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Concrete Carnage

  • 3d
  • first-person
  • action
  • shooter
  • stealth
  • industrial
  • rainy
  • arcade
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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. Weston Mills built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Concrete Carnage yet. Play it, then tell Weston Mills what you would add next.

Make your own game

Concrete Carnage was built by Weston Mills 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 Concrete Carnage 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 Concrete Carnage

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-playable Three.js first-person/third-person action game titled "Concrete Carnage" set at night in a rain-soaked industrial dockyard. The default camera is a body-camera-style first-person view from a player anchor at approximately eye height, with a wide 76-degree perspective, a small white crosshair at screen center, and a simple low-light cinematic presentation. Allow cycling between three views with V: first-person, a rear over-the-shoulder view, and a high third-person view. In first person, show a small blocky 9mm pistol model in the lower-right foreground even though the initial HUD weapon label is FISTS; use dark metal for the slide/barrel and brown material for the grip.

Build the environment as a large flat wet asphalt/concrete ground plane with a dark charcoal material, segmented into broad parallel road/lane strips. Enclose the distant dockyard with industrial warehouse structures: one warehouse on the left/back and another on the right/back, plus two parked police cruisers, one toward the right rear and one toward the left rear. Use a nearly black blue-gray sky/background and exponential fog so geometry fades into darkness. Light the scene with dim cool ambient/hemi lighting, a warm orange directional light, a strong orange point light near the far center, and a blue point light toward the right/rear, producing orange and blue pools of light on the ground. Add approximately 900 small pale blue-gray rain particles falling through the scene and visibly looping downward. Enable soft shadows, filmic tone mapping, and a gritty, subdued palette.

The player starts at the center-rear of the area around position (0, 1.55, 8), while the primary target starts straight ahead at (0, 0, -6). The target is labeled the "DOCKYARD FOREMAN" and is a simple low-poly/blocky humanoid: rectangular dark-gray torso, sphere-like skin-colored head, rectangular arms and legs, dark boots, a red blood-stained chest patch and a small red facial wound. Place three additional blocky hostile tactical officers around the yard at roughly (-4,-2), (4,-1), and (1,-10), using the same dark uniform/body construction. Add red blood pools beneath the foreman and some officers, and scatter irregular flattened red blood/gore decals across the ground. Mark the active foreman with a thin glowing orange-red torus lying flat on the ground around their feet; animate the ring rotating, and after the target is down change it to a dark red tone and stop following/marking the visible target.

The core objective is to approach and eliminate the dockyard foreman, then show the objective as "DOWN — EXFILTRATE". Movement is free movement over the flat yard, with WASD or arrow keys: W/up moves forward relative to yaw, S/down backward, A/left and D/right strafe. Keep the player within roughly x/z bounds of -15 to 15. I/J/K/L control looking: J/L rotate yaw left/right and I/K adjust pitch up/down, clamping pitch to a limited range. Holding Shift increases movement speed and appends " · ADS" to the weapon HUD (there is no separate detailed aiming system). Space triggers an attack/fire action. If the player is within about 8 world units of the foreman and the target is still alive, the attack drops the foreman, hides the foreman model, increases wanted level by two, flashes the whole screen briefly warm white, and spawns a burst of red blood and orange impact particles, plus a new blood pool and gore decal. Further attacks after the target is down increase wanted by one and create an impact/gore burst near the player. Track the number of attacks/shots internally. Include the same controls as touch buttons for mobile: a directional pad with up/left/center attack/right/down, and buttons for LOOK UP, LOOK DOWN, LOOK LEFT, LOOK RIGHT, HIJACK, and VIEW. The HIJACK button can be present as a labeled control matching the interface, but do not invent vehicle hijacking behavior if it is not implemented.

Weapons are selected with number keys 1 through 5 and the HUD names are FISTS, 9MM PISTOL, TACTICAL RIFLE, SHOTGUN, and SNIPER RIFLE. Preserve the simple weapon-selection behavior and display the selected name in the upper-right; there is no ammo counter or reload mechanic. Start with weapon selection value 1 so the HUD reads "WEAPON: FISTS". The action should be available when a weapon value is selected, with the close-range target check described above.

Create a fixed HUD over the canvas: upper-left title "CONCRETE CARNAGE" in uppercase spaced lettering; below it, an outlined dark translucent status panel reading initially "TARGET: DOCKYARD FOREMAN · WANTED ★☆☆☆☆" in warm amber, changing to "TARGET: DOWN — EXFILTRATE · WANTED ..." after the kill, with wanted stars capped at five. Put the weapon label in a dark translucent box at upper-right. Put the crosshair at the center. At bottom-left, show a translucent help panel reading "WASD / arrows move · IJKL look · SPACE fire · F hijack · V view · 1–5 weapons · Shift aim". Keep the interface minimalist, uppercase, gray/white and amber/orange, with rounded translucent dark mobile buttons along the bottom corners. Buttons should brighten or turn orange while pressed. Add a full-screen brief pale warm muzzle/impact flash on a successful target hit. Ensure the scene is immediately playable, responsive to resize, and visually matches the screenshot: very dark rainy dockyard, distant silhouettes, faint stars/particles, orange-red target marker and blood accents, and a stark compact HUD.

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