The Lake and WAKE use procedural geometry, shaders and synthesized sound without an engine or asset pipeline.
A software crew exploring in public
We build to see what technology can do.
Games, worlds and tools from a software crew making things for fun, for learning and for sharing.
Arcbridge and retro-kit keep the parts that became useful beyond the experiment that exposed them.
GPU timing, semantic test failures and story-system constraints—short records from code that actually ran.
On the workbench
Actual projects first. Different visual languages are welcome; the site gives each one a clear frame instead of repainting it.
Actual frame · runtime generatedThe Lake
You wake beneath a closing canopy and follow the path toward the last light. Every image and sound is generated while the piece runs: raw WebGL 2, Web Audio, no engine, no textures and no recordings.

Black Veil 11:17
A rainy city blinks. The crowd disappears. Mika knows what comes next. Investigation, transformation and timing-driven combat in one continuous browser world.
Secret: Investigation, combat and a three-phase bossThree.js · WebGL 2 · Rapier · Procedural animation · Web Audio
Ghost Road
A mountain flyover, a roaring chopper and a town that should be empty. Six takes on one cinematic journey, now with Gemini 4 Argon.
Secret: The engine rhythm can be synthesized cylinder by cylinderThree.js · WebGL 2 · Procedural shaders · Web Audio
Windsurf Vibes
Ninety seconds of sun, swell and golden gates. Find your line, hold the streak and spend your boost well.
Secret: 90-second score runsWebGL 2 · React · Procedural geometry · Web Audio
The Garden That Remembers You
An invitation, a seaside estate and a lens that gives you reasons to look twice. Two gardens that notice your curiosity.
Secret: Two separately playable interpretationsThree.js · WebGL 2 · Procedural geometry · Web Audio
Terra — World Studio
Raise an alpine ridge, flood a valley, roll in a storm. A landscape studio with worlds you can take away.
Secret: Highland coast, alpine ridges, tropical atoll and volcanic islandThree.js · WebGL 2 · Procedural terrain · glTF export
DERELICT
A small salvage tug, an impossible hull and a signal in the dust. A generated reference became an interactive short.
Secret: Fable: about 3½ minutes, then free camera explorationThree.js · Raymarching · Procedural materials · Web Audio
Above Paris
Gustave Eiffel’s summit apartment, three ways: archival plans, furnished rooms and a whole city beyond the windows.
Secret: Three independently built interpretationsThree.js · Procedural worlds · Historical reconstruction · Web Audio
Park-Suite 420
A hotel walk-through became a place you can enter. Then the corridor, the mirrors and the music stopped agreeing.
Secret: One hotel, three blended material statesRaw WebGL 2 · Procedural materials · Planar reflections · Web Audio
The Palace of Echoes
The Crystal Palace after the crowds have gone. Carry a field book, raise a stereoscope, and follow three unfinished memories.
Secret: Two live eye views make the stereoscope an instrumentThree.js · React · Stereo rendering · Web Audio
The Hollow March
Carry a lantern into Mournwood. Follow the stones to a buried ruin. Not everything watching you wants a fight.
Secret: Combat pressure and dread have separate sound layersWebGL 2 · Procedural textures · Two-bone IK · Web Audio
From Crypt to Ridge
An ancient crypt, a mechanism and a snowy mountain reveal—built three ways, with very different refinement histories.
Secret: Three locally hosted browser experiencesThree.js · WebGL 2 · Distance fields · Web Audio
WAKE
Come out of cryo alone and discover one of three possible things waiting beyond the bridge.
Secret: The anomaly outside lights the ship insideWebGL 2 · GLSL · Web Audio · Procedural environments
Westwall
Construction, war, demolition, memory and ecological second life in one changing landscape.
Secret: About 11,000 generated dragon’s teethWebGL 2 · Procedural terrain · Scroll-driven narrative · Web Audio
The Nike Belt
A procedural look at the Cold War air-defence belt across Europe.
WebGL 2 · Procedural maps · Interactive narrative
23 Weasels
One over-specific ice-cream chase brief, 23 model setups and 23 independently constructed tiny worlds.
Browser games · Comparative evaluation · Agentic developmentArcbridge
Architecture-aware context for development agents that need to change real software.
Secret: TypeScript, React, Next.js, .NET and UnityCLI · MCP · Architecture analysis · TypeScript
retro-kit
Shared browser-game foundations for deterministic pixels, palettes, type, audio and lighting.
Secret: PixelBuffer and ScaledPainterTypeScript · Pixel rendering · Web Audio · Procedural assetsBehind the worlds
The strange bits that made it work.
A boat that fooled its tests. A sky that lights a ship. A harmless thing that makes a forest terrifying. The problems, experiments and small discoveries behind the experience.
CINEMATICS & STATESkipping the film must not skip the consequences.↗Ghost Road
DIRECTION & RENDERINGThe road is geometry. The tension is timing.↗Windsurf Vibes
MOTION & WATERThe board has to believe in the wave.↗The Garden That Remembers You
PERCEPTION & STORYMake the player distrust a beautiful place.↗Terra — World Studio
OCEAN & TERRAINAn island should interrupt a wave.↗DERELICT
SCALE & DIRECTIONA huge object is not yet a sense of scale.↗Above Paris
SPATIAL DESIGNThe plan had to agree with the room.↗Park-Suite 420
REFLECTIONSThe mirror needed its own version of the hotel.↗The Palace of Echoes
PLAYABLE OPTICSThe prop became a real instrument.↗The Hollow March
ATMOSPHEREThe scariest thing in the woods has no attack.↗From Crypt to Ridge
INTERACTION DESIGNThe crypt looked alive. Then we tried to walk through it.↗The Lake
SEMANTIC VERIFICATIONThe boat passed the tests. The stern was still open.↗The Lake
PERFORMANCEWe hid most of the trees. The GPU barely noticed.↗WAKE
SYSTEM DESIGNTwo pixels let an alien sky light the ship.↗Westwall
PROCEDURAL STORYTELLINGThirteen chapters. One landscape that remembers.↗