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Aslan Animatronik

  • 3d
  • viewer
  • animatronic
  • horror
  • fnaf-style
  • interactive
  • threejs
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yiğit Gözebe built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Aslan Animatronik yet. Play it, then tell Yiğit Gözebe what you would add next.

Make your own game

Aslan Animatronik was built by Yiğit Gözebe with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Aslan Animatronik opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Aslan Animatronik

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D interactive animatronic animal viewer titled “Aslan Animatronik” (Lion Animatronic), implemented with Three.js. It is a single dark, FNAF-inspired scene rather than a conventional score-based game: load the animated Quaternius Wolf.glb model from the Ultimate Animated Animals pack, display it large in the center, and style it as a damaged/scary animatronic by cloning the model, scaling it to about 2.1, making its meshes cast and receive shadows, and changing its materials to dark gray metallic surfaces (high metalness around 0.85 and medium roughness around 0.55). Keep the animal standing on a dark floor in front of a dark rear wall, with a nearly black background and moody studio lighting: dim gray ambient light, a warm cream spotlight from above/front that casts shadows, subtle cool directional fill from behind/side, and two red point lights around the face.

Add two small glowing red eyes to the animal’s head if the source model has no suitable eyes. The eyes should be dark metallic spheres with red emissive material, accompanied by red point lights positioned at the eyes. The red eye lights should flicker continuously, and the model should have a very subtle irregular side-to-side jitter/rotation that gives it a broken robot/endoskeleton feel. On the special attack/roar action, temporarily increase the eye-light intensity for roughly 600 milliseconds before returning to normal.

Use a perspective camera initially positioned around (0, 2.8, 5.5), aimed at the animal’s upper body/head around (0, 1.6, 0), with OrbitControls enabled. The viewer must be able to rotate around the model with the mouse, use damping, and zoom between close and distant limits (approximately 1.5 to 12); constrain the vertical orbit so the camera remains focused on the exhibit. Render with antialiasing, device-pixel-ratio capped at 2, and enabled shadow maps. The model should start playing its Idle animation automatically (or the first available animation if Idle is unavailable), while all animations are advanced by an animation mixer.

Build the interface as a minimal overlay on top of the canvas. At the upper left, show a black translucent information panel with the Turkish text:
“Aslan Animatronik”
“FNAF tarzı kırık robot hayvan”
“Kırmızı parlayan gözler + metal sesleri”
“Animasyon değiştir + ROAR butonu”
“Fare ile döndür / zoom. Ses için tıkla”
Use small light-gray Arial-like text. At the upper right show a small black translucent status panel, initially “Yükleniyor...”, then after the model loads show “Hazır. Fareyle döndür. Ses için ekrana tıkla!” and when an animation is selected show “Animasyon: [name]”. Along the bottom center, dynamically create compact dark buttons labeled in uppercase for every animation clip found in the loaded GLB (the source commonly includes names such as Idle, Walk, Attack, Gallop, and Eating, but use the actual clips available). Add an extra dark-red-accented “ROAR / ATTACK” button that explicitly plays the Attack clip and triggers the brighter-eye effect. Clicking an animation button should fade out the current action over about 0.25 seconds, reset/fade in the selected clip, play it, update the status, and trigger a light metal impact sound; Walk and Gallop should use a heavier metal sound. The extra roar button should use the heavy sound.

Support keyboard shortcuts 1=Idle, 2=Walk, 3=Attack, 4=Gallop, 5=Eating, with the same animation switching and sound behavior when those clips exist. Because browsers require user interaction for audio, initialize audio on the first click or key press and use metal impact sound effects (heavy for walking/galloping/roar, light for other actions); occasional subtle random light metal impacts may also occur during the idle display once audio is enabled. If an animation or Attack clip is missing, fail gracefully without crashing. Include responsive resizing of the perspective camera and renderer. There is no score, health, timer, combat system, level progression, or win/lose state: the experience is specifically a creepy, inspectable animatronic model and animation showcase.

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