Claude Opus 5.5 · September 2026

Everything we built
with Opus 5.5

Three live 3D worlds, an animated video, real SEO traffic and a full 3D website. Every build comes with the exact prompt, so you can copy it, paste it, and make your own today.

Start here

The whole system in four steps

You don't need to code. You describe the result, Claude builds it, you open it in your browser.

Open Claude Code

Or the Claude app. Check the model picker says Opus 5.5.

Paste one prompt

The whole task in one message, plus what "done" looks like.

Let it cook

Opus 5.5 works for longer on its own. Don't interrupt unless you remember something.

Upgrade once or twice

Paste one upgrade prompt at a time. Version three is where it gets great.

3D worlds

Three worlds, zero 3D skills

Each one is a single HTML file. No game engine, no downloads, no image files. Everything you see is drawn by code Opus 5.5 wrote. Click any of them to play it live.

Leviathan Sky

Fly a paper crane beside a glowing sky whale
  • A 170m whale made of starlight dives and bursts through a sea of clouds
  • Floating islands with waterfalls, a lighthouse and a shrine
  • Golden hour to blue hour to night with an aurora
  • Fly through the whale's light rings for a speed boost
The prompt
Build a breathtaking real-time 3D world in ONE self-contained HTML file using three.js from a CDN. No sound. Every asset made in code, no image files.

WORLD: a sea of clouds at sunset, with floating islands, waterfalls pouring into the mist, a lighthouse and a small shrine.
HERO: a huge glowing sky whale with star-like spots and trailing ribbons of light. Every so often it dives and bursts up through the clouds.
PLAYER: I fly a paper-crane glider. Mouse or touch to steer, hold to speed up. Flying through the rings of light the whale leaves behind gives me a boost, and a counter tracks them.
TIME: golden hour, then blue hour, then night with an aurora. T skips time, C switches to a cinematic camera on the whale.

Quality bar: real organic shapes, not boxes. Soft cinematic light, fog for depth, glow only on things that should glow. Clean minimal on-screen display.

Done means: it runs smoothly on desktop and phone, the console has zero errors, and you've screenshotted golden hour, night and phone size. Stop and ask me only if you can't make it run.

Valley Ferry

A Japanese river valley, one lantern at a time
  • A straw-hat ferryman poles a covered boat down a mirror-still river
  • Cherry trees, cedar hills, torii gates, shrines and pagodas
  • Day and night, plus clear, mist or rain, with fireflies after dark
  • Drifts on its own, or steer it yourself with W A S D
The prompt
Build a breathtaking real-time 3D world in ONE self-contained HTML file using three.js from a CDN. No sound. Every asset made in code, no image files.

WORLD: a calm Japanese river valley. Reeds on the banks, cherry trees dropping petals, cedar forest on the hills, torii gates, shrines with stone lanterns, a small village with a pier and two pagodas.
HERO: a straw-hat ferryman poling a covered wooden boat with a paper lantern along a winding river loop. The water is a mirror that reflects everything, with petals floating on it and ripples from the pole and the wake.
PLAYER: the boat drifts on its own by default. W/S poles, A/D steers, drag to look around. On-screen buttons on touch devices.
TIME + WEATHER: a full day and night cycle (stars, moon, fireflies and glowing lanterns at night). Clear, mist or rain on keys 1/2/3, with raindrop ripples. T skips ahead.

Done means: smooth 60fps, zero console errors, and you've screenshotted morning, night, rain and phone size.

Clearwater

Water so clear you want to tap it. So you can.
  • Glass-clear shallow water over a pebble seabed
  • Moving webs of caustic light and sun glitter
  • Water turns bluer as it gets deeper
  • Tap anywhere and ripples spread and overlap
The prompt
Build a real-time 3D scene in ONE self-contained HTML file using three.js from a CDN. No sound. Every asset made in code, no image files.

SCENE: crystal-clear shallow sea water over a seabed of smooth, varied pebbles and a few boulders. Moving caustic light webs dance on the stones, the sun glitters on the surface, and the water gets bluer as it gets deeper.
HERO MOMENT: I tap or click the water and ripples spread out, bend the light, and overlap with each other.
CONTROLS: drag to look around, scroll or pinch to zoom.

Quality bar: it should look photoreal enough that people ask if it's a video. Soft light, real refraction, no flat plastic look.

Done means: smooth on desktop and phone, zero console errors, and you've tapped the water yourself and screenshotted before and after.

Make it better: paste these one at a time

Less basic
Make it look less basic. Replace any simple shapes with detailed, organic ones (bent trunks, layered rock, lumpy foliage, varied sizes). Add more props so the world feels full. Screenshot before and after.
Cinematic light
Make the lighting cinematic: golden-hour sun, soft shadows, a slight glow on bright spots, fog that thickens in the distance, and a subtle dark edge around the screen. Keep it readable, not too dark.
Bring it to life
Add life: wind moving plants, creatures moving in the distance, floating particles, ripples on water, and things that react when I get close.
Play-test it
Play-test it yourself for 30 seconds: move around, use every control, check for errors and anything frozen or broken, fix it, then show me screenshots.
Video animation

A story animation for the AI Profit Boardroom

A 48-second animated short with a character, a world and a story arc. No timeline editor, no After Effects. Opus 5.5 drew every scene in code with HyperFrames, rendered it to MP4 and checked the frames itself.

  • 2am: a business owner buried in tasks. "Doing everything yourself?"
  • A golden door opens into the Boardroom, a room full of builders
  • Little AI helpers pick up the tasks and file them away
  • Proof: 38 countries light up a globe, 4,000+ members, 258 wins
  • Sunrise. "Pull up a chair."

Want the quick version? Opus 5.5 also made a 32-second motion ad in one shot →

The prompt
Use HyperFrames to make me a 45 to 50 second animated story video (no voiceover, no music, it will play muted on my website) that promotes [my business: what it is, who it's for].

Tell it as a short story with a main character and a world, not as slides:
1. Start with my customer's problem in a moody, relatable scene.
2. Show a turning point where they discover [my product or community].
3. Show them getting their first real result.
4. Prove it with [my 2 to 3 real numbers only]. No invented stats, prices or quotes.
5. End on a calm "after" scene with a closing line, my call to action and [my URL].

Look: cinematic and premium. An elegant illustrated character (flat silhouette style), a colour journey (cool night blues warming to a gold sunrise), soft glows, gentle camera moves, depth and floating particles, a refined serif font for the lines with a clean sans. Nothing that looks like a slide deck. Draw everything yourself, no stock images.

Done means: a 1920x1080 MP4 under 15 MB plus a poster image, you've pulled frames from across the whole video and looked at them yourself, fixed anything ugly, cut off, overlapping or blank, and every number on screen is one I gave you.
AI SEO

Real traffic from our AI SEO sites

Straight from Google Search Console for our six sites. Claude pulls the data, finds the keywords we almost rank for, writes the pages, publishes them and checks the results every week.

0times more weekly clicks than in March
0Google clicks in 180 days
0search impressions
0clicks in one day to aiprofitboardroom.com
All six sitesaiprofitboardroom.com

Weekly Google clicks, 30 Mar to 20 Sep 2026. Source: Google Search Console, pulled 24 Sep 2026.

The prompt
You are my SEO operator. Connect to my Google Search Console for [your site].

1) Pull the last 90 days of queries. Find keywords where I rank 5 to 20 with real impressions, and pages with lots of impressions but low click-through rate.
2) Pick the 5 best opportunities and show them to me in a table: keyword, position, impressions, and the page you'd create or improve.
3) After I pick, write each page: answer the question in the first paragraph, clear headings, an FAQ, and links to my related pages.
4) Publish as NEW pages only. Never delete or rewrite a live page unless I name it.
5) Keep a checklist in SEO-TASKS.md and tick things off as you go.

Done means: the pages are live, they're in the sitemap, and you've told me what to measure next week.
Full websites

A 3D website in one prompt

A glass sculpture that changes shape as you scroll, a material lab you can play with, and a cinematic camera. Drag it, scroll it, try the buttons. It's live below.

lumen · studio.html

Open it full screen →

The prompt
Build a premium, scroll-driven 3D marketing website in ONE self-contained HTML file using three.js from a CDN. No sound.

Concept: "LUMEN, a studio for light." One hero sculpture made of iridescent glass that changes shape as I scroll through the chapters (a soft blob, then a twisted knot, then an orbiting ring cluster, then shards that snap back together). The camera glides with the scroll, the colours shift per chapter, and soft dust floats in the light.
Interactions: drag to spin the sculpture with inertia. A "material lab" chapter with four buttons (Glass, Chrome, Ceramic, Amber) that smoothly change the material. A final call-to-action chapter.
Fonts: a refined display serif for headings with a clean sans for body text, from Google Fonts.

Don't use: a cream or off-white background, italic accent words in headings, numbered "01 / 02 / 03" section labels, monospace labels, or pill-shaped buttons.

Done means: it works at phone width with no sideways scroll, the console has zero errors, and you've screenshotted the top, middle and bottom on desktop and phone and fixed anything that looks cheap.
Pro version: the detailed spec behind this exact build (tap to open)
Build ONE self-contained HTML file: a premium, scroll-driven 3D marketing site for a fictional design studio called "LUMEN, a studio for light", using three.js 0.160.0 via an importmap from https://cdn.jsdelivr.net/npm/three@0.160.0/ (addons from examples/jsm/). No build step, no other files, no sound.

A fixed full-screen WebGL canvas sits behind HTML text sections. The star is ONE sculpture in a MeshPhysicalMaterial with transmission, thickness, iridescence and clearcoat, lit by RoomEnvironment through PMREMGenerator.

Across 6 scroll chapters it morphs on the GPU: noise blob (hero), twisted torus knot (point of view), smooth pebble (material lab), rippled tilted ring with orbiting glass moons and thin orbit lines (world building), shatters into instanced shards (process), then reassembles for the final call to action. The camera orbits with the scroll and keeps the sculpture opposite the text. Each chapter has its own dark, rich palette. Add soft dust particles, thin glowing light lines behind the form that refract through the glass, a cursor-following light, drag-to-rotate with inertia, and subtle bloom. Clamp bloom input so no invalid pixels cause black rectangles.

Material lab: 4 buttons (Glass, Chrome, Ceramic, Amber) that smoothly tween every material value, with a small live readout. End with a centred call-to-action chapter. Write original, confident studio copy. Fonts: Instrument Serif (regular) for headlines, Inter Tight for body.

Avoid: cream/off-white backgrounds, italic accent words in headings, numbered "01/02/03" section labels, monospace labels, pill-shaped buttons.

Must: work at 375px with 16px gutters and no sideways scroll; let drags reach the canvas; respect reduced motion; show a fallback message if WebGL is off; cap pixel ratio at 2 and use lighter geometry on phones.

Done means: you served it locally, loaded it in a headless browser with zero console errors, clicked all 4 material buttons, tested a drag, screenshotted desktop (top, middle, bottom, each chapter) and phone, checked none are blank, looked at every screenshot, and iterated until text never collides with the sculpture and it looks like a high-end studio site.
How to prompt Opus 5.5

What Anthropic's own team says works

From Getting the most out of Opus 5.5 by Addy Osmani on claude.dev. Here's the short version, with prompts you can use straight away.

Say what "done" looks like

Give it the whole task in one message with a clear finish line, then let it run. Opus 5.5 keeps going on long, multi-step work better than Opus 5, and a finish line tells it when to stop.

Example
Move every page on my site to the new template.
Done means: every page uses the new template, the old one is deleted, and every link still works.
Stop and ask me only if something breaks and you can't explain why.

Delete "think hard"

Opus 5.5 always thinks before it replies and decides how much. Lines like "think step by step" just slow the start. Want a quick answer? Say "Answer directly."

Instead of "think carefully"
Answer directly: which of these three headlines is clearest, and why in one sentence?

For design, name what you don't want

"Avoid a generic look" just swaps one default for another. A list of specific things to leave out works much better.

cream backgrounditalic accent words01 / 02 / 03 labelsmonospace labelspill buttons
Example
Build a landing page for my coaching business with placeholder content.
Don't use a cream or off-white background, italic accent words in headings, numbered "01 / 02 / 03" section labels, monospace labels, or pill-shaped buttons.

Tell it when to stop and ask

Put a short rule in your CLAUDE.md file. Keep going when it doesn't need you, and always stop before anything destructive.

Add to CLAUDE.md
If a step doesn't need my input, keep going and put status notes in the same message as your next action.
Only stop and ask when you can't continue without me, or before anything destructive: deleting data, force-pushing, or touching anything outside this project.

Split big jobs across subagents

For audits, migrations and reviews, ask it to hand each part to its own subagent and check their evidence before accepting it.

Example
Check every page in /blog for broken links and missing images.
Give each folder to its own subagent. Check each subagent's evidence before you accept it.
Finish with one table: page, problem, and the fix.

Keep the to-do list in a file

Long runs fill up the context and older turns get summarised. A checklist in a file survives that, and you can check progress at a glance.

Example
Keep a checklist in TASKS.md. Tick each item when it's done, and add anything new you find.

Read "needs from you" first

When a long run ends, look for what it's waiting on you for before reading the rest. You can set the format so it's always easy to find.

Add to CLAUDE.md
End every run with three headings: Blocked on me, Changed, Found.

Show it, don't retype it

Attach the screenshot, chart or slide. Opus 5.5 reads images more accurately than Opus 5. And ask it to flag what it couldn't confirm.

Example
Here's a screenshot of my analytics. Which three pages dropped the most this month, and what changed on them? Mark anything you couldn't confirm, and say where you looked.
Faster

How Anthropic made Claude 3x faster in two weeks

In How we made claude.ai 3x faster, the team ran a two-week sprint with Claude in every Slack thread. Their big lesson: once Claude has a number to beat, it can make that number better.

3.1xfaster on average across 13 measurements
3,000+changes merged, no customer incidents or rollbacks
12 of 13targets hit by day three
Time to load, 75th percentile: before → after
claude.ai fresh load
3,085 ms
550 ms
Cowork cloud session
2,566 ms
728 ms
New Claude Code session
837 ms
347 ms

Figures from Anthropic's post, 13 vs 27 August 2026.

Use the same tricks on your own work

Give it a number to beat

Measuring used to be the slow first step. Now it's the start of the climb. Ask Claude to build a test that measures the problem, then drive the number down.

Example
My homepage feels slow. First, build a repeatable test that measures how long it takes until someone can click the main button. Run it 5 times for a baseline. Then make changes one at a time, re-run the test after each, and keep only the ones that make the number go down. Finish with a before and after table.

Lock in every win

Their benchmarks became ratchets: the number could only go down. A change that made things slower failed automatically.

Example
Save the new load time as the limit. Add a check that fails if any future change makes the page slower than that limit.

Tell it to be braver

By default Claude is careful about scope and pads its estimates. When you have safety checks in place, push it: "The targets aren't the stopping point. What's next?"

Example
You hit the target. The target isn't the stopping point. What else can we measure and improve? Be ambitious, and I'm open to wacky ideas.

Get your replies faster

Type /fast in Claude Code for back-and-forth work: same model, text arrives sooner (it costs more per token). Lower the effort for simple jobs, and drop "think hard" lines.

In Claude Code
/fast