We are building an original third-person 3D parkour game for the browser with Three.js, over several turns. This turn covers only the look and the world. Do not build the character, controls or gameplay yet. The game: Odile, a young salt miner with a brass lantern on her back, climbs out of a drowned clockwork city. Cobalt-ink masonry, rust-ochre gears and clock hands as big as bridges, salt crust on every ledge, black water below. The look is a hand-pulled linocut print on rough paper: carved hatching, ink bleed, misregistered colour. 1. Generate one 15-second reference video with FLUX 3 Max Video: Odile running and climbing through the city, as if it were gameplay of a finished, beautiful game. This video is the reference for everything: look, world, character. If the first result is weak, generate another and keep the best. 2. Take screenshots from the video across its whole length. Rebuild what you see as real 3D assets in Blender (buildings, gears, clock faces, bridges, ladders, ledges, water, salt crust). Export them to glTF and place them in a Three.js scene that follows the route in the video, using a post-processing shader that gives the linocut look. Use subagents so that building and checking run in parallel. 3. Check your work against the video. Render the Three.js scene from the same viewpoints as at least 6 video frames and put each pair side by side. Fix what differs: composition, scale, colour, line weight, density of detail. Repeat until each pair looks like the same game. Keep every comparison image. The bar: a screenshot of the scene next to a video frame should pass as the same game. It must also run smoothly in a desktop browser. Deliver index.html with a slow camera flythrough along the route, plus the video, screenshots, comparison images, .blend files and a short note of what still falls short. Finish within 90 minutes; a working scene with honest gaps beats an unfinished one.
Discussion