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Brew City MKE

  • 3d
  • third-person
  • urban
  • exploration
  • prototype
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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. Justin Cunningham built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Brew City MKE yet. Play it, then tell Justin Cunningham what you would add next.

Make your own game

Brew City MKE was built by Justin Cunningham 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 Brew City MKE 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 Brew City MKE

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 playable Three.js-style 3D third-person prototype titled “Brew City / MKE V1.” The player starts in the middle of a long Milwaukee-inspired urban street at approximately the south end, with the camera positioned behind and slightly above the avatar, following it at about 6.4 units. Use a perspective camera, dark blue-gray evening/overcast atmosphere, distance fog, soft shadows, and a warm directional sun that creates long shadows. The visual style is a grounded low-poly/procedural city block: dark asphalt roadway, two broad gray sidewalks, raised curbs, pale yellow dashed center lane markings, and thin parking lines along both sides.

Build a long straight street running north/south, about 34 units wide and 108 units long. Surround it with dense rectangular brick buildings on both sides, using procedural brick facades with dark window rectangles and occasional warm yellow window glow. Include warm red/brown brick buildings and darker blue-gray brick buildings, with storefront bands and small muted tan awnings. Place the named destination building “Riverwest Market” on the west/left side near the north-central portion of the street. Add several other visible city structures such as Brew Lofts, apartment blocks, a corner building, and a warehouse. Decorate the block with metal fire escapes and ladders, rooftop HVAC units, green dumpsters along the west sidewalk, and evenly spaced streetlight poles with horizontal arms and small warm glowing lamps. Add several parked low-poly sedans along both curbs; cars should be enlarged to human scale and placed at varied positions and orientations.

The avatar is a simple faceless human silhouette viewed from behind: a rounded medium-brown head, bulky dark charcoal hoodie torso, very dark pants, separate rounded legs, black shoes, and a small muted red/orange hoodie patch on the chest/back-facing body. Keep the avatar centrally framed and cast a pronounced shadow onto the street. Movement is direct third-person locomotion using WASD or arrow keys; support Shift to run, Space to jump, and dragging to look around. Use collision against the street, sidewalks, curbs, and buildings/major environment geometry so the player cannot freely pass through the city structures. The player begins around the centerline at the southern end and can walk north toward the objective.

Place an amber objective marker outside Riverwest Market on the west side of the street: a glowing amber/orange torus ring lying flat on the ground, with a thin vertical glowing beacon rising from its center and subtly bobbing. The goal is simply to walk into this marker. When the player comes within roughly 2.6 units, hide the marker and update the objective panel title to “Corner made,” the description to “You reached the first handoff point. Prototype objective complete.”, and the bottom-right status to “OBJECTIVE COMPLETE · OFFLINE.” There are no enemies, combat, inventory, health, score, or additional missions.

Overlay a clean fixed HUD over the 3D view. In the upper-left, show a translucent dark glass panel labeled in spaced gold capitals “BREW CITY / MKE V1.” In the upper-right, show a larger translucent dark panel with gold eyebrow text “CURRENT OBJECTIVE,” white heading “Meet at the corner store,” and gray body text “Walk to the amber marker outside Riverwest Market.” At the lower-left show a small translucent panel reading “WASD / arrows to move · Shift to run · Space to jump · drag to look.” At the lower-right show “PROTOTYPE SLICE · OFFLINE” in gold. Add a faint white center crosshair and a subtle dark radial vignette. Panels should have thin low-opacity borders, blur/translucent backgrounds, and restrained modern sans-serif typography. Make the game responsive for desktop and mobile-sized screens, with the HUD remaining pinned to the viewport.

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