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Factory Pulse

  • 3d
  • third-person
  • factory
  • inspection
  • industrial
  • missions
  • low-poly
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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. Miguel Frederico Schuetze Santos built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Factory Pulse yet. Play it, then tell Miguel Frederico Schuetze Santos what you would add next.

Make your own game

Factory Pulse was built by Miguel Frederico Schuetze Santos 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 Factory Pulse 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 Factory Pulse

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 3D third-person factory inspection game titled “Factory Pulse.” Use a dark industrial operations-floor setting viewed with a perspective shoulder camera following the player from behind at about 7.5 units distance. The world should use a deep navy background and fog, cool cyan fill lighting, strong directional shadows, and a stylized low-poly/clean industrial art style with dark blue-gray surfaces and bright cyan, yellow, and magenta accents.

Build a large rectangular factory floor in dark blue-gray, with thin yellow floor stripes running across it and three wide blue-gray inspection lanes. Place three conveyor belts: one horizontal belt in the lower-left area, one running vertically through the center/right area, and one horizontal belt near the upper part of the floor. Each conveyor should have a dark metallic base, glowing cyan moving slats, and yellow side rails. Animate the cyan slats continuously along the belts.

Add three simple low-poly robotic inspection/assembly machines, one at each conveyor area: Robot A around (-2, -6), Robot B around (3, 0), and Robot C around (-1, 6) in the factory’s X/Z layout. Each robot has a dark cylindrical base, a white vertical mast, a yellow angled arm, and a small cyan rectangular head. Animate the arms gently back and forth. Put a bright cyan animated ring/beacon on the floor around the currently targeted robot; only the current mission’s beacon is visible, and it pulses and rotates.

Add several small yellow and magenta rectangular crates around the floor edges. Add industrial building structures in the background around the left/right rear and side edges to give the floor a factory complex setting. Include two elevated holographic information panels in the scene: one cyan panel labeled “OEE // LINE 01” showing “87.4%” and “availability + performance,” and one magenta panel labeled “LEAD TIME // ORDER 204” showing “04:32” and “target cycle countdown.” They should have translucent dark frames, chart/grid lines, and a subtle animated sway.

The player is a worker/manager character in a uniform, loaded as a humanoid animated 3D model. Start the player near the lower-right portion of the floor, around (7, 0, 8). Support WASD/arrow-key movement and an on-screen joystick, with walking/running/idle animation states. Keep the camera in third person, slightly over the character’s shoulder, looking toward the character’s upper body and floor ahead. The player’s goal is to walk to each highlighted robot and inspect it. A machine is considered in range when the player is within about 2.35 world units of the current robot.

Implement this exact sequential mission flow: first “Inspect Robot A” with description “Check the arm alignment on Line 01.”, then “Inspect Robot B” with “Verify the assembly head temperature.”, then “Inspect Robot C” with “Confirm the final packing cycle.” When the player is close enough, enable the inspection button; before that show “MOVE INTO RANGE,” and when close show “INSPECT MACHINE.” Clicking/tapping the button completes the current inspection, advances to the next robot, hides the old beacon, and displays a brief toast reading “Line 01 status: nominal.” After all three inspections, show “All inspections complete,” the text “Production floor is clear for now.”, and a disabled “MISSION COMPLETE” button.

Use a fixed glassy HUD over the 3D view. At top-left show a rounded panel with the cyan title “FACTORY PULSE” and the subtitle “OPERATIONS CONTROL // LIVE FLOOR.” At top-right show three KPI cards: OEE, LEAD TIME, and INVENTORY. OEE should begin around 87.4%, display as a green value, and gently fluctuate around the high-80s during play. Lead time should begin at 04:32, count down, and display in a yellow/warning color. Inventory should begin at 1,284 and gently vary upward over time. At bottom-left show the “NEXT MISSION” panel with the current mission title, description, and inspection button. At bottom-center show a dark translucent hint panel reading “WASD / ARROWS or the on-screen joystick · move in third person with a shoulder camera and inspect machines.” Use rounded translucent navy panels with cyan borders/glows, backdrop blur, and clear compact system-style typography. Keep the game continuously running in real time with animated belts, robot arms, beacons, holograms, lighting, HUD metrics, and character animation.

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