Created: 2026-08-05
Objective
Design and build the digital home for Deerdost: a futuristic-Mumbai, Bombaypunk character world that can launch before the music, support the ten-release campaign, and later power guessing, collectibles, scavenger-hunt progress, rewards, and community submissions.
The website should feel like entering a game world rather than reading a conventional show website. Only in Leonida is the structural reference: cinematic world entry, character-led long-scroll chapters, dense image and motion storytelling, in-world lines, and location cross-links. Deerdost supplies the Bombaypunk art direction, language, humour, characters, and geography.
Campaign Context
- The website is expected to launch in August or September 2026.
- The first music release is expected roughly one month later.
- The album contains ten tracks: four visualizers and six full music videos.
- bombaypunk, Sparks!, Murder em', and Good Time are the four currently locked video concepts.
- Releases follow a one-track-per-month cadence.
- The videos share a silhouette-and-vinyl framing narrative.
- The Bombay map must not imply one music-video location per track because the videos span the city.
- Approved canon, copy, assets, dates, artists, clues, rewards, and campaign rules feed the publishing and configuration systems.
Published canon
- Deerdost is an Indian animated series for mature audiences.
- The story is set in a futuristic Mumbai.
- The protagonist is a college student navigating identity, adulthood, and newly found superpowers.
- A misadventure sends him on a journey to save humanity.
- Bombaypunk is the studio's visual language for Mumbai's culture and world.
- Kachra Seth is associated with buried sins, secrets, and fear.
- Sunny Singh is an Olympic gold medallist presented as physically formidable.
- The studio is building the show in public through teasers, character first looks, and creator updates.
Published media
- Deerdost Official Teaser, premiered 18 May 2026.
- Making an animated show in India, the creator Q&A.
- Kachra Seth: Official First Look.
- Sunny Singh: Official First Look.
- Bombaypunk style reveal.
Product Architecture
Music and video playback should remain on official platforms. The website presents context, unlocks, participation, and outbound links.
Phase 0: Product Definition
Timing: Before design and development.
Core deliverables
- Sitemap and user journeys.
- Functional requirements.
- Content model.
- Account and permissions model.
- Data-capture policy.
- Campaign configuration model.
- Analytics specification.
- Accessibility requirements.
- Technical architecture.
- Delivery milestones.
Required inputs
- Approved visual identity.
- Public character canon.
- Character assets.
- Bombay world landmarks.
- Ten-track metadata.
- Release schedule.
- Approved artist states.
- Guessing rules.
- Points rules.
- Collectible artwork.
- Hunt rules.
- Reward eligibility rules.
- Privacy and legal text.
The website team should model these as editable content and configuration wherever possible, rather than hard-coding campaign decisions.
Deferred visual-system work
The detailed Deerdost design system is deferred until the team reviews the approved visual identity together. Flow, hierarchy, state, accessibility, and responsive decisions continue now.
The Only in Leonida reference remains the structural model for cinematic entry, character-led chapters, media mosaics, persistent navigation, and location cross-links. It does not supply Deerdost typography, colour, spacing, motion, or surface styling; those Bombaypunk rules will be recorded in DESIGN.md after the team meeting and before detailed UI implementation.
The mobile navigation pattern is also deferred to that design discussion. The approved destinations remain Characters, Bombay, and Music, with conditional Collection and Hunt access; the team still needs to choose their mobile container and placement.
Phase 1: Character World
Timing: Website launch in August or September 2026.
Experience model
The launch site is an editorial world experience, not a dashboard or a grid of cast cards. It opens with one strong Bombaypunk proposition and unfolds as a sequence of cinematic character and location chapters.
The first viewport is one full-bleed Aman-in-Bombay tableau. Aman is the visual anchor; future Bombay establishes the world around him. The composition contains only the Deerdost / Bombaypunk identity, one defining line, the campaign-aware primary action, and the artwork.
Artwork must reserve a deliberate text-safe region or use a solid tonal field within the composition. Copy never floats over dense city texture, faces, or essential story detail. Ambient motion can add depth to the city, but it cannot compete with Aman, the defining line, or the current action.
The Only in Leonida pattern translates into Deerdost as follows:
| Reference pattern | Deerdost expression |
|---|---|
| Fixed world label | Persistent Deerdost / Bombaypunk header |
| Cinematic thesis | One defining line about this future Mumbai |
| Character previews | Aman, Jamaal, and Ananya first; then Kachra Seth, Sunny Singh, Meethibai, and future reveals |
| Portrait-led layouts | Full-bleed character art and animated loops |
| Editorial biography | Short hook, public backstory, and in-world quote |
| Media mosaics | Stills, sketches, details, audio, and short motion |
| Location cross-links | “Explore” links into Bombay districts and landmarks |
| Repeated discovery | Character, location, and artifact links between chapters |
The experience uses asymmetrical compositions, oversized typography, edge-to-edge artwork, and short ambient motion. It must also retain a clear reading order, visible navigation, keyboard operation, descriptive media labels, and a reduced-motion version.
World journey
The long-scroll journey creates emotion and atmosphere. The persistent header, chapter index, and map provide orientation and direct access for returning visitors.
Engagement and emotional arc
The recurring experience moves from mystery to agency. Visitors first encounter an unresolved Bombaypunk signal, then understand it through characters and places, and finally receive one meaningful action. Agency grows with the campaign: exploration at launch, prediction during guessing, collection after releases, and physical progress during the hunt.
| Stage | Visitor does | Intended feeling | Experience support | Return trigger |
|---|---|---|---|---|
| Website launch | Enters Bombaypunk, meets Aman, and follows character-location links | Curiosity becoming recognition | One world proposition, one character preview, clear dossier and Bombay paths | The next character or world fragment |
| Character reveal | Meets Jamaal, Ananya, or a later character and revisits existing relationships | Connection and reinterpretation | New preview chapter, updated dossiers, and newly meaningful map links | The unresolved relationship or next reveal |
| Artist guessing | Reads hints, forms a theory, and submits one preserved guess | Suspense and commitment | Anonymous discovery, just-in-time sign-in, attempt status, and reveal timing | The artist reveal |
| Track release | Returns to the transformed track page and collects its Song Card | Recognition and payoff | Artist, story context, outbound media, collectible, and next signal | The next locked track |
| Active hunt | Leaves the site, finds checkpoints, and changes the map and collection | Agency and earned progress | Current clue, accessible recovery, artifacts, and visible route progress | The next checkpoint and finale |
Every major chapter exposes one unresolved connection and one clear next path. Mystery never hides navigation, timing, safety, support, or the current action. Story completion remains worthwhile without physical prizes.
The recurring campaign loop is:
Unknown signal
↓
Character clue
↓
Visitor theory
↓
Committed action
↓
Reveal payoff
↓
Collected memory
↓
Next mystery
Information architecture
The persistent public navigation uses three primary destinations: Characters, Bombay, and Music. The Deerdost wordmark returns home. Collection appears as a utility destination after the visitor owns or claims something. Hunt enters primary navigation only while a hunt is active.
DEERDOST
├── Characters
│ ├── Aman
│ ├── Jamaal
│ ├── Ananya
│ └── Later reveals
├── Bombay
│ ├── World map
│ └── Location chapters
├── Music
│ ├── Ten-track slate
│ └── Track pages
├── Collection shown after first claim
└── Hunt shown while active
The homepage hierarchy is:
- Bombaypunk world proposition.
- Current character or campaign reveal.
- One campaign-aware primary action.
Everything else supports those three layers or moves into its dedicated destination.
/— cinematic world entry and latest reveal./characters— revealed and locked character directory./characters/:slug— full character chapter./bombay— explorable Bombay map./bombay/:slug— district, territory, or landmark chapter./music— ten-track campaign slate./music/:slug— track state, release, and collectible./collection— claimed Song Cards and artifacts./hunt— active hunt entry and progress.
Locked chapters appear as intentional world teases: a silhouette, codename, fragment, or redacted entry approved by the show team. They never expose unpublished names, relationships, or media in page source, metadata, APIs, or search indexes.
Homepage
- Persistent world header.
- Full-screen Aman-in-Bombay world entry.
- Bombaypunk thesis line.
- Featured character preview chapter.
- Official teaser moment.
- Latest reveal chapter.
- Character media mosaic.
- District cross-link.
- Bombay map gateway.
- Locked album slate.
- Current campaign state.
- One campaign-aware primary action.
The homepage keeps one dominant action and changes it with the live campaign state:
| Campaign state | Primary action |
|---|---|
| Website launch | Meet Aman |
| Character reveal | Meet the revealed character |
| Artist guessing | Guess the artist |
| Track release | Explore the track |
| Active hunt | Continue the hunt |
Secondary links remain available, but they never compete visually with the current primary action.
Returning visitors keep the current campaign moment as the homepage lead. When the system has meaningful unfinished state, it adds one secondary Continue where you left off path beneath the primary action.
Resume priority is: active hunt, pending claim, submitted guess awaiting reveal, then the most recent character or Bombay chapter. Account-backed progress resumes across devices; anonymous exploration can resume only within the current browser. The return layer never becomes a personal dashboard or displaces the current campaign action.
Character dossiers
- Aman dossier.
- Jamaal dossier.
- Ananya dossier.
- Kachra Seth dossier.
- Sunny Singh dossier.
- Meethibai dossier.
- One-line character hook.
- Full-bleed portrait.
- Short motion loop.
- Public backstory.
- In-world quote.
- Territory.
- Public relationships.
- Media mosaic.
- Quotes or audio.
- Locked secrets.
- Collected artifacts.
- Related map locations.
- Related releases.
Each current and future character receives the same dossier model. The first production priority is Aman, Jamaal, and Ananya; Kachra Seth, Sunny Singh, Meethibai, and other approved characters follow. Public visibility still follows each character's approved reveal state.
Each dossier is a self-contained editorial chapter. The homepage uses condensed preview chapters that introduce one hook, one defining visual, and one clear path into the full dossier; it never repeats the complete dossier inline.
Content blocks must be reusable so the team can publish a short reveal first and expand it later without rebuilding the page.
On small screens, every dossier becomes one deliberate linear story: hook, defining portrait, public backstory, relationships, media, territory, artifacts, and related releases. Media mosaics recompose into an authored sequence rather than a generic stack. Tabs and swipe-only sections are not used for required content.
Wide-screen asymmetry can change placement and scale, but the document order follows the same linear reading sequence. This keeps keyboard, screen-reader, and mobile journeys aligned.
Character directory
The directory is an editorial index, not a uniform cast-card grid. Aman, Jamaal, and Ananya receive the strongest hierarchy first. Kachra Seth, Sunny Singh, Meethibai, and later approved characters follow according to their reveal state and narrative importance.
Each visible entry uses an approved portrait or fragment, name or codename, one-line hook, reveal state, and one clear path into the dossier. Teased characters appear as authored silhouettes, redactions, or fragments. Hidden characters do not render.
Variable scale and composition can express hierarchy on wide screens, but the semantic and mobile order remains fixed. Territory is supporting metadata and a cross-link into Bombay; it does not turn the directory into a second map.
Bombay map
The map is a persistent world interface, not a music-video location index.
The primary experience is a responsive, clickable SVG on every viewport. Districts, territories, landmarks, and locked zones use named interactive regions rather than coordinate-only hotspots.
The SVG and location list stay synchronized:
- Selecting an SVG region highlights its list entry and opens a location preview.
- Selecting a list entry focuses its SVG region and opens the same preview.
- The preview shows approved lore, related characters, current activity, and one action into the full location chapter.
- On wide screens, the preview appears beside the map.
- On small screens, the preview appears in a bottom sheet and can guide the map to small regions.
Every available SVG region is reachable by pointer and keyboard, exposes its name and state to assistive technology, and has a matching list entry. Interactive targets meet a 44-pixel minimum. Focus, selected, revealed, and locked states never rely on colour alone.
The location list remains usable beside or below the SVG and becomes the complete fallback when the map cannot load. Hunt mode adds broad clue zones, checkpoint progress, and venue notices without replacing the underlying world map.
It should support:
- Character territories.
- In-world landmarks.
- Locked locations.
- Lore unlocks.
- Collectible progress.
- Hunt clue zones.
- Future campaign layers.
The default map shows named districts, territories, landmarks, and locked zones. Selecting a location opens a preview with its public lore, related characters, current campaign activity, and a link into the full location chapter. Hunt mode overlays clue zones and progress without replacing the underlying world map.
Reveal system
Every character and location supports five publishing states:
- Hidden.
- Teased.
- Revealed.
- Expanded.
- Archived.
The state controls navigation visibility, searchable metadata, media delivery, cross-links, and which fields the public API may return. Scheduled publishing promotes all related blocks together so a character name cannot appear in one surface while remaining locked elsewhere.
Ten-track slate
The slate appears as an in-world signal console, not ten equal promotional cards. One current signal dominates the composition with its live status and action; the other nine remain visible as numbered positions in the larger transmission.
On wide screens, the console can use a spatial signal line. On small screens, it becomes one vertical signal rail. The underlying structure remains a semantic ordered list so track order, status, and actions are available without the visual console.
| Track state | Console treatment |
|---|---|
| Locked | Empty numbered socket with approved timing or redaction |
| Guessing open | Active signal with hints and Guess the artist |
| Artist revealed | Artist mark and reveal state |
| Release imminent | Countdown and release action |
| Released | Track artwork, story context, and outbound media |
| Collectible available | Song Card seal and claim action |
| Archived | Completed signal with retained access |
The console always shows one primary action, one current signal, and all ten positions. Locked positions never imitate active controls.
Each track needs configurable states:
- Locked.
- Guessing open.
- Artist revealed.
- Release imminent.
- Released.
- Collectible available.
- Archived.
Each state controls visible copy, artwork, countdowns, actions, outbound links, and collectible availability.
Launch standard
- Mobile-first.
- Responsive layouts.
- Keyboard accessible.
- Screen-reader usable.
- Reduced-motion support.
- Fast initial load.
- Search index controls.
- Shareable page metadata.
- Graceful asset fallbacks.
Public experience state contract
Every state describes what the visitor sees. In-world presentation can carry the mood, but status, recovery, timing, and support copy remain plain and unmistakable.
| Feature | Loading | Empty | Error | Success | Partial |
|---|---|---|---|---|---|
| Homepage | Persistent header, Bombaypunk poster frame, and reserved reveal space appear immediately | A world prologue introduces Bombaypunk, previews Aman, and offers Meet Aman | Static artwork and core copy replace failed motion; the current action and retry remain visible | Current reveal, campaign state, and one primary action appear in the intended hierarchy | Missing media becomes a labelled still or text fragment without collapsing the chapter |
| Character directory | Named navigation and silhouette placeholders preserve reading order | A warm world note explains that dossiers are arriving, previews Aman, and returns visitors to the current reveal | Previously published names remain visible with a retry; no locked identity is exposed | Revealed characters lead, teased characters follow, and locked entries remain intentional | Characters with incomplete approved media show the available hook and an explicit More incoming state |
| Character dossier | Hook, title position, and portrait frame load before secondary media | A teased character shows the approved hook, silhouette, reveal status, and a path back to Characters | Public text and poster art remain readable; failed media receives a labelled fallback | Full public dossier, relationships, media, locations, and related releases appear | Unavailable blocks are omitted or labelled Transmission incomplete; the page never shows blank frames |
| Bombay map | Map frame, location list, and current selection status appear together | A world-map introduction explains what locations will unlock and points to Characters | An accessible location list replaces the interactive map, preserves links, and offers retry | Visitors can select locations, read previews, and open full chapters | Low-bandwidth mode uses a static map plus the complete location list; unavailable layers are named |
| Track slate | Ten numbered signal sockets appear without speculative titles or artists | Ten locked tracks show the next known campaign moment and Meet the characters | The last published slate remains visible with retry; actions that cannot complete are disabled with reasons | The current track state, artwork, action, and next campaign moment are clear | Unannounced metadata stays redacted while approved states remain usable |
| Artist guessing | Approved hints and attempt status load before the guess field activates | Before opening or after closing, the page shows the exact timing and next available action | The typed guess is preserved, the failure is explained, and retry never consumes an attempt | Confirmation shows the submitted guess, remaining attempts, reveal timing, and notification choice | Signed-out, ineligible, duplicate, and exhausted-attempt states each explain the next valid action |
| Release page | Artwork frame, release status, and outbound destinations reserve space | A locked release shows approved context, countdown state, and the next campaign action | Failed outbound destinations are labelled individually; the rest of the page and collectible state remain usable | Approved art, story context, artist, listening links, video link, and collectible action appear | Unavailable platforms or media are named without hiding working destinations |
| Collection | Cabinet structure and owned-count status appear before artwork resolves | Your cabinet is waiting explains Song Cards and offers Explore music | Owned-item records remain visible with retry; failed artwork uses a labelled card back | Owned Song Cards and artifacts show their source, state, and collection progress | Pending claims show Syncing separately from owned items and never imply lost progress |
| Hunt | Prologue frame, rules, progress count, and current checkpoint status appear first | A not-started state explains the experience, safety, and first valid action | Progress remains visible; retry and support appear without forcing a rescan | Current clue, completed checkpoints, collected artifacts, and next action are distinct | Paused, relocated, capacity-limited, and ended states show the operator notice and valid recovery path |
Motion and reduced-motion contract
Motion adds hierarchy or atmosphere but never carries required meaning, hides navigation, or blocks an action.
When a visitor requests reduced motion:
- Ambient city loops use an approved still frame.
- Parallax and scroll-scrub effects become fixed compositions.
- Character and artifact reveals use an immediate state change with a clear heading.
- Map updates use persistent symbols, labels, and status text instead of animated travel.
- Signal-console activity uses a static current-state marker instead of pulsing.
- Guess, claim, and collection success use text and icon confirmation without celebratory movement.
- Auto-playing motion, flashing, and strobing remain disabled.
Any longer media or ambient motion includes pause control. Reduced motion preserves the same content, order, status, and next action.
Phase 2: Artist Guessing
Timing: Ready before the first cryptic poster campaign.
Sign-in principle
Characters, Bombay, track states, hints, and released media remain browsable without an account. Sign-in appears only when a visitor commits a state-changing action: submitting a guess, claiming a Song Card, or saving the first hunt checkpoint.
The sign-in flow preserves the visitor's typed guess or pending claim and returns them to that exact action. It never sends them to a generic account page or asks them to repeat completed steps.
User flow
- Open track page.
- Review approved hints.
- Sign in minimally.
- Submit a guess.
- See remaining attempts.
- Receive confirmation.
- Return for reveal.
System capabilities
- Two guesses per account by default.
- Configurable attempt limits.
- Opening and closing times.
- Duplicate-guess handling.
- Eligibility validation.
- Abuse protection.
- Consent capture.
- Transparent draw export.
- Winner-status management.
- Reveal-state transition.
- Notification preferences.
The system records participation, eligibility, winner statuses, and exportable draw data. Winner selection, outreach, and fulfilment follow the approved campaign operations process.
Phase 3: Releases and Collectibles
Timing: First release onward.
Release page
- Approved track artwork.
- Artist information.
- Release countdown.
- Story context.
- External listening links.
- External video link.
- Collectible claim.
- Share action.
- Next-release tease.
Song Cards
Release-page Song Cards use an explicit claim. Viewing a release or following an external media link never grants a card automatically. The visitor chooses Claim Song Card, signs in only if required, returns to the pending claim, and receives one idempotent grant.
Hunt Song Cards use automatic grants. A successful checkpoint claim adds its Song Card and artifact in the same transaction, so the player never completes a physical checkpoint and then faces a second claim action.
- One configurable card per track.
- Claimed-card ownership.
- Collection cabinet.
- Locked-card previews.
- Full-set progress.
- Milestone eligibility.
- Duplicate-claim prevention.
- Admin correction tools.
The system represents approved collectible availability, eligibility, claim status, prize quantities, and fulfilment status.
Phase 4: Scavenger Hunt Integration
Timing: After the website and release systems are stable.
The hunt's creative design lives in the Deerdost Scavenger Hunt Design Plan. That document defines the narrative frame, ten-song progression, physical markers, clue language, digital transitions, artifacts, concept-note relationships, accessibility, and design handoff.
The first campaign uses:
- One online prologue.
- Ten physical checkpoints.
- One checkpoint per song.
- One Song Card per checkpoint.
- One collected ten-song set.
- One finale after checkpoint ten.
The approved track order determines the checkpoint mapping unless the creative team approves a separate hunt order. The Bombay map remains a world map and must not imply that each music video belongs to one pinned location.
Website responsibility
The website supplies:
- Hunt prologue.
- Rules and safety.
- Broad-zone map clues.
- Checkpoint claim pages.
- Sign-in return.
- Account-based progress.
- Song Card grants.
- Artifact cabinet.
- Map completion states.
- Next-clue delivery.
- Campaign pause states.
- Support recovery.
- Completion record.
- Reward-eligibility output.
Creative-source contract
Each checkpoint configuration references an approved song concept, source tab, canon state, spoiler level, physical design brief, artifact, and next-clue payload. The website stores and publishes approved material; it does not invent creative canon.
Four current design kits are source-grounded in the Google Doc: bombaypunk, Sparks!, Murder em', and Good Time. The remaining six checkpoint concepts stay unavailable until their approved track concepts and assets are supplied.
Technology acceptance
- An anonymous player can inspect the prologue and first broad zone.
- The first physical claim resumes after sign-in without rescanning.
- Each valid checkpoint grants its Song Card and artifact once.
- Progress supports ten ordered checkpoints and cross-device return.
- Out-of-order scans reveal no locked song content.
- A repeated scan reopens the existing artifact and current clue.
- Pause, relocation, capacity, and support states preserve progress.
- Checkpoint ten completes the set and creates one eligibility record.
- Story completion remains separate from prize selection.
- Every core state has an equivalent accessible path.
Location selection, clue copy, physical production, art direction, artifact design, narrative pacing, and the ten checkpoint briefs are governed by the separate hunt design plan. QR security, accounts, transactions, fraud controls, analytics, administration, and reward records remain governed here.
Scavenger Hunt Delivery Rules
Player states
The hunt distinguishes:
- Not started.
- Active.
- Current checkpoint.
- Claiming.
- Checkpoint completed.
- Paused.
- Ended.
- Hunt completed.
- Reward eligible.
“Completed” describes story progress. “Eligible” describes the published reward rules. “Winner” appears only after campaign operations explicitly award that status.
Claim validation
Each checkpoint QR contains an opaque, non-sequential token. The server validates:
- Campaign status.
- Checkpoint status.
- Active time window.
- Token authenticity.
- Account eligibility.
- Prior-step completion.
- Existing claim.
- Operating capacity.
A successful claim records checkpoint completion, Song Card ownership, artifact access, progress, and the audit event in one transaction. Repeated scans reopen the existing success state without creating duplicate grants.
Token modes
| Mode | Use |
|---|---|
| Shared location QR | Default public checkpoint with one claim per account |
| Rotating staff QR | Staffed or higher-value checkpoint with a time-limited token |
| Single-use support code | Accessibility, recovery, or approved replacement path |
Shared location QRs remain the default. Staff confirmation is reserved for checkpoints where prize value, safety, venue operations, or observed abuse justify the added friction. GPS is never the sole proof of presence, and the website does not continuously track location.
Failure recovery
- Invalid token explains the problem and opens support.
- Out-of-order scans reveal no locked artifact.
- Existing claims reopen the artifact and current clue.
- Paused campaigns preserve progress and show the operator notice.
- Closed venues show replacement timing or an alternate route.
- Operating-capacity limits pause or relocate the checkpoint.
- Exhausted reward inventory never removes story completion.
- Weak connectivity retains the checkpoint URL for retry.
- Lost sessions return to the pending claim after sign-in.
- Support grants record operator, reason, checkpoint, and time.
Fraud controls
- Opaque tokens.
- Signed metadata.
- Account limits.
- Idempotent writes.
- Rate-limited validation.
- Replay detection.
- Sequence enforcement.
- Time-window enforcement.
- Token-velocity alerts.
- Revocable batches.
- Audited grants.
Public QR sharing cannot be eliminated. The design limits its value through sequence, timing, account limits, selective staff confirmation, anomaly review, and manual prize review without blocking accessibility routes.
Reward handling
Checkpoint ten creates one completion record. The configured campaign rules separately determine first-come, draw-based, threshold-based, or digital-only rewards.
The completion screen shows:
- Completed route.
- Ten artifacts.
- Digital reward.
- Eligibility status.
- Selection timing.
- Fulfilment step.
- Terms reference.
Operator controls
Operators can:
- Draft the route.
- Preview clues.
- Schedule launch.
- Activate checkpoints.
- Pause campaigns.
- Pause locations.
- Relocate checkpoints.
- Rotate tokens.
- Revoke batches.
- Adjust capacity.
- Publish notices.
- Grant support claims.
- Inspect audit history.
- Export eligibility.
The live view reports starts, active players, claims, errors, drop-off, completion, capacity, fraud flags, support cases, and venue state.
Acceptance scenarios
- An anonymous player scans checkpoint one, signs in, and returns to the completed claim.
- A player rescans a completed checkpoint and receives no duplicate grant.
- A player scans out of order and receives no locked content or progress.
- Different eligible accounts can use the same public marker once each.
- A paused checkpoint accepts no new claims and preserves progress.
- A relocated checkpoint redirects players without resetting progress.
- A support code grants equivalent progress and records its operator.
- Checkpoint ten creates one completion record and separately evaluates or displays eligibility under the configured campaign rules.
- Exhausted reward inventory leaves the story finale intact.
- A screen-reader user can complete every checkpoint state.
Phase 5: Post-Launch Tools
These tools follow the initial website launch:
- Remix submissions.
- Hype-edit submissions.
- File-upload validation.
- Rights declarations.
- Moderation queue.
- Public gallery.
- Hall of Fame.
- Winner publishing.
- Artist repost exports.
Content and Admin System
Non-technical operators should be able to manage:
- Characters.
- Relationships.
- Canon status.
- Reveal dates.
- Source links.
- Locations.
- Tracks.
- Artists.
- Release states.
- Countdown dates.
- Hints.
- Guessing windows.
- Collectibles.
- Hunt campaigns.
- Checkpoint routes.
- Hunt clues.
- Hint schedules.
- QR token batches.
- Alternate routes.
- Venue status.
- QR claims.
- Support adjustments.
- Reward rules.
- Outbound links.
- Legal copy.
- Emergency notices.
High-impact actions need preview, confirmation, audit history, and role-based access.
Data and Accounts
Minimum account data
- Stable user identifier.
- Contact preference.
- Consent record.
- Guess history.
- Collection progress.
- Hunt progress.
- Eligibility status.
Data rules
- Minimise personal data.
- Separate consent purposes.
- Define retention periods.
- Support data deletion.
- Protect admin access.
- Rate-limit public actions.
- Record sensitive changes.
- Never expose winner data publicly.
Analytics
Track these product signals:
- Unique visitors.
- Return visitors.
- Character views.
- Map interactions.
- Guess starts.
- Guess completions.
- Release-link clicks.
- Song Cards claimed.
- Hunt starts.
- Clues viewed.
- Checkpoint claims.
- Checkpoint drop-off.
- Claim errors.
- Support recoveries.
- QR claim success.
- Hunt completion.
- Submission completion.
- Client errors.
- API errors.
- Page performance.
Campaign reporting can combine these signals with marketing reach, video performance, event attendance, prize fulfilment, and community growth.
Delivery Roles
| Area | Technology responsibility | Content and operations responsibility |
|---|---|---|
| Product UX | Design and build | Approve direction |
| Website platform | Own | None |
| Show canon | Structure content | Show team |
| Music metadata | Display content | Music team |
| Video concepts | Reference context | Video team |
| Campaign dates | Configure system | Campaign team |
| Guessing rules | Implement rules | Campaign/legal team |
| Bombay map | Build interface | Creative/show team |
| Hunt progress | Build system | Hunt team |
| Physical locations | Store inputs | Hunt team |
| Rewards | Track eligibility | Campaign team |
| Fulfilment | Show status | Operations team |
| Analytics | Instrument website | Marketing team |
| Moderation tools | Build queue | Community team |
Delivery Sequence
- Approve product brief.
- Receive content schema.
- Define platform architecture.
- Prototype core journeys.
- Build content system.
- Build public world.
- Build track states.
- Add guessing flow.
- Add collections.
- Complete accessibility.
- Instrument analytics.
- Run content QA.
- Run security QA.
- Launch website.
- Monitor first month.
- Add QR claims.
- Add hunt progress.
- Add submissions later.
Technical Decisions
- Frontend framework and hosting.
- Content-management approach.
- Authentication method.
- Database and region.
- Media-delivery strategy.
- Map-rendering approach.
- Animation performance budget.
- Analytics provider.
- Transactional messaging provider.
- QR token design.
- Lottery export format.
- Admin roles.
- Backup and recovery.
- Monitoring and alerts.
Project Inputs
- Website launch date.
- First release date.
- Approved public canon.
- Final asset schedule.
- Track order.
- Artist reveal schedule.
- Guessing rules.
- Lottery rules.
- Points rules.
- Collectible rules.
- Hunt configuration.
- Reward eligibility.
- Legal requirements.
Risks and Responses
| Risk | Website response |
|---|---|
| Late assets | Use placeholders and deadlines |
| Changing dates | Make schedules configurable |
| Canon changes | Use structured content |
| Map confusion | Label world purpose clearly |
| Traffic spikes | Load-test critical flows |
| Duplicate claims | Enforce idempotent claims |
| Guess abuse | Rate-limit and audit |
| QR sharing | Use scoped token rules |
| Clue leakage | Sequence server responses |
| Venue closure | Pause or relocate checkpoints |
| Unsafe crowding | Capacity controls and live notices |
| Weak connectivity | Retry and support-code paths |
| Hunt exclusion | Equivalent accessible routes |
| Location privacy | Avoid continuous tracking |
| Admin mistakes | Preview and rollback |
| Accessibility gaps | Test every core journey |
| Slow media | Optimise and lazy-load |
| Vendor outage | Provide degraded states |
| Data exposure | Minimise and encrypt |
Definition of Ready
Development can begin when:
- Product brief is approved.
- Deerdost design system is approved for detailed UI implementation.
- Mobile navigation pattern is approved.
- Platform owner exists.
- Core journeys are approved.
- Content model is approved.
- Public canon is supplied.
- Launch assets are scheduled.
- Track metadata is supplied.
- Campaign rules are supplied.
- Privacy rules are supplied.
- Technical decisions are assigned.
Definition of Done
The initial website is ready when:
- Character world works.
- Bombay map works.
- Track states work.
- Guessing flow works.
- Admin publishing works.
- Analytics events work.
- Accessibility checks pass.
- Security checks pass.
- Performance targets pass.
- Mobile journeys pass.
- Error monitoring works.
- Backup recovery works.
- Operations handoff completes.
Later phases are complete only when their related claim, progress, moderation, and admin flows pass the same accessibility, security, performance, and operational standards.
Sources
- Album Marketing Deerdost: campaign context and website feature requirements.
- Deerdost MV Concept Notes: show-world and video context for the website content structure.
- Dreamachine YouTube channel: published story premise, Bombaypunk framing, character reveals, and public media inventory reviewed on 2026-08-05.
- Grand Theft Auto VI — Only in Leonida: structural reference for cinematic world entry, character-led editorial chapters, media mosaics, fixed navigation, and location cross-links, reviewed on 2026-08-05.
- Team direction, 2026-08-05: website-first timing, Bombay map purpose, guessing, collections, scavenger-hunt support, and post-launch submission tools.