Bifteki Taxi radioMEZE RUN
PLAY / LIVE EXPERIENCESHeadphones recommended. WebGL 2 required for the procedural worlds.

Start with the work.

Browser worlds, interactive histories and comparative experiments you can enter now.

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
019OPUS 5.5 · 30+ HOURS + REVISIONS · DESIGN DOCUMENT TO GAME

Black Veil 11:17

A detailed design document became a supernatural third-person action slice through more than 30 hours of development with Claude Opus 5.5 and subsequent adjustments. Explore the city, read its clues and fight what the blackout leaves behind.

  • Investigation, combat and a three-phase boss
  • One continuous city, from cinematic to control
  • Desktop keyboard + mouse · local checkpoint save
Sonnet’s Ghost Road: a chopper and rider on a wooded mountain highway.Cinematic WebGL · six interpretations · Explore the builds
018SIX BUILDS · PROCEDURAL WORLDS · CINEMA TO EXPLORATION

Ghost Road

Ride into the unknown with Gemini 4 Argon, Astra, Sonnet and Opus, then inspect the earlier rougher outcomes from Gemini 3.8 Flash and Grok 4.7. A cinematic opening becomes on-foot exploration at the church.

  • The engine rhythm can be synthesized cylinder by cylinder
  • About two minutes of cinema, then exploration
  • Desktop recommended · horror and flashing lights
The Astra garden: a warm seaside courtyard, fountain and conservatory.Botanical mystery · two interpretations · Explore now
016GPT 6 ASTRA + OPUS · PROCEDURAL WORLDS · BOTANICAL MYSTERY

The Garden That Remembers You

Explore two interpretations of a mystery garden adventure. Astra ties observations to a discoverable route; Opus lets your habits shape the slow arrival of something strange.

  • Two separately playable interpretations
  • A botanical lens and reactive environments
  • Quiet psychological unease · desktop recommended
DERELICT in the browser: a small salvage tug beside a fragmented hull in dusty space.Interactive short · three implementations · Explore now
014FABLE 5.1 LEAD VERSION · OPUS 5 + GPT 6 ASTRA ALTERNATES

DERELICT

We explored several versions of a deep-space scene, then continued with Fable 5.1 as it became DERELICT. Enter the short or inspect Opus and Astra’s alternate approaches to the same visual direction.

  • Fable: about 3½ minutes, then free camera exploration
  • Three separately playable implementations
  • Flashing lights, sudden sounds and sci-fi horror
The furnished salon in Astra’s Eiffel apartment reconstruction.Historical reconstruction comparison · Three builds to explore
013GPT 6 ASTRA · FABLE 5.1 · OPUS 5

Above Paris

Explore three interpretations of Eiffel’s apartment. Compare shared floor plans, cinematic tours and the rendering tricks that keep a nearby room and distant Paris in the same experience.

  • Three independently built interpretations
  • Real scene captures and source-level notes
  • Desktop exploration · local runtime libraries
A figure silhouetted in a warm hotel doorway, rendered by the game's engine for its key art.First-person horror slice · Playable now
012ABOUT 7 MINUTES · DESKTOP + TOUCH · WEBGL 2

Park-Suite 420

Check into a grand old hotel in a short first-person horror slice. Built from a prompt and a hotel walk-through video, then refined into six movements of shifting rooms, reflections and synthesized sound.

  • One hotel, three blended material states
  • Sixteen music-box notes become an evolving score
  • Generated rooms and sound · baked Meshy figure
Glass roofs, iron galleries and warm light inside The Palace of Echoes.Historical mystery tour · Playable now
010THREE DISCOVERIES · DESKTOP + TOUCH · GENERATED SCORE

The Palace of Echoes

Explore an atmospheric interpretation of the 1851 Crystal Palace. Investigate the fountain, elm and optical court in any order, with a carried field book, visitor echoes and a working two-camera stereoscope.

  • Two live eye views make the stereoscope an instrument
  • Historical references and fictional memories stay distinct
  • Locally served CC0 materials · source credits retained
A lantern and sword carried into the moonlit forest of The Hollow March.First-person RPG slice · Playable slice
011FOREST + DUNGEON · COMBAT + PROGRESSION · NO EXTERNAL ASSETS

The Hollow March

An atmospheric fantasy RPG slice with an explorable forest and crypt, melee combat, ember bolts, parries, level-up blessings and a journal. Geometry, material textures, music and effects are generated in the browser.

  • Combat pressure and dread have separate sound layers
  • Three-hit melee combo, ember bolts and timed parries
  • A vertical slice, not a finished full-length RPG
The snowy mountain ridge in the Astra implementation, The Still Below.Playable comparison · Three playable builds
0093 BUILDS · WEBGL + WEB AUDIO · ITERATION LOG

From Crypt to Ridge

Play Astra, Opus and Sol locally, then compare mesh geometry, distance fields, procedural sound and the iterations that made exploration possible. A workshop record, not an equal-effort benchmark.

  • Three locally hosted browser experiences
  • Original brief and refinement history
  • Source-grounded comparison, no numeric ranking
A dark forest path opening toward warm evening light in The Lake.Playable story · Playable now
001≈ 3½ MIN · HEADPHONES · FULL SCREEN

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.

  • One self-contained browser document
  • No game engine or binary art assets
  • Authored walk plus free exploration
The dimly lit cryo compartment aboard WAKE’s procedural ship.Space-horror prologue · Playable now
002FIRST PERSON · THREE ENDINGS · PROCEDURAL AUDIO

WAKE

Walk a procedural ship toward a singularity, a gas giant or something artificial. The renderer, geometry and positional sound are generated in the browser.

  • The anomaly outside lights the ship inside
  • Depth prepass, window-scissored sky and adaptive resolution
  • Keyboard + mouse · headphones recommended
The Westwall experience opening over a misty generated landscape and a long line of concrete obstacles.Interactive history · 13 chapters
00313 CHAPTERS · RAW WEBGL 2 · GENERATED SOUND

Westwall

Thirteen scroll-driven chapters move through the history of the Westwall while the concrete line rebuilds and decays around the story.

  • About 11,000 generated dragon’s teeth
  • Continuous historical state transitions
  • Sources and reconstruction limits remain visible