzle game might render level showcases or a mechanic breakdown there instead of character bios. The template's structure is a starting point, not a rigid contract.
Can I use this for a mobile game with App Store and Google Play download links instead of a pre-order flow?
Yes — set `[release_status]` to "Live" and `[platforms]` to "iOS, Android". The CTA in the hero will shift to Download, the system requirements table will list device compatibility instead of GPU specs, and the edition comparison section becomes less relevant (you can note that in the variables). The community section and media gallery sections still apply directly and are worth generating.
Engr Mejba Ahmed

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Engr Mejba Ahmed

AI Developer · Software Engineer

I'm Mejba — I design and ship production AI systems, automations, and full-stack apps. If you want this turned into a working solution for your team, let's talk.

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