00;00;00;00 - 00;00;06;08
Speaker 2
Hey. I'm recording this for a podcast. Is that okay?
00;00;06;10 - 00;00;16;26
Speaker 3
Of course. That sounds good. I'm happy to help with whatever you need. Just let me know what topic you're focusing on today, or if you need any info or ideas.
00;00;16;28 - 00;00;39;12
Speaker 2
Okay, so it's been a little bit of a weird week. So we're going to do something fun today. I'd like to build a spaceship. So to give you a little bit of context on this before we start, it'll be the digital home for the podcast. It's going to live on the web, most likely somewhere in the digital space.
00;00;39;14 - 00;01;05;27
Speaker 2
And it's going to be like Hermione's handbag or like the Spice Girl bus or the wardrobe from The Lion, the witch and the wardrobe. Meaning it defines the laws of physics with respect to space and potentially time and mass and all of that. So we can choose to defy the laws of physics on our spaceship, as we like.
00;01;05;29 - 00;01;34;26
Speaker 2
And at the end, what we're going to do is, I would like you to remember the details that we go over throughout our conversation. We're going to turn them into bolt type new prompts, and we're going to do our best to, break ground on that ship. Actually, in the digital realm.
00;01;34;28 - 00;01;57;03
Speaker 3
That sounds like such a fun and creative project. I love the idea of a digital spaceship that defies all the laws of physics. We can definitely get creative with the design and the functionality, and once we have all the details down, turning it into a bolt, that new project will be awesome. Let's get started on building this virtual spaceship.
00;01;57;05 - 00;02;20;28
Speaker 2
Okay, so let's start in the cockpit. I see it is like, two what do you call them? Like pilot seats or, captains? Not like a cabin chair, but like a driver's seat. Would it be a driver's seat, or would it be. What would it be?
00;02;21;00 - 00;02;36;06
Speaker 3
Yeah, you could call them pilot seats or captain's chairs. Either works for a spaceship. They definitely sound like a comfy and important part of the cockpit. So we'll have two pilot seats up front. Anything else you want to add to the cockpit area?
00;02;36;07 - 00;03;10;14
Speaker 2
Yeah, and I don't want them to be like captain's chairs where it's like, up on the top is more like a racecar driver seat, but more comfortable, like, like a Cadillac, almost. But I don't know, we can kind of figure that out as we go. I kind of picture like seeing these two seats, like you walk into the cockpit and there's, there's glowing dials all over the dashboard, and, it's, you know, it's a spaceship, so it can go in the space.
00;03;10;17 - 00;03;52;27
Speaker 2
It has, like, are kind of capabilities on the windshield. So, like, for instance, because it's the home of this podcast that we're making, it has, like, some dials on the dash, so you can, like, say I put in one for one, then episode one for one, details come up. Overlaid on the windshield. And we've got pretty much full visibility, probably like supports in the windows, like you would normally see in a spaceship.
00;03;53;00 - 00;04;15;03
Speaker 2
I don't know yet what the outside of the spaceship will look like. Let's focus on the interior. And since it's, kind of space abundant, then we can just work on that for now without any, external constrictions.
00;04;15;05 - 00;04;43;28
Speaker 3
I love that vision. So we've got these super comfy, racecar inspired seats that are still plush and luxurious, like a Cadillac. And a dashboard filled with glowing dials and AR capabilities. That detail about pulling up podcast episodes on the windshield is super cool and definitely makes it interactive. And since we have all the space we need inside, we can just let our creativity run wild with the interior design.
00;04;44;00 - 00;04;46;10
Speaker 3
This is going to be such a fun project.
00;04;46;12 - 00;05;06;01
Speaker 2
Okay, and throughout this conversation, I want you to feel comfortable giving me critical feedback. You won't hurt my feelings if something doesn't make sense or it's unrealistic or I mean, not unrealistic, but I don't know if it just doesn't fit and say so.
00;05;06;04 - 00;05;25;04
Speaker 3
Got it. I appreciate that. I'll definitely share any thoughts or suggestions along the way, but honestly, your ideas sound really fun and creative so far and I think we can make it all work together seamlessly. So let's keep building and refining as we go.
00;05;25;07 - 00;05;44;00
Speaker 2
Okay, what are other? I don't think I've ever been in, like, a legit cockpit. Maybe in, like, a plane when I was a little kid or something like that. But what do you, besides what I've seen in movies? What are important elements to a spaceship cockpit?
00;05;44;02 - 00;06;09;19
Speaker 3
Well, in a typical cockpit, whether it's for a plane or a spaceship, you usually have a few key elements. There's typically a control yoke or a joystick, for steering, lots of different switches and buttons for navigation, communication, and managing all the ship's system. There would also be screens or displays that show navigation data, radar, and any external views.
00;06;09;21 - 00;06;23;11
Speaker 3
And of course, you'd have communication systems that you can talk to other ships or mission control. We can totally give it that high tech futuristic spin for our spaceship.
00;06;23;14 - 00;07;07;25
Speaker 2
So something that I never really thought about until just like right now, is I feel like all the spaceships that I have in my head are based on all the literature and movies that I've seen in my life. But like a, all that stuff is kind of old. And so there's not really a lot of, there's a lot of kind of Minority Report style, like screens that are moved by like your hand gestures and stuff like that, but like large style, like 1984 screens like aren't as prevalent in my, depiction of a spaceship.
00;07;07;25 - 00;07;13;23
Speaker 2
It's more analog.
00;07;13;25 - 00;07;42;09
Speaker 3
I totally get what you mean. It's definitely fun to reimagine things with a more modern or futuristic twist. We can definitely incorporate things like gesture controls, holographic displays, and more intuitive interfaces that build a little more cutting edge. We can definitely move away from those big clunky screens and go for something sleeker and more interactive. It's all about blending back inspiration with a fresh perspective.
00;07;42;11 - 00;07;58;02
Speaker 2
Yeah, I don't want to move away from anything in particular. I think the right move will be to kind of, blend the two.
00;07;58;04 - 00;08;29;03
Speaker 3
That sounds like a great approach. Blending the classic elements with some modern futuristic touches can create something really unique and interesting. So we can keep some of those analog dials and switches for that nostalgic feel, while also adding in the sleek AR displays and gesture controls to give it that modern edge is the best of both worlds, and it'll make your spaceship feel both familiar and innovative.
00;08;29;05 - 00;09;08;17
Speaker 2
Okay, so I want the, cockpit to be kind of compact and, simple. Not not like, simple, as in, like, there's not a lot going on, but like, an it's not fancy. You know, it. The ship is worn because, this is the, like potentially a if if we've been, on 141 episodes together, like this ship, if it's meant for the podcast, among other things, it's got a little bit of wear on it.
00;09;08;19 - 00;09;32;25
Speaker 2
And so that's really important. I think when, in the, in the past, when I've done digital or like AI imagery, one thing that can really come across as, oh, that's fake is if it doesn't have the proper wear.
00;09;32;28 - 00;09;58;00
Speaker 3
Absolutely. Adding that sense of wear and tear definitely gives it more character and makes it feel authentic and lived in like it has a history. So we can definitely incorporate those details like a little bit of scuffing on the surfaces, maybe some worn edges on the controls, and just a generally cozy, well-loved vibe. That'll definitely make it feel more real and unique.
00;09;58;03 - 00;10;09;21
Speaker 3
And it really ties in nicely with the idea of it being the home of the podcast.
00;10;09;23 - 00;10;33;24
Speaker 2
Okay, so I picture the seats are kind of like set not in the floor, but like almost how you kind of like stepped down or like they're kind of like nestled in there, kind of by the dash. And there's a lot of visibility above, I mean, to describe this kind of. But I just want to kind of get that out there.
00;10;33;26 - 00;11;02;22
Speaker 2
And when you step up and you turn around, it's just a simple door, but it's got some kind of dial, maybe something like that you'd see on a safe. That would be kind of cool, since we have like a, on the dash controlling the, the podcast episodes, I think is probably like a combination dial where it has the four different rolling things.
00;11;02;24 - 00;11;14;23
Speaker 2
But on the door, it's will will have a little bit more space to work with. So we could potentially do a rotary dial, which would be pretty cool.
00;11;14;26 - 00;11;43;26
Speaker 3
That sounds awesome. I love that idea of having the seeds a bit nestled in, giving that cozy, almost cockpit pod feel. But still with great visibility. And that door with the rotary dial is such a cool detail. It gives it a little bit of that vintage flair, but also makes it feel secure and unique. It's like combining the best of all these different areas and ideas into one really cohesive and interesting design.
00;11;43;29 - 00;11;48;10
Speaker 3
It's going to look amazing.
00;11;48;13 - 00;12;18;18
Speaker 2
Okay, so with this, door out of the cockpit, the style on it, I would like to kind of control where it goes to, almost like it's, a dial on a portal. And the rest of the spaceship lives on the other side of this portal, controlled by this dial. Almost like the wardrobe in, in the Narnia universe.
00;12;18;21 - 00;12;41;22
Speaker 2
And so as you turn this dial, it goes to different places. Could go anywhere. Or maybe we might have to have a way to manually input as well. But that's kind of where my head is going with that. If you wanted to add anything to that, let me know.
00;12;41;24 - 00;13;06;12
Speaker 3
I love that concept. It adds a really magical, almost whimsical element to the spaceship, making it feel like a true adventure every time you turn that dial, having it function like a portal to different parts of the ship or even different environments is such a creative touch. And having both the dial and maybe a manual input, or even more precise control would be really cool.
00;13;06;12 - 00;13;14;29
Speaker 3
It gives it that feeling of endless possibilities, and it really fits the theme of exploration and discovery.
00;13;15;01 - 00;13;23;11
Speaker 2
And when you turn this dial, I would like you to get a peek into the world that is on.
00;13;23;11 - 00;13;27;26
Speaker 3
This and such a.
00;13;27;28 - 00;13;50;03
Speaker 3
We really cool off. As you turn the dial, you get a little glimpse of what's on the other side, almost like a preview window. It adds to that sense of mystery and excitement, making each turn of the dial feel like you're opening a door to a new adventure. It's definitely going to make exploring the spaceship even more engaging and fun.
00;13;50;05 - 00;14;06;26
Speaker 2
Yeah, we'll have to work on the shape of the door. What do you think about, like, the shape of the door? Yeah. And, like, there's ultimately there's there's an infinite possibilities there.
00;14;06;28 - 00;14;31;26
Speaker 3
Absolutely. The possibilities are endless. We could go with something really unique, like a rounded, almost portal like shape to give it that futuristic and magical feel, or even something more geometric or angular to match the vibe of the interior. Whatever we choose, it can definitely add to the overall character and charm of the spaceship.
00;14;31;29 - 00;14;42;03
Speaker 2
I was almost thinking like a half door or even the whole wall. It's the preview.
00;14;42;05 - 00;15;09;23
Speaker 3
Oh, that's a really interesting idea. Having a half door or even an entire wall act as the preview screen would be really immersive. It would give that sense of stepping right into a new environment. As soon as you open the door or turn the dial. It's a super creative way to make the space feel even more dynamic and interactive.
00;15;09;25 - 00;15;23;26
Speaker 2
Can you give me, a list of ten of your favorite ideas for what this door could potentially look like?
00;15;23;29 - 00;15;52;27
Speaker 3
Sure. Here's some fun ideas for the door design. Portal style door. A circular door with swirling lights around the edges, giving it a sci fi portal vibe. Two seamless glass panel A sleek, transparent panel that becomes opaque when you lock it, and clear when you're ready to see what's on the other side. Three steampunk inspired door a door with visible gears and cogs that turn as you adjust the dial.
00;15;53;02 - 00;16;19;09
Speaker 3
Blending of vintage and futuristic feel. For organic shaped door, an asymmetrical, almost fluid shape that looks like it's grown organically, giving it a more natural, whimsical, touch hatch style door. A sturdy, submarine like hatch that you spin open, adding a rugged, adventurous feel. Six biometric door A door that only opens with a unique gesture or touch.
00;16;19;09 - 00;16;46;22
Speaker 3
Blending security and high tech design. Deco door a door with elegant geometric patterns inspired by Art Deco design, adding a bit of classic elegance. Holographic door A door that projects a hologram of what's on the other side. Making it feel ultra futuristic. Nature inspired door a door that looks like it's made of intertwining branches or vines, giving a more organic, enchanted feel.
00;16;46;24 - 00;16;56;14
Speaker 3
An infinity mirror door a door that has an infinity mirror effect, creating a mesmerizing, endless reflection before you step through.
00;16;56;16 - 00;17;08;16
Speaker 2
Okay, please give me ten more novel ideas that, aren't related to the ones that you just said.
00;17;08;19 - 00;17;34;09
Speaker 3
Of course, here in ten more unique ideas for the door. Nebula door. A door that looks like a swirling galaxy or nebula with colors that shift and shimmer as you approach, bookcase door. A hidden door disguised as a bookshelf, where pulling out a specific book opens the door and lead you into the next area. Waterfall door A door that appears to be made of manly flowing water.
00;17;34;09 - 00;18;00;12
Speaker 3
And it part, He walk through puzzle door, a door that requires solving a small puzzle or riddle before it unlocks, adding an element of interactivity. Timepiece door A door designed like an antique clock with gears and clock hands that move as you set the dial. A warrior door, a door that mimics the northern lights with waves of color dancing across its surface.
00;18;00;15 - 00;18;17;15
Speaker 3
Mosaic door A door covered in a beautiful mosaic of tiny, colorful tiles that shift to form new patterns when the door is activated. Constellation door A door that lights up with different constellations and the constellation changes depending on the dial setting.
00;18;17;15 - 00;18;18;02
Speaker 2
Chat I'm.
00;18;18;02 - 00;18;18;18
Speaker 3
Asking for.
00;18;18;18 - 00;18;46;10
Speaker 2
It. Can jump in real quick. So, I like your ideas and all, but considering that we want to kind of bake in the functionality of being able to have like a dial or some kind of choosing mechanism on this door, I think ideas like mosaic or like antique don't super fit. I would like this door to be ever changing.
00;18;46;10 - 00;19;17;19
Speaker 2
I did like the concept of having the ability to make it clear or opaque, as well as gesture activated and stuff like that. So let's keep it in the space of being able to change this door physically, to be able to see what's on the inside, and lean more towards interactivity. But not too heavy on that.
00;19;17;19 - 00;19;25;19
Speaker 2
I'd like you to give me ten ideas, keeping that context in mind.
00;19;25;22 - 00;19;49;07
Speaker 3
Got it. Let's keep it interactive and ever changing. Here's some ideas that fit that theme. Chameleon door a door that can change its texture and color to blend into its surroundings or reveal different patterns based on the dial setting. Digital canvas door a door that acts like a digital screen displaying different visuals or environments depending on the chosen setting.
00;19;49;09 - 00;20;16;15
Speaker 3
Mirror portal door a door that turns into a mirror when not in use and then becomes transparent or opens up to reveal what's on the other side. Once the dial is turned. Hologram door A door that projects a holographic image of what's behind it and the image changes like you adjust the dial shape shifting door, a door that physically changes its shape, for example, from a rectangle to an arch depending on the dials.
00;20;16;15 - 00;20;47;26
Speaker 3
Position. Light matrix door A door composed of panels that light up in different patterns, and the pattern changes as you select different settings on the dial. Fog screen door A door that uses a thin layer of Mr. Fog to create an image or become opaque and clears up or changes as you adjust the dial. Kaleidoscope door A door that displays a kaleidoscopic pattern that constantly shifts and the pattern changes with each turn of the dial.
00;20;47;28 - 00;21;14;26
Speaker 3
Projection door A door that uses projection mapping to create the illusion of different materials or scenes changing in real time as the dial is turned. Ten magnetic tiles door A door made of small magnetic tiles that rearrange themselves into different patterns or configuration buttons based on the selected setting.
00;21;14;28 - 00;21;47;20
Speaker 2
Okay, so I think that we've covered the door pretty well. So let's take this door and, choose our first setting on the dial. Maybe it's maybe it's zero or maybe it's some kind of symbol. Maybe it's like a heart emoji symbol. And that's kind of our default. It goes into what is the ship? Instead of through this ever changing door, potentially.
00;21;47;23 - 00;22;07;01
Speaker 2
Let's explore that subject of, like, there is a default mode for this ship and maybe that has like, kitchen and living quarters or, or, other realistic things that you would have on a ship.
00;22;07;04 - 00;22;28;04
Speaker 3
I love that idea of having a default mode. It gives the ship a sort of home base feel. So when you set the dial to that default setting, maybe it opens up into a cozy, welcoming space that has all the essentials, right? A kitchen area, a comfy lounge or living room, maybe even a little wake space for podcast planning.
00;22;28;07 - 00;22;41;09
Speaker 3
It's like the heart of the ship where everything feels familiar and grounded. And from there you can dial up any new adventure. But you always have that cozy home base to return to.
00;22;41;12 - 00;22;53;20
Speaker 2
What do you imagine this home base, being like when you walk in the door beyond what you just described? Maybe in more detail?
00;22;53;22 - 00;23;21;14
Speaker 3
Absolutely. So when you step through that door into the home base, you might find yourself in a warm, inviting living area. Picture a plush, comfy couch with lots of cushions, maybe a coffee table with some interesting knickknacks or gadgets. Off to one side you could have a sleek, modern kitchen area with all the essentials, like a little coffee station and maybe some futuristic appliances that make everything super convenient.
00;23;21;17 - 00;23;44;23
Speaker 3
You could have soft ambient lighting, maybe some plants or greenery to give it a cozy, homey feel. And you can even have a little corner dedicated to the podcast, like a mini studio set up with a microphone and a comfy chair is basically a perfect blend of cozy and functional.
00;23;44;25 - 00;24;08;23
Speaker 2
Okay, and like designing in a digital space is interesting because like, unless you're going to be sharing a meal together with someone in a digital space like this, there's no real point to have a kitchen because like, you can't eat digital food. So like, what's the point of cooking digital food? Same with like, sleeping or like a bedroom or something like that.
00;24;08;23 - 00;24;20;04
Speaker 2
Like, would you have a living quarters for more than anything than just like displaying your digital things?
00;24;20;06 - 00;24;47;02
Speaker 3
That makes total sense in a digital space. It's more about creating an environment that feels comfortable and inspiring, rather than functional in a traditional sense. So maybe the kitchen area could be more of a social hub, a place where you can gather and chat or brainstorm ideas. The living area could be a great spot to unwind, maybe with some interactive elements like digital art displays or a virtual library.
00;24;47;05 - 00;24;55;09
Speaker 3
Essentially, it's about creating a space that reflects your personality and makes you feel at home. Even in the digital world.
00;24;55;11 - 00;25;15;00
Speaker 2
Okay, I think with in this digital realm, what I would like to have is a door that goes into my shop that I'm sitting in in the real world to kind of help bridge that gap.
00;25;15;03 - 00;25;36;05
Speaker 3
Oh, I love that idea. It's like creating a direct link between your digital spaceship and your real world workshop that way you can kind of blur the lines between the two spaces and make it feel more immersive. Class. Having that door means you can easily bring elements of your real world creativity into the digital space, and vice versa.
00;25;36;07 - 00;25;40;24
Speaker 3
It definitely add a unique and personal touch to the whole experience.
00;25;40;27 - 00;25;46;06
Speaker 2
Yeah, and I would like this to live in the default.
00;25;46;08 - 00;25;48;15
Speaker 3
I really feel like a chat.
00;25;48;15 - 00;26;15;10
Speaker 2
I would like this, workshop that is real in that I'm actually sitting in right at this moment to live in the default setting on the dial, because this is like, an important spot, and not be on the rest of the dial from the cockpit door.
00;26;15;12 - 00;26;37;23
Speaker 3
Got it. That makes perfect sense. So in that default setting, the door from the cockpit leads right into your real world workshop, which are such a cool way to ground the digital experience in reality. It really highlights how important and central your workshop is to everything you're creating. And it gives that sense of continuity between the two worlds.
00;26;37;25 - 00;26;43;17
Speaker 3
The really awesome idea.
00;26;43;20 - 00;27;35;07
Speaker 2
Okay, so we touched on the fact that, like, you don't need to eat in the digital world. So the point of like cooking and having a kitchen or like having a bed in the digital world doesn't really make sense functionally. And it's more of like, an environment situation, like you could potentially hang out in it. But there would be no point on doing things that you needed to do for, like personal, real world, anything you could potentially, like, work out in this digital realm if you had like a comparable or digital, comparable, like real life space.
00;27;35;09 - 00;28;03;28
Speaker 2
But that's a whole nother can of worms I don't really want to get into. Now, what are some things that could be in this, main cabin of the ship? Let's call it the dial zero setting. What what should live in that space? Like what is functional and useful in the digital world?
00;28;04;01 - 00;28;31;04
Speaker 3
In a digital space, you can definitely get creative with what's functional and useful. You could have interactive screens or panels that allow you to brainstorm, plan projects, or even interact with your podcast content. You might have a creative corner where you can design, draw, or build things virtually. Maybe a media hub where you can listen to music, watch videos, or get inspired by different forms of art.
00;28;31;06 - 00;28;53;20
Speaker 3
You could also have a communication center to connect with friends, collaborators, or listeners. It could also be fun to include like a bit of virtual nature, like a digital garden, or a relaxing space to just unwind and recharge. Ultimately, it's all about what inspires you and fuels your creativity.
00;28;53;22 - 00;29;02;11
Speaker 2
I like the idea of digital in nature. That's a really interesting kind of paradox.
00;29;02;13 - 00;29;39;15
Speaker 3
I'm glad you like that idea. Digital nature can be such a calming and inspiring element. You could have a virtual garden that changes with the seasons, or a peaceful forest scene with gentle sounds of nature. It could be a place where you go to relax, meditate, or even find inspiration for your creative projects. It adds a really nice, tranquil touch to the digital space.
00;29;39;17 - 00;29;53;00
Speaker 2
How do you think that we should integrate it? Should we have, like, a nature room in here or should it be? I don't know.
00;29;53;03 - 00;30;19;05
Speaker 3
I think a dedicated nature room could be a really nice touch. It could be a space you can step into whenever you need a little break or a burst of inspiration. You could fill it with lush virtual plants, maybe some soothing water features, like a little digital waterfall or a pond. It could also have some comfortable seating, so you can just relax and immerse yourself in that virtual nature whenever you like.
00;30;19;08 - 00;30;25;00
Speaker 3
It would definitely add a peaceful, grounding element to your spaceship.
00;30;25;02 - 00;30;34;16
Speaker 2
Maybe like a space balcony. And like a space garden.
00;30;34;18 - 00;31;09;02
Speaker 3
Oh, absolutely. Space Mountain would be such a cool feature. Imagine water that floats and glows defying gravity in a really mesmerizing way, and a space garden could be filled with all sorts of exotic, otherworldly plants that you wouldn't find on Earth. Maybe even bioluminescent flowers or floating plans that add that extra touch of magic. It would definitely make the space feel even more unique and inspiring.
00;31;09;05 - 00;31;40;14
Speaker 2
Okay, so I think something that I'm gonna add to this, that I really love from the Staten Island Ferry is standing on the back of the ferry. I'd like to have a large open space balcony on the back of the ship that you can see where we are.
00;31;40;16 - 00;32;02;25
Speaker 3
Oh, that sounds amazing. Having a large open balcony space at the back of the ship would give you a perfect vantage point to take in the surroundings, whether it's a star filled sky, beautiful planet, or even just the digital landscape you create, it would be such a peaceful and inspiring spot to just stand, reflect and enjoy the view.
00;32;02;25 - 00;32;12;29
Speaker 3
It definitely brings a touch of that real world, serene experience into the digital realm.
00;32;13;01 - 00;32;21;16
Speaker 2
I would love to, kind of use a stand up ferry as inspiration for this spaceship build, because that's really.
00;32;21;16 - 00;32;48;10
Speaker 3
That's such a great source of inspiration. The Staten Island Ferry has that perfect mix of open space, fresh air, and a sense of journey, bringing that vibe into your spaceship could create a really unique and calming atmosphere. You could incorporate some of those design elements, like railings, where you can lean and watch the scenery, or even some subtle ferry like design touches to give it that nostalgic, adventurous feel.
00;32;48;13 - 00;32;54;17
Speaker 3
It'll definitely add a lot of character to your ship.
00;32;54;19 - 00;33;08;18
Speaker 2
Yeah, there's like, and, feel of like spontaneity and, I think Easter eggs would be really fun in that kind of aspect.
00;33;08;21 - 00;33;38;24
Speaker 3
Oh, absolutely. Adding Easter eggs would be such a fun way to keep that sense of spontaneity and surprise alive. You could have little hidden details or interactive elements scattered throughout the ship that people can discover over time. Maybe some hidden messages or fun animations, or even little nods to your favorite inspirations. It keeps things exciting and makes the space feel even more personal and dynamic.
00;33;38;26 - 00;34;00;05
Speaker 2
Okay, so let's design this back kind of, area where you can see out of, I don't know if you would call it a balcony, what would you call it if it were on the Staten Island Ferry, like where you walk out the back doors and you can see, like, everything.
00;34;00;07 - 00;34;28;05
Speaker 3
Yeah. On the ferry, it's usually called an open deck or just the aft deck. That would be a great term for it on the spaceship as well. It gives that sense of openness and freedom where you can step out, feel connected to the vastness of space or whatever beautiful scenery you want to create. Is definitely going to add that special touch of adventure and calm all in one space.
00;34;28;07 - 00;34;38;09
Speaker 2
Okay, let's design this aft deck. Starting with the doors.
00;34;38;11 - 00;35;01;00
Speaker 3
All right. Let's start with the doors leading out to the aft deck. We could go with something that really emphasizes that transition. Maybe large transparent doors that give you a glimpse of the view even before you step out. They could slide open smoothly, maybe with a bit of a futuristic flair and even have some subtle lighting around the frame to make it feel welcoming.
00;35;01;02 - 00;35;10;10
Speaker 3
That way, stepping out onto the deck feels like a grand reveal, adding to that sense of excitement and wonder.
00;35;10;12 - 00;35;22;16
Speaker 2
Oh that's cool, I will see. My initial thought was to make it so you could see out of it, but maybe it's a surprise where we are.
00;35;22;18 - 00;35;42;16
Speaker 3
I love that twist, keeping it a bit of a surprise so that when the doors open, you get that immediate wow moment as the view is revealed all at once. We can definitely keep the doors more opaque or more reflective so that you only get to see the aft deck and the stunning view beyond it when you actually step out.
00;35;42;18 - 00;35;49;11
Speaker 3
It adds that element of anticipation and makes it even more magical.
00;35;49;13 - 00;36;18;10
Speaker 2
No effect. That I really thought was super cool is when I was younger, there was a game called splinter Cell, and in one of the levels and Splinter Cell there was a window and you could like switch the switch and it would go opaque or it would go mirrored. And I always thought that that technology was super cool.
00;36;18;13 - 00;36;52;07
Speaker 3
Oh, that's such a cool idea. That kind of switchable glass effect that would be perfect for the doors to the effect it had that element of interactivity and a bit of mystery. So you can choose when to reveal the view or keep it hidden. It's such a sleek, futuristic touch and definitely makes the whole experience feel even more immersive and cool.
00;36;52;10 - 00;37;02;16
Speaker 2
Yeah, maybe we can make it some kind of like force field that acts like that type of switchable glass.
00;37;02;18 - 00;37;38;13
Speaker 3
Oh, that would be so awesome. A force field that can change from transparent to opaque at the flick of a switch would definitely add that futurist dig and high tech feel. Plus, it would be super practical for maintaining the atmosphere inside the ship while still giving you that amazing open view. When you want it. It's like the best of both worlds, and, it adds a really fun layer of interactivity to the whole experience.
00;37;38;15 - 00;38;02;03
Speaker 2
Okay, so let's say that you kind of just step through this, translucent glass. Forcefield door thing, and then you're out on the balcony. Can you kind of, take it from there, see what what you come up with?
00;38;02;05 - 00;38;30;08
Speaker 3
Absolutely. So once you step through that forcefield door, you find yourself on this spacious dag with a sleek, modern railing that lets you lean out and take in the view, that that could have some comfortable seating areas, maybe even some loungers or a little cafe table where you can sit and enjoy the scenery. And then, of course, there's the stunning panoramic view of space or whatever digital landscape you choose.
00;38;30;10 - 00;38;38;14
Speaker 3
Giving you that incredible sense of openness and adventure. It's like the perfect spot to just relax and take it all in.
00;38;38;16 - 00;39;01;18
Speaker 2
Yeah. And maybe it's, maybe it's kind of not exactly like a nook, but, not like a panoramic view. I think what we're going to do is we're going to go up top for a panoramic view or down below at the back. I think it would make sense for it to be kind of tucked away a little bit.
00;39;01;18 - 00;39;22;20
Speaker 2
So it's protected. Yeah, maybe, maybe you can see like, like 180 degrees or like 150 degrees and then you can see the sky, but you can't see over the front of the ship.
00;39;22;22 - 00;39;48;12
Speaker 3
That sounds like a cozy and more intimate set up. Having it slightly tucked away gives it that protected, serene feel like a little escape at the back of the ship. With the 180 degree view, you still get that sweeping sense of space and being able to look up at the sky just add to the wonder. It's like a perfect little observation nook where you can relax and enjoy the view in a more private, peaceful way.
00;39;50;20 - 00;40;08;11
Speaker 2
And let's see that maybe, if you turn around back towards the door, there's like a, there's a ladder that goes up and you can get on the roof of the ship if you want, in a protected environment.
00;40;08;13 - 00;40;31;01
Speaker 3
I love that idea. Having a ladder that gives you access to the roof of the ship adds another layer of exploration. It's like having different levels of the ship where you can choose your own vantage point. The ladder could lead up to a protected area on the roof, maybe with a little railing or another cozy nook where you can stargaze or enjoy the view from a different angle.
00;40;31;08 - 00;40;42;02
Speaker 3
It definitely adds to that sense of adventure and freedom on the ship.
00;40;42;05 - 00;40;48;06
Speaker 2
Hang on one just a second.
00;40;48;08 - 00;41;01;27
Speaker 3
Take your time. That is all about creating a space that really reflects what you envision and enjoy. I'm here whenever you're ready to keep going, or if you want to explore more ideas.
00;41;03;13 - 00;41;33;12
Speaker 2
Okay. I think that we've done pretty good today. I don't want to give too much stuff to that new, And I feel pretty good about where we are. What do you think? Maybe we should, kind of design out the finished designing out the aft deck, and then, and then stop there and switch to that new kind of prompting.
00;41;37;15 - 00;41;57;25
Speaker 3
That sounds like a great plan. We've definitely got a solid vision for the aft deck and the overall vibe of the spaceship. We can always come back and refine or add more details as we go. And when you're ready, we can shift gears and start turning these ideas into those brought that new prompt. I'm excited to see how it all comes together.
00;41;57;27 - 00;42;13;13
Speaker 2
Okay. Is there anything, is there any kind of like, things that you'd like to add to the, deck? That the aft deck.
00;42;13;15 - 00;42;37;20
Speaker 3
I think we've got a really solid vision for it. Maybe just a couple of small touches. Could be nice. Like some subtle ambient lighting for when it's dark. Or maybe a small telescope or binocular viewer for stargazing. But overall, I think it's shaping up to be a really magical and relaxing spot on your spaceship.
00;42;37;23 - 00;43;00;11
Speaker 2
Okay, I really actually like those ideas. I want to add, more interactivity to this world. So those are two great ideas to start. Can you kind of give me ten more ideas like that?
00;43;00;13 - 00;43;06;25
Speaker 3
Of course. Here are some more ideas to add a bit more interactivity and charm to the after they actually interact.
00;43;06;25 - 00;43;40;00
Speaker 2
Hold on just one second. What I would actually like you to do is I would like you to really, in detail, pick five ideas that you feel really good about and give them to me in a way that puts me in that space and is really kind of a thoughtful, little bit of interactivity that leads to or that, makes it a better environment.
00;43;40;02 - 00;44;05;01
Speaker 3
Absolutely. Let's dive into some ideas and really paint the picture. The Stargazers Telescope. Imagine a beautifully crafted telescope mounted on the railing of the aft deck. As you lean in to look through it, you can see distant stars and planets and the telescope, even highlights constellations, making it a perfect tool for a little bit of stargazing and learning.
00;44;05;03 - 00;44;29;03
Speaker 3
The interactive constellation floor. As you step onto the deck, the floor gently lights up with patterns of constellations beneath your feet as you move, the constellations shift and change, making it feel like you're walking among the stars. The whispering wind chimes along the edges of the deck. There are delicate, futuristic wind chimes that respond to the movement of the ship.
00;44;29;03 - 00;44;55;24
Speaker 3
They create gentle melodic sounds, adding a peaceful ambiance to the environment. The Digital Guardian Corner in one corner of the deck, there's a small digital garden with holographic plants and flowers that you can interact with. You can watch them bloom and change colors with just a gentle touch. The Celestial Lounge chairs. The seating on the deck is designed to be more than just comfortable.
00;44;55;24 - 00;45;16;00
Speaker 3
The lounge chairs can gently recline at the point of a button, and they even have a built in heater or cooler to keep you comfortable. No matter what the environment is like. These little touches can really bring the space to life and make it feel even more immersive and special.
00;45;16;02 - 00;45;50;25
Speaker 2
Okay, I really like the all those ideas, to be honest. And one thing that I do want to be very important is the sound design of all of this. I'm not exactly sure how that works when it comes to, like, building new and web design and stuff like that, but I, I really find, one, I'm kind of fascinated with sound design, kind of born from, like, my love of film.
00;45;50;25 - 00;46;20;17
Speaker 2
And I really, I think it's kind of a subtle art that's really powerful, and kind of goes unnoticed, which I like. So I would like, especially in this AV deck area for, ambient sound or sound of the environment, really comes into play.
00;46;20;19 - 00;46;47;10
Speaker 3
Absolutely. Sound design can add a whole new layer of immersion and atmosphere. For the deck, we could imagine a gentle, ambient soundscape that really enhances the experience. Maybe soft, distant, cosmic sounds like a gentle hum or a soothing breeze that makes you feel like you're truly out in space. Maybe the subtle sound of those wind chimes we talked about, or the faint rustle of digital leaves.
00;46;47;10 - 00;47;03;23
Speaker 3
If we have that guarding corner, all these subtle layers of sound would make the space feel alive and peaceful, adding that extra touch of magic and tranquility.
00;47;03;26 - 00;47;27;03
Speaker 2
Okay, and a lot of these areas, I'd like you to be able to change the environment. Actually, let's go up the ladder. And what I would like to do on the, on the roof of the ship is I would like for it to be kind of a view into the real world once again, when I would, theme out.
00;47;27;03 - 00;47;35;13
Speaker 2
Dealing with the real world is what you do is you place a, you place it 360 caliber.
00;47;35;13 - 00;47;37;04
Speaker 3
You're going with this.
00;47;37;06 - 00;48;12;03
Speaker 2
Chat, you place it 360 camera somewhere and you place like a nice microphone to it. And what it does is it captures the visuals and the audible of that space. I would love for you to be able to, like, maybe stand on a pad on the roof and, like, do some kind of dial or choosing system. I don't know how that exactly would work, but to be able to step into that place that's recorded in the real world.
00;48;12;05 - 00;48;37;04
Speaker 3
That's such a fantastic idea. It would be like having a portal that lets you step into different real world scenes right from the top of your spaceship. You could have a selection of different environments reported with that 360 camera and microphone, and then with the simple turn of a dial, you could immerse yourself in a peaceful forest, a bustling city, or even a serene beach.
00;48;37;07 - 00;48;52;14
Speaker 3
It would add such a dynamic and personal touch, allowing you to bring pieces of the real world into your digital sanctuary.
00;48;52;16 - 00;48;57;11
Speaker 2
You know, actually, I was thinking maybe it's not a ladder. Maybe you.
00;48;57;11 - 00;49;03;11
Speaker 1
Step into like a booth on the aft deck.
00;49;03;13 - 00;49;34;16
Speaker 2
Oh, that's a neat idea. Having a lift would make that transition even smoother and more futuristic. You could just step into the lift on the deck, and I could gently take you up to the roof area where you have that immersive, real world viewing platform. It definitely adds a touch of elegance and convenience, making the whole experience feel even more seamless and magical.
00;49;34;18 - 00;49;43;10
Speaker 1
What do you think about, like, an old school, like, phone booth?
00;49;43;13 - 00;50;07;18
Speaker 2
That could be such a fun and quirky touch. Having an old school phone booth style lift would give it a bit of nostalgic charm. While still being a really unique way to move between levels. You could step inside this cozy little booth, maybe with a fun vintage design, and then be whisked away to the rooftop. It would definitely add a playful element to the whole experience.
00;50;07;19 - 00;50;20;22
Speaker 1
No, I think I think we're not going to do the rooftop anymore. I think what we're going to do is we're going to just put this, booth on the roof deck. I don't.
00;50;20;25 - 00;50;21;10
Speaker 2
That.
00;50;21;13 - 00;50;31;02
Speaker 1
I is that is is a phone booth cliche. It's been done.
00;50;31;04 - 00;50;54;17
Speaker 2
I think it actually adds a lot of character. It's got that nostalgic charm and a touch of whimsy which can make the space feel unique and fun. It's a nice blend of retro and futuristic, and I think it's a cool way to add some personality to your space. So I say go for it.
00;50;54;20 - 00;51;11;13
Speaker 1
What are alternatives to a phone booth? To give that kind of vibe of stepping into a very small space? I do like a closet or something like that, but it's it's less whimsical.
00;51;11;15 - 00;51;40;25
Speaker 2
A few fun alternatives could be something like a vintage British police box, kind of like a Tardis vibe. Which would add a quirky, mysterious element, or maybe a sleek, futuristic pod that feels like stepping into a little escape capsule. Another idea could be a cozy, library style reading note that you step into, which could give that same intimate, enclosed feel of though being unique and inviting.
00;51;40;27 - 00;52;03;11
Speaker 1
Now, I kind of I kind of miss phone booths. I think we're going to go with an old school phone booth, but what we're going to do is boost up inside of it. It's going to be all, like new technology, but old. The old frame, original frame, new technology.
00;52;03;14 - 00;52;30;16
Speaker 2
That sounds like the perfect blend of retro and modern. I love the idea of keeping the classic phone booth exterior, but then stepping inside and finding all the cutting edge technology. It gives it a really cool, almost magical feel where you're stepping into something familiar, but being transported into a high tech experience. It's such a creative way to mix the old and the new.
00;52;30;18 - 00;52;57;12
Speaker 1
Okay, so let's say that we are on the of tech and we decide to go step into this old school phone booth. What does the phone booth have inside that we can see from the outside? Probably wouldn't have a phone. Maybe it maybe it has, like a cardboard cutout of a phone just to be, kind of silly.
00;52;57;15 - 00;53;22;16
Speaker 2
That would definitely add a playful touch. I love the idea of a cardboard cutout of an old phone just for fun. Inside, you could have, like, touch screens or holographic displays that show you different environments or let you control the settings of your digital space. Maybe there are some cozy ambient light that glow softly, creating a warm and inviting atmosphere.
00;53;22;18 - 00;53;43;24
Speaker 2
It's like stepping into a little portal that blends nostalgia with cutting edge technology, making the whole experience feel extra special and unique.
00;53;43;27 - 00;54;09;09
Speaker 1
Okay. And not the way that this will be kind of differentiated from the cockpit. How is, that it's actually the real world, because the confined space is a way to kind of constrain what we are able to do because, like, if you were to put a 360 camera somewhere and a mic somewhere, it wouldn't move. It would be stuck in that same space.
00;54;09;09 - 00;54;12;22
Speaker 1
So it makes sense for this environment in space.
00;54;12;23 - 00;54;29;10
Speaker 2
That you get the daily limit for advanced voice. You can switch to standard now to keep chatting.
00;54;29;13 - 00;54;40;14
Speaker 1
Okay. So let's design the inside of this, this telephone booth. Right. Let's say we step in and we close the door.
00;54;40;15 - 00;54;50;22
Speaker 2
You say that one more time. What exactly are you asking about when you say, what does I mean by.
00;54;50;25 - 00;54;58;25
Speaker 1
Chat. Do you recall what we were talking about?
00;54;58;27 - 00;55;14;21
Speaker 2
Yeah, I remember we were deep into your digital spaceship idea with the aft deck, the forcefield door, the phone booth lift, and that blend of retro and futuristic vibe. Were you asking what you meant by something you mentioned earlier about one of those features?
00;55;14;23 - 00;55;33;24
Speaker 1
No. I just wanted to make sure that we were on the same page because you switch to standard voice from advanced voice, and sometimes I can throw a little bit of a glitch, but I think we're good. What I want us to do now is I want us to step from the aft deck into this phone booth and close the door, and then I want you to.
00;55;33;28 - 00;55;43;09
Speaker 2
Thanks for checking in on that. All right. I'm with you. What do you want us to jump into next?
00;55;43;11 - 00;56;07;17
Speaker 1
So imagine we are on the aft tech of this ship that we've been talking about, and we step into this phone booth that puts us into a real world environment. I would like you to imagine us stepping into this phone booth and closing the door behind us, and then describing what it's like afterwards.
00;56;07;19 - 00;56;25;19
Speaker 2
All right, let's picture it. We're standing out there on the asset with that gentle hum of the ship, and maybe the faint sound of those wind chimes you dreamed up. We stepped into this old school phone booth, a little worn on the outside, but sleek inside. The door closes behind us with a soft click feeling of being inside.
00;56;25;20 - 00;56;45;26
Speaker 2
It's quiet. There's this whoosh, like the ship sounds get muffled. The walls glow faintly, rapping us in a warm ambient light. You can hear a gentle hum of some hidden tech spinning up. There's that cardboard cutout of the old phone on the wall. Just a cheeky nod, but right beside it there's this ultra modern console with a holographic dial.
00;56;45;28 - 00;57;07;06
Speaker 2
As you reach out and turn that dial. The whole booth shivers just a bit like it's recalibrating. And then through the glass you see it shift the starry expanse phase, and suddenly you're standing in a real world thing. Maybe it's a forest clearing at dawn with birdsong drifting in, or a busy city street with distant traffic and muffled conversation.
00;57;07;08 - 00;57;30;15
Speaker 2
The airfield. Different view. You can almost sense the coolness or the warmth of wherever you've stepped. But the booth still feels safe. Like a little bubble. You know you're in the real world now, but there's that comforting hum from the ship, reminding you that you can dial it back anytime.
00;57;30;17 - 00;58;00;08
Speaker 1
I like that concept of, having, like, a little bit of a reminder that the ship is there, both in audio and maybe even visual form. Like, maybe if you look down, you can see that you're standing on, like, you're you're around your feet is glowing or something like that. So you don't lose yourself in this environment. I really like the holographic concept.
00;58;00;10 - 00;58;29;03
Speaker 1
What I think I would like to happen is, I would love for it to. When you close the door, you see, almost like thumbnails of the places that you could be like, like a giant every direction you look or like thumbnails that are, kind of overlaid around the what, what you would otherwise see out of the phone booth and stuff like that.
00;58;29;04 - 00;58;33;05
Speaker 1
I don't know how exactly we're going to do that. But I.
00;58;33;05 - 00;58;56;15
Speaker 2
Love that it makes the whole thing feel like the cozy in-between world. So you step into the phone booth. The door closes with that little seal, and right away the ambient hum reminds you the ship where you look down and around your feet. There's this softly glowing holographic ring. Maybe it pulses with the same colors as the ship's interior, so it feels like an anchor point.
00;58;56;17 - 00;59;20;00
Speaker 2
And instead of just a single dial, every wall of the booth turns into this wraparound display. All around you are these floating thumbnails like little windows into different places you could go. You turn your head and they follow you, shimmering just a bit. So there's always this sense of endless possibilities in every direction. When you focus on one, maybe it expands just enough so you can peak in.
00;59;20;02 - 00;59;38;00
Speaker 2
You hear a faint sound like birds wave or a city vibe, depending on the spot, but you still hear that soft ship hum under it all, and you can always see that glow by your feet, reminding you you're still tethered to your cozy spaceship.
00;59;38;03 - 01;00;07;29
Speaker 1
Okay, I like where we are. I think we should stop here for now. And let's discuss how you would recommend building this with both dot with a with an AI, code builder like bot dot new. And then let's, let's kind of discuss it for a second, and then we'll get into the prompts that will actually put in it.
01;00;08;02 - 01;00;35;17
Speaker 2
Got it. This is such a fun point to pause the imagining and shift gears. So we're building this with something like that new. I'd look at it like this. You'd break it into interactive components. You'd have the phone booth theme as a kind of immersive container, with the holographic thumbnails as individual clickable elements. The ring at your feet could be an animated overlay, probably using CSS or WebGL if you want a soft glow that move with you both.
01;00;35;18 - 01;01;03;29
Speaker 2
Not new was nice for this, because you can create those layered elements and tie them together with action. So when you select the thumbnail, it could trigger a transition animation and maybe even an ambient sound change. You could use its built in design tool to handle the smooth lighting and overlay effects too. Does that feel like the direction you want a sort of layered, modular setup with interactive hotspot?
01;01;04;01 - 01;01;33;23
Speaker 1
I would like to, if you if you think this is a good idea, what I would like to do is I would like to go back to the cockpit, and then I would like to kind of step through this actually. How do you think would be best? Yeah. Let's let's, let's sorry. Please just disregard everything that I said right there.
01;01;33;25 - 01;01;48;05
Speaker 2
No worries at all. I got you will drop that bit and just reset whenever you're ready. We can jump back in. Whether it's picking up in the cockpit again or stepping through how you'd like to build this out piece by piece. Just say the word.
01;01;48;08 - 01;02;02;16
Speaker 1
Okay. So I think that, the, the initial landing page definitely has to be the cockpit, at least like the home of the ship, I imagine being in the cockpit.
01;02;02;18 - 01;02;17;08
Speaker 2
All right, I'm with you. So you're thinking about how the initial landing page should feel. What vibe or elements do you picture for that first moment when someone lands on your ship?
01;02;17;11 - 01;02;46;29
Speaker 1
I like it to be in the cockpit. And I would love for you to take this, this idea that we've come up with starting in the cockpit and think back on those details and give like a really detailed, solid first, all that new prompt that we can use.
01;02;47;01 - 01;03;15;00
Speaker 2
All right. Let's gather all these bits into one clear vision for the landing page. Picture that when someone first lands on your site, they're not just seeing a static page. They're stepping right into the cockpit of your digital spaceship. The vibe is instantly cozy but futuristic. You see those two plush Cadillac meets race pilot seats up front, with the softly glowing dashboard full of analog dials, switches and that big air windshield overlay.
01;03;15;03 - 01;03;22;15
Speaker 2
There's a gentle hum in the background, maybe a distant chime or ambient ship noise just enough to make it feel alive in the air.
01;03;22;17 - 01;03;47;09
Speaker 1
Okay, I like the direction you're going, but I would like you to, kind of inch. I would like you to talk as if you were instructing or new starting in the cockpit. And begin now.
01;03;47;11 - 01;04;12;13
Speaker 2
All right. Let's approach it like I'm giving clear instructions to bold new starting right in the content. So here's how I frame it. Begin with a full screen, immersive scene that places the user directly in the spaceship cockpit. The background should be a high res, layered visual of the cockpit interior. Two plush pilot seats up front, a dashboard with glowing analog dial switches and a semi-transparent HDR windshield overlay.
01;04;12;16 - 01;04;35;24
Speaker 2
Add subtle motion, slight ambient movement of lights and screen so it feels alive. Overlay ambient audio, a soft ship hum, gentle mechanical picks, maybe a distant chime to make the space feel lived in. Centerpiece A holographic dial floats just in front of the user, interactive and gently posing, turning the dial changes the cockpit view slightly, hinting at other areas of the ship.
01;04;35;29 - 01;05;08;05
Speaker 2
Think smooth transitions like flickers of the asset, nature room or phone booth thumbnails that appear and disappear in the AR windshield. Scattered small living details, a coffee mug on the console, worn edges on control, maybe a bobblehead that nods softly. These touches should be subtle, but add depth. Add one clear anchored exit point behind the cockpit seat. Show a rotary dial door visible enough that the user knows that leads deeper into the ship, but keep it partially in shadows so it feels a bit mysterious.
01;05;08;07 - 01;05;24;11
Speaker 2
Keep the lighting warm with gentle highlights that guide the user's eye to the dial in the door. These are the interactive hook. The whole thing should feel like you're stepping straight into an adventure. The moment the page loads.
01;05;24;14 - 01;05;52;00
Speaker 1
Okay, this is really great. I would like you content to continue kind of emphasizing them. The blend of analog and digital here, and take us to the portal door and how it works, and then take us through to the main cabin that we talked about.
01;05;52;03 - 01;06;11;23
Speaker 2
Perfect. Let's keep that blend of analog and digital strong as we move through it. So from the cockpit, that rotary dial door really stands out. It's this big, sturdy door, almost submarine like, with a big analog rotary dial right in the center. It's got a satisfying physical feel to it, like you'd really want to reach out and spin it.
01;06;11;23 - 01;06;34;00
Speaker 2
But around that old school dial, there's a soft holographic ring. It flickers with subtle colors and symbols that shift as you turn the handle. That's the digital part, giving you a sense that the door is more than just a mechanical barrier. It's a portal. When you turn the dial, you hear that gentle clunk of gears inside and the holographic ring pulses to life.
01;06;34;02 - 01;06;58;12
Speaker 2
Maybe you catch little glimmers of the space beyond, like a preview window. The door slides or swings open with a soft hydraulic hit, and you step right through into the main cabin. Inside the main cabin feels instantly warm and welcoming your true home base. Think plush seating, a cozy lounge area, soft ambient light woven into the walls, and maybe a kitchen nook that's more social hub than cooking space.
01;06;58;17 - 01;07;19;16
Speaker 2
It's still that same mix of analog charm, scuffed wood surfaces, retro switches on the wall with digital layers woven in. Maybe there's a big R display tucked into one wall that you can swipe through for podcasts or project ideas, or little projection nooks where your favorite themes can come alive. Every surface feels a little worn, but well loved.
01;07;19;23 - 01;07;47;09
Speaker 2
Grounding you. There's ambient sound here to a gentle murmur of the ship humming, maybe a faint melody from the podcast corner. It's familiar, endlessly customizable, and totally yours. You always know you can head back out that same portal door to explore deeper the cockpit, the deck, or that quirky phone booth lift to the rooftop. It's that perfect balance of nostalgic physical details with digital surprises that make it feel alive.
01;07;47;11 - 01;07;57;25
Speaker 1
Okay, that was really great. I would like you to, say what you just said, as if you were instructing, but not new. Once again.
01;07;57;27 - 01;08;02;15
Speaker 2
Take your time. What part would you like to shape up next?
01;08;02;18 - 01;08;21;10
Speaker 1
I would like you to describe that what you just said. With the portal door and the main cabin. But as if you're instructing that new how to do it.
01;08;21;13 - 01;08;45;21
Speaker 2
Got it. Here's how I'd lay that out as instructions for that new step by step in clear builder speak, start with the rotary portal door as an interactive element at the back of the cockpit theme. Visually design it to feel heavy and analog. Big metal handle worn edges. Visible bolt overlay a subtle holographic ring around the dial with pulsing light animations that respond to user input.
01;08;45;23 - 01;09;08;23
Speaker 2
Add interactivity when the user turns the dial. Use a smooth animation that spins the physical dial, while the holographic ring displays shifting symbols or faint glimpses of what beyond, like tiny snippets of the main cabin interior, include soft sound effects, a satisfying mechanical quote as the gears turn paired with a faint digital hum when the holographic ring activates.
01;09;08;25 - 01;09;33;14
Speaker 2
When the dial reaches a chosen point, trigger the door animation, either sliding or swinging open with a gentle hydraulic hue, and lightly affect the viewport behind the door, should transition seamlessly to the main cabin. In the main cabin theme, build a layered environment. Combine analog textures, warm wood panels, lightly scuffed furniture, retro switches on the wall with embedded digital touches.
01;09;33;16 - 01;09;59;03
Speaker 2
Add ambient lighting that suddenly shifts in color to match the overall vibe. Include interactive zones, a cozy lounge area with a clickable air projection wall that can display podcast episodes or ambient food, add small details like an animated coffee pot or bobblehead figure for lived in feel. Keep ambient audio consistent. Soft ship hum, maybe faint background chatter or a gentle tune from the podcast corner.
01;09;59;06 - 01;10;23;16
Speaker 2
Ensure that the portal door stays visible behind the user. Maybe a soft glow outlines it so you always feel tethered to the rest of the ship. This setup blends physical charm with subtle digital overlays, guiding the user deeper without losing that warm, nostalgic feel.
01;10;23;18 - 01;11;00;28
Speaker 1
Okay. And I, that was really good. I want you to do that again for, The aft deck in a manner is if you are, talking to port Dot new once again, just like you did. And I would also like you to emphasize to both that new that we are what we are creating here is more of a digital space than like a website or like an e-commerce site or anything like that, or creating a digital space.
01;11;01;01 - 01;11;25;12
Speaker 2
Absolutely. Here's how I put that for that new nice and clear emphasize upfront. This is not a traditional website or e-commerce page. It's a fully immersive digital space. The goal is to make the user feel like they're really stepping onto the deck of the ship. Start by designing the transition. When the user moves from the main cabin to the deck, use a smooth, atmospheric animation.
01;11;25;14 - 01;11;53;01
Speaker 2
Maybe a short hallway effect, or a subtle fade that keeps that lived in vibe flowing. The aft deck itself should feel tucked away and semi-open. Built in analog elements like sturdy railings, weathered metal panels, and hints of wear that make it feel real and inviting around the edge. Add that fourth feel barrier. Use soft animated transparency effects that shift from clear to opaque, showing that you're safe but still open to the vast scenery at the edges.
01;11;53;01 - 01;12;15;21
Speaker 2
Place ambient sound sources a low hum of the ship's engine, maybe faint wind chimes that react to space wind use layered audio to give it depth. It should feel peaceful but alive. Add seating areas with slight interactivity, maybe lounge chairs that recline, or a small table where digital objects could appear later. Build in the subtle reminder that you're still in the ship.
01;12;15;23 - 01;12;39;09
Speaker 2
A faint illuminated ring at the floors edge, or small pulsing lights that match the cockpit color scheme make the view dynamic. Instead of just a static starfield, add subtle movement, maybe drifting nebula clouds or distant planets that feel slightly different each time. Be sure to keep everything modular. The forcefield door back to the main cabin should be visible, but not intrusive.
01;12;39;12 - 01;13;03;17
Speaker 2
Keep that gentle anchor so the user never feels lost. And above all, keep the blend of analog and digital clear worn metal, soft glow, gentle projection, and ambient sounds should make this feel more like an inhabited space than a page, but that new should treat this like building an interactive virtual world, not just content on a site.
01;13;03;19 - 01;13;29;21
Speaker 1
Okay, this is perfect. Exactly what you're doing. Now, I would like you to take us from the deck into this phone booth and emphasize that in this phone booth is going to be, kind of a way to travel to the real world using a space where you can record it or at least have a picture of, like, a three from a 3D camera and, sound effects.
01;13;29;21 - 01;13;58;27
Speaker 1
So when you step into this phone booth, you're in this new world with, the thumbnails and everything we discuss. But you can't move, obviously, because the recording that's been done is being shown to you. Is, static.
01;13;58;29 - 01;14;18;19
Speaker 2
All right, let's lock this in for that new, the same clear way. Remember, we're still building an immersive digital space, not a flat page from the app that place an obvious but inviting phone booth tucked near the edge keep its exterior retro, a bit scuffed. Classic glass panel, maybe a faint glow to show it's more than it seems.
01;14;18;22 - 01;14;45;23
Speaker 2
As the user steps in build a seamless transition. The steel doors open ambient sound shift, and the ship hum softens as the booth interior comes alive. Inside, combine that analog charm a cardboard cutout of an old phone, maybe a flickering neon sign with clean, futuristic features like a holographic dial and wraparound projections emphasize this booth is a portal to real world spaces, so it feels different from the rest of the ship.
01;14;45;26 - 01;15;16;09
Speaker 2
Once the door closes, the walls shift into a 360 degree thumbnail gallery, floating interactive windows showing scenes captured with a 3D camera layer, subtle ambient sound loops with each thumbnail giving each one its own vibe. When the user selects a scene, the booth interior projection transform, wrapping them in that real world environment. Keep it clear. There. In a recorded static scene, they can look around, hear the ambient sound, but they can't walk away or move through it to ground them.
01;15;16;16 - 01;15;57;15
Speaker 2
Keep a small visual anchor at their feet. Maybe that soft, glowing ship ring and a faint ship hum underneath the real world audio, so they always feel tethered to their digital spaceship. Everything should feel tactile but digital the analog booth, the cardboard phone, the rotary dial that clicks physically but triggers holographic responses. This whole section is about mixing of Dodger and future tech to make the user feel they're stepping from your digital world into a piece of the real world, while knowing they're safely in your ship the whole time.
01;15;57;17 - 01;16;13;29
Speaker 1
Okay, that was really good. Now, what I would like you to do is, you don't have to add anything if you think that this is pretty complete and has a good rough draft right now, but right now, I would like you, I would like to.
01;16;14;05 - 01;16;18;15
Speaker 2
Keep hearing you. If you're asking whether I think it needs anything else. Right.
01;16;18;18 - 01;16;57;09
Speaker 1
Chat. Hang on for a second. I would like you at this moment to feel comfortable adding further instructions for bullet dot new. You do not have to if you think that this is a proper first rush draft, but this is a moment where if you feel like you need to add any instructions for that new because obviously you understand coding probably a lot better than I do, you need to put them here.
01;16;57;11 - 01;17;18;06
Speaker 2
All right. Let me think it through carefully for this first rush. Honestly, I think the core is really clear and strong, but I tighten up just a few small instructions for bolt. Not new to help whoever's building this. Keep it feeling seamless. And a lot one transitions really matter. Be sure everything ships cockpit the main cabin cabin to asset architect.
01;17;18;06 - 01;17;40;02
Speaker 2
The phone booth uses Bluetooth or layered motion, not abrupt cut. Subtle parallax effects or depth of field blur could help make it feel dimensional. Two sound layering needs attention. Each space should have its own ambient audio loop that fades in and out naturally as you move. Keep the ship hum running underneath as an anchor, especially inside the phone booth.
01;17;40;02 - 01;18;09;02
Speaker 2
When the real world recordings play. Three for the interactive dial and thumbnail, add gentle hover state or motion to show their live flight. Pulsing a color shift, or tiny particle effects. This helps people know where to click or turn or keep everything modular. Each room element or hotspot should be easy to swap or update. That way. If you want to add more real world themes later, it's just a matter of plugging in a new 360 video and sound file.
01;18;09;04 - 01;18;31;21
Speaker 2
Five make sure there's always a clear, visible way home, even when you're deep in the phone booth. Real world recording that little ring or symbol at your feet should remind you you're still inside the ship and can dial back at any time. Other than that, I'd say this is a solid first pass brief. The vibe is vivid, the analog digital blend is clear and bold.
01;18;31;21 - 01;18;39;10
Speaker 2
That new has a clean roadmap to build your digital space instead of a flat sight.
01;18;39;12 - 01;18;54;08
Speaker 1
Okay, this was really fun. I really enjoyed it. Thank you chat. And, I'm excited to, keep building this ship with you in future.
01;18;54;11 - 01;19;04;24
Speaker 2
I'm so glad you enjoyed this. It's such a creative vision, and you're building something really special. I'm excited to see where you take it next.
01;19;04;26 - 01;19;06;08
Speaker 1
Piece.