THE ARCADE TAKE
Weazel
Chase!
Bright, toy-box energy. A bold game-like HUD, bouncing title treatment, and a sugar-fuelled orbit around the village.
- Vibe
- Saturday morning chaos
- Signature
- Big playful UI
Independent experiments
in machine-made play
The same prompt. Twenty-three AI takes on a village, an ice-cream van, and a very determined weasel. Pick one and play.
THE COLLECTION
Explore the worlds, trace the timeline, or see how each was built.
THE EXPERIMENT LEDGER / 2026
Experiment dates alongside each model’s first public announcement.
THE ARCADE TAKE
Bright, toy-box energy. A bold game-like HUD, bouncing title treatment, and a sugar-fuelled orbit around the village.
THE EDITORIAL TAKE
Confident art direction with restrained low-poly forms, a typographic poster layout, and a warm, tactile palette.
THE CINEMATIC TAKE
A dreamy evening round built without a 3D library—custom geometry, shaders, lighting, and music, all in one HTML file.
THE SIMULATION TAKE
Direct and simulation-first. A broad low-poly diorama, an oval road, an endlessly orbiting camera, and a chase always in frame.
THE CONTROL-ROOM TAKE
The maximalist one: live metrics, four cameras, day/night and speed controls, prop spawning, particles, rage attacks, and reactive audio.
THE ROAD-MOVIE TAKE
Warm, polished, and cinematic. Detailed procedural scenery, playful status quips, musical flourishes, and carefully choreographed camera modes.
THE DIORAMA TAKE
A generous, garden-like world packed with trees, flowers, bushes, crop rows, houses, and a looping road—presented with almost no interface at all.
THE CAREFUL TAKE
Polished toon shading, hand-built characters, canvas textures, lively banking, and a chase camera—refined through an unusually patient self-checking pass.
THE WORLD-BUILDER TAKE
A lavish toon-shaded simulation with villagers, fields, ponds, shops, a windmill, five cameras, daylight shifts, speed controls, particles, and reactive chase audio.
THE PIXEL-POSTCARD TAKE
A warm low-poly postcard with a custom gradient sky, rolling terrain, chimney smoke, floating music notes, lively character animation, and restrained arcade framing.
THE CLAY-DAYDREAM TAKE
A soft golden-hour world with toon ramps, wind-bent crops, portrait-led UI, birds and bugs, speech bubbles, three cameras, bloom, and a full eight-bar chiptune.
THE ONE-GPU TAKE
A cheerful floating-island diorama with houses, crops, pond life, a windmill, drifting clouds, butterflies, orbit and follow cameras, speed control, smoke, and a custom chiptune.
THE CHOREOGRAPHED TAKE
A painterly golden-hour valley with toon characters, soft gouache terrain, a music-quantized camera director, reactive chase events, three camera modes, and a deeply layered procedural song and SFX engine.
THE PRODUCT-DESIGN TAKE
A polished orthographic diorama with a day/night transition, lap tracking, pause and speed controls, a follow camera, responsive HUD, birds, fireflies, dust, and a four-part chiptune.
THE TERRAIN-SYNTH TAKE
A richly faceted playground with noise-built terrain, a shader sky, toon ramps, fields, flowers, birds, a windmill, two cameras, and three switchable procedural chiptunes.
THE CHARACTER-COMEDY TAKE
A pastel village comedy starring Whippy and Nib, with four shifting chase states, click-triggered honks and yelps, animated wildlife, shader water and sky, and a beat-reactive soundtrack.
THE MOOD-MACHINE TAKE
A full cartoon stunt show with seven weasel moods, reactive honks and jingles, speech bubbles, an automatic shot director, four camera modes, live chase stats, and a time-of-day scrubber.
THE NEON-ARCADE TAKE
A scanlined countryside cartridge with rage and lap telemetry, three cameras, speed control, a chaos-boosting hype button, sparkling particles, frantic character animation, and a crunchy chiptune.
THE SCENIC-ROUTE TAKE
A broad countryside with a river, bridge, farms, sheep, birds and windmill. Three lighting states, free and follow cameras, speed controls, a timed sugar rush, and an eight-bar chiptune invite a longer wander.
THE LIVING-VILLAGE TAKE
A busy pastel valley with a river, bridge, villagers and animals. A beat-synced chase, day/night cycle, three cameras, bloom, tilt-shift, photo mode, and a full synth soundtrack give it room to breathe.
THE GOLDEN-HOUR TAKE
A toy-like pastel village with cottages, fields, a church, pond, and windmill. The van loops a curved road with a weasel in pursuit; lap-and-gap readouts, three cameras, a honk, and an eight-bar synth tune complete the ride.
THE CANDY-COLORED TAKE
A bright, hand-coded village with fields, pond, clock tower, and flower-strewn hills. The van and weasel loop through four camera views; a chiptune, honk, speed slider, and clickable sprinkle burst invite you to play.
THE TOYBOX-STUNT TAKE
A bright pastel village with a winding river, cartoon van and weasel, manual driving, four cameras, four lighting moods, stunt buttons, and a four-channel chiptune deck.
UNDER THE HOOD
Every model built the village assets procedurally and synthesized its soundtrack in the browser. The meaningful split is how much rendering infrastructure each one brought along.
| MODEL | 3D FOUNDATION | ASSET STRATEGY | MUSIC | RUNTIME EXTERNALS |
|---|---|---|---|---|
| 01Kimi K3 | Three.js LOCAL | Procedural primitives | Web Audio synth | None |
| 02GPT 5.6 Sol | Three.js BUNDLED | Procedural primitives | Web Audio synth | Google Fonts |
| 03Claude Fable 5 | Raw WebGL + custom shaders OWN CODE | Custom geometry builders | Web Audio synth | None |
| 04GLM 5.2 | Three.js 0.160 CDN | Procedural primitives | Web Audio synth | Three.js · unpkg |
| 05Gemini 3.5 Flash | Three.js 0.152 + OrbitControls CDN | Procedural modules + spawner | Sequencer + visualizer | Three.js · Google Fonts |
| 06Grok 4.5 | Three.js 0.170 + OrbitControls CDN | Procedural primitives | Custom chiptune engine | Three.js · Google Fonts |
| 07DeepSeek V4 Pro | Three.js 0.160 + OrbitControls CDN | Procedural primitives + paths | Web Audio synth | Three.js · unpkg |
| 08Sonnet 5 · Max | Three.js latest + OrbitControls CDN | Primitives + canvas textures | Custom chiptune engine | Three.js · Google Fonts |
| 09Opus 5 · High | Three.js 0.160 + custom cameras CDN | Primitives + custom geometry | Chiptune + SFX engine | Three.js · jsDelivr |
| 10Qwen 3.8 | Three.js 0.160 + custom orbit CDN | Primitives + canvas signs | Web Audio chiptune | Three.js · Google Fonts |
| 11Grok 4.6 | Three.js 0.170 + postprocessing CDN | Procedural world + UI portraits | 8-bar chiptune engine | Three.js · Google Fonts |
| 12Qwen3.8-27B · Local | Three.js 0.160 + OrbitControls CDN | Primitives + canvas signage | Chiptune + echo engine | Three.js · jsDelivr |
| 13Claude Fable 5.1 | Three.js 0.160 + custom director CDN | Procedural meshes + canvas textures | Song + reactive SFX engine | Three.js · Google Fonts |
| 14ChatGPT 6 Astra | Three.js 0.185 + OrbitControls BUNDLED | Primitives + merged geometry | 4-part 112 BPM chiptune | None |
| 15DeepSeek V4.1 Flash | Three.js 0.160 + custom cameras CDN | Noise terrain + procedural primitives | 3-song chiptune engine | Three.js · unpkg |
| 16Grok 4.7 · High | Three.js 0.170 + custom camera LOCAL | Procedural meshes + canvas textures | 8-bar chiptune + reactive SFX | Google Fonts |
| 17Opus 5.5 | Three.js r128 + custom director CDN | Procedural geometry + ink outlines | 140 BPM song + reactive SFX | Three.js · Google Fonts |
| 18MIMO 2.6 | Three.js 0.165 + OrbitControls CDN | Procedural primitives + particles | 64-step 148 BPM chiptune | Three.js · unpkg |
| 19GPT-6 Sol | Three.js 0.180 + OrbitControls LOCAL | Procedural meshes + instancing | 8-bar 112 BPM chiptune | Google Fonts |
| 20Sonnet 5.5 | Three.js 0.180 + postprocessing BUNDLED | Merged meshes + instanced vegetation | 132 BPM song + reactive SFX | None |
| 21Haiku 5.5 | Three.js 0.160 + toon shading CDN | Procedural meshes + instanced trees | 8-bar 124 BPM synth + SFX | Three.js · Google Fonts |
| 22Muse Wonder | Three.js 0.160 + OrbitControls CDN | Procedural meshes + instanced flowers | Web Audio chiptune + honk SFX | Three.js · Google Fonts |
| 23Gemini 4 Argon | Three.js r128 + custom cameras CDN | Procedural meshes + canvas textures | 3-track, 4-channel Web Audio synth | Three.js · Google Fonts |
“Runtime externals” means resources fetched after the page opens. Bundled or locally shipped libraries are counted as self-hosted.
“Can you create a fun a really cool looking web page, showing a 3d world, a small simulation, of a village with trees and fields around it, nice lighting, all webgl, stylized looks, nice lighting and a cool chiptune music and then a cartoony ice van driving around there, followed by a crazy weazel.”
The typo stayed. The weasels multiplied.
REPORTED RUN SETTINGS High where available · Sonnet 5 on Max · Opus 5 on High · Qwen3.8-27B local via OpenCode + LM Studio on 1× RTX 4090 · no follow-up prompts
BIFTEKI CREW / AI EXPERIMENTS