Masterpiece Collector— museum collection meets booster pack.
A collecting game built from real artworks: open epoch packs, reveal curated works with rarity and holographic treatments, then build a visual album across art history. The design challenge is deliberately strange — use game reward language without cheapening the artwork itself.
- React 18
- TypeScript
- Vite
- Framer Motion
- Firebase
- Sharp
- Met Museum API
- Art Institute of Chicago IIIF
How it evolved
Reconstructed from a compact but unusually detailed February 2026 commit sequence.
The initial sprint already joined six epochs, rarity, weighted pack slots, museum API ingestion, collection progress and ornamental cards. This avoided a common prototype trap where the animation exists before the collection system does.
Swipe reveal, wax-seal/pack details, spotlight and zoom interactions turned a generated list into a ritual. The animation creates anticipation while the artwork remains the visual payoff.
Pointer-tracked holo profiles and generated masks evolved per epoch instead of applying one rainbow shader everywhere. Medieval/gilded and modern/prismatic treatments can feel different while still belonging to one system.
The UI moved to a warmer parchment / Art Nouveau palette and simpler navigation. The key improvement was subtractive: reduce interface color so museum imagery and rarity treatments carry the screen.
Duplicates were removed, rarity classifications changed, covers and epoch ordering were refined, and IIIF sources improved. Collection design is data curation as much as frontend engineering.
Curated small pools required modified slot logic, which is a useful reminder that content events often force deeper changes than their visual “special pack” presentation suggests.
UI / art-direction rationale
System shape
Visual evidence
The repository contains the real art-direction code, museum image pipeline and generated holo-mask system, but I did not find a clean standalone product screenshot artifact during this pass. I keep the case focused on the actual interaction and visual-system decisions rather than fabricating a card mock for the portfolio.