Bifteki Taxi radioMEZE RUN
Music from Bifteki Taxi
Synthesized live in your browser

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.

Runtime worldsRaw browser APIs, authored experiences

The Lake and WAKE use procedural geometry, shaders and synthesized sound without an engine or asset pipeline.

Useful extractionPatterns earn a second life

Arcbridge and retro-kit keep the parts that became useful beyond the experiment that exposed them.

Implementation notesFindings with proof attached

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.

A dark forest path opening toward warm evening light in The Lake.Actual frame · runtime generated
WORK 001 · Playable story

The 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.

WebGL 2GLSLWeb AudioProcedural geometryPlayable now
Scene≈3,861 generated trees · procedural boat, jetty, terrain and water
RendererHDR target · bloom · volumetric light · planar reflection · adaptive quality
BuildOne readable HTML document · no textures, models, recordings or libraries
Black Veil 11:17 title art over the game's rain-soaked avenue beneath an elevated railway.
Supernatural action · extended game slice · Play the slice

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
Sonnet’s Ghost Road: a chopper and rider on a wooded mountain highway.
Cinematic WebGL · six interpretations · Explore the builds

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
A windsurfer racing across the sea in Windsurf Vibes.
Arcade windsurfing prototype · Play now

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 Astra garden: a warm seaside courtyard, fountain and conservatory.
Botanical mystery · two interpretations · Explore now

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
A coastal landscape created in Terra’s browser editor.
Procedural landscape editor · Try it now

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 in the browser: a small salvage tug beside a fragmented hull in dusty space.
Interactive short · three implementations · Explore now

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
The furnished salon in Astra’s Eiffel apartment reconstruction.
Historical reconstruction comparison · Three builds to explore

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
A figure silhouetted in a warm hotel doorway, rendered by the game's engine for its key art.
First-person horror slice · Playable now

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
Glass roofs, iron galleries and warm light inside The Palace of Echoes.
Historical mystery tour · Playable now

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
A lantern and sword carried into the moonlit forest of The Hollow March.
First-person RPG slice · Playable slice

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
The snowy mountain ridge in the Astra implementation, The Still Below.
Playable comparison · Three playable builds

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
The dimly lit cryo compartment aboard WAKE’s procedural ship.
Space-horror prologue · Playable now

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
The Westwall experience opening over a misty generated landscape and a long line of concrete obstacles.
Interactive history · 13 chapters

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 interactive map showing Cold War air-defence positions across Germany.
Interactive history · 5 chapters

The Nike Belt

A procedural look at the Cold War air-defence belt across Europe.

WebGL 2 · Procedural maps · Interactive narrative
A determined low-poly weasel chases an ice-cream van through a bright village.
Comparative experiment · Issue 001

23 Weasels

One over-specific ice-cream chase brief, 23 model setups and 23 independently constructed tiny worlds.

Browser games · Comparative evaluation · Agentic development
Open-source tool · Early access

Arcbridge

Architecture-aware context for development agents that need to change real software.

Secret: TypeScript, React, Next.js, .NET and UnityCLI · MCP · Architecture analysis · TypeScript
The same generated cottage scene rendered in VGA and Amiga 32-colour profiles.
Procedural game tooling · Active extraction

retro-kit

Shared browser-game foundations for deterministic pixels, palettes, type, audio and lighting.

Secret: PixelBuffer and ScaledPainterTypeScript · Pixel rendering · Web Audio · Procedural assets

Behind 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.