House of Slabs

Artists: visual + audio

Make every pack opening feel like its own event.

The ripping experience is one of the product's biggest attractions. Artists should design a sensory system where each opening feels special, recordable, and different from the last while proof, controls, and card legibility stay clear.

  • RevealVariable
  • AudioLayered
  • CaptureNative

Experience brief

Build a reveal system with variation, not a single animation.

A visual language per opening

Each pack can combine tier color, slab texture, lighting angle, camera path, and RIPPED mark so repeated openings never feel cloned.

A small sound system, not one jingle

Pack tear, reveal tension, slab click, proof lock, and hit accents should layer differently by tier and pacing.

Accessible by default

Mute, captions, reduced motion, skip, visual equivalents, and readable proof states are part of the art direction.

02 / Opening modes

Different pulls deserve different pacing, not different trust rules.

BASE

Clean rip

Fast, bright, tactile. Low friction for common pulls, with a satisfying pack tear and a crisp slab settle.

  • paper grain
  • quick flash
  • soft click
CORE

Slow burn

A controlled pause, a glint across the slab edge, then proof text locks in before the card becomes inspectable.

  • edge light
  • meter rise
  • proof lock
HIT

Pressure build

Longer anticipation with a visible countdown, heavier bass transient, and a camera path that reveals value last.

  • count pulse
  • bass hit
  • value reveal
CHASE

The room stops

Distinct event treatment: silence cut, slab bloom, stamped moment, and a share-ready hold frame.

  • silence cut
  • foil bloom
  • hold frame

03 / Reveal sequence

The moment has a beginning, a lock, a reveal, and a shareable finish.

01

Pack tension

Show sealed pack state, remaining queue, mute/skip, and a subtle tier-neutral tension bed.

02

Proof lock

Randomness/proof state becomes visible before the emotional payoff. Trust is part of the performance.

03

Slab reveal

Reveal the object in a staged but inspectable way: cert, player/card identity, condition, and tier accent.

04

Decision frame

End on a readable frame for deliver, buy back, decide later, share, and replay without hiding the card.

04 / Sensory system

Variation should be designed, constrained, and repeatable.

What changes

Camera path, light sweep, texture mask, tier accent, reveal order, impact frame, and final hold composition.

What stays consistent

Proof visibility, card legibility, mute state, skip control, odds language, and post-reveal decision buttons.

What adapts

Pacing changes by card tier, user settings, reduced motion, recording mode, and repeated opening fatigue.

05 / Artist deliverables

Give engineering a kit, not a mood board.

Reveal kit

Motion tokens, tier treatments, texture overlays, slab/camera compositions, loading and skipped states.

Audio kit

Short stems for tear, click, proof, ambience, hit, chase, error, mute fallback, and recording-safe mix.

Capture kit

Hold frames, share crops, watermark posture, timing rules, replay thumbnails, and creator-friendly safe areas.

06 / Production rules

The spectacle works only if the product remains usable.

Never trade proof for drama

Every reveal treatment must keep proof state, card identity, and next action readable.

Every sound has a visual twin

Audio cues need visible equivalents so mute, captions, and reduced-motion users get the same information.

Design for repetition

The tenth opening in a session still needs rhythm, speed, and variety without becoming exhausting.

Make rare moments ownable

High-value and chase pulls need distinctive frames users want to clip, post, and remember.

Visual

Foil glints, slab slide, edge lighting, tier color, texture masks, and stamped final frames.

Variation

Procedural combinations make openings feel related but not identical across the same session.

Audio

Optional tactile cues with visible mute, gain discipline, no surprise autoplay, and short replay-safe stems.