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INFECTED FRONT

  • 3d
  • third-person
  • shooter
  • survival
  • military
  • horror
  • low-poly
  • story
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Arad Bahrami built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

INFECTED FRONT was built by Arad Bahrami 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 INFECTED FRONT 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 INFECTED FRONT

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.

Recreate a third-person 3D survival-shooter called “INFECTED FRONT.” Begin with a full-screen cinematic title menu: nearly black/navy radial-gradient background, oversized widely tracked white title “INFECTED FRONT,” muted blue-gray subtitle “MISSION 01 // THE SILENCE,” and a centered brick-red button labeled “DEPLOY KANE.” Clicking the button hides the title screen, starts the game, shows the HUD, and displays a brief radio subtitle: “RADIO: Kane, the checkpoint is dark. Find the uplink and keep your squad close.”

Use a dark, desaturated military/infected-outbreak visual style. Build a foggy outdoor checkpoint/compound as a simple low-poly 3D environment: a broad dark green-gray terrain plane, a straight charcoal road running along the z axis, a checkpoint barrier at the far end with a metal wall, two thick gate pillars and a yellow hazard beam, scattered brown wooden tree trunks/canopies and wooden crates, a large rectangular abandoned facility block with dark teal glass windows, a small field terminal near the road (at world position approximately x=0,z=6) with a red indicator light, and a tall thin communications tower near the far end (approximately z=38) with horizontal braces. Add sparse floating pale particles, heavy blue-green exponential fog, dark background, soft cool ambient light, strong directional shadows, and a restrained palette of charcoal, steel, muted red, yellow hazard paint, wood brown, and pale gray. Keep the geometry visibly basic and blocky rather than photorealistic.

The player is Kane, a small blocky soldier-like third-person avatar starting at the near end of the road around (0,0,-25). Assemble him from a dark metal rectangular body, brown backpack, and pale cylindrical head. Use an over-the-shoulder/third-person camera that follows Kane at roughly six units distance; retain a centered crosshair. Support movement through the third-person controller (WASD/standard directional movement), camera aiming/orientation through mouse/controller, jumping with Space, firing with F or Space, interaction with E, reload with R, and weapon selection with number keys 1–4. The player can move through the compound and the camera should stay behind/around Kane while aiming.

Implement the mission chain and HUD exactly as a linear campaign abstraction. The upper-left HUD always shows the brand “INFECTED FRONT,” the current mission number and title, and the current objective. Start at “MISSION 01 // THE SILENCE” with “Reach the abandoned checkpoint.” Press E within about 3 units of the field terminal to advance to mission 2 and show the subtitle “KANE: Field terminal is still warm. No signal, no bodies.” Mission 2 is “NO SIGNAL” / “Investigate the field terminal”; advancing north past roughly z=12 starts mission 3, “FIRST CONTACT” / “Survive the infected patrol.” There are six visible soldier enemies placed around the road/compound: healthy soldiers around (-6,-5), (7,2), and (-9,15), and infected soldiers around (8,19), (-7,25), and (5,30). Load a reusable low-poly animated soldier model for these figures; tint healthy soldiers gray-green and infected soldiers muted red. They idle with simple animation.

Make combat straightforward hitscan shooting from the screen-center reticle. Provide four weapons and their exact starting magazine/reserve ammunition: Assault Rifle 30/120, SMG 40/160, Shotgun 8/48, Pistol 12/72. Display the selected weapon name and large “magazine / reserve” numbers at bottom-right, along with “[1] AR [2] SMG [3] SHOTGUN [4] PISTOL.” Weapon stats should be: AR damage 26 and 0.12-second fire interval; SMG damage 16 and 0.07-second interval; Shotgun damage 18 and 0.7-second interval; Pistol damage 30 and 0.3-second interval. Each shot consumes one round, plays a simple tonal shot sound, and raycasts from the camera center to damage the first soldier hit. Healthy enemies have 60 HP and infected enemies have 75 HP; hide them when killed and increment the score. R reloads the current weapon’s magazine from reserves and plays a low reload tone. Empty weapons make a low sound without firing. Space also jumps through the third-person controller.

Enemy behavior should be simple and readable: when an enemy is within 13 units of Kane, show a red “CONTACT” warning near the upper center. Infected soldiers slowly move directly toward Kane and damage him at close range (within 1.8 units) for about 14 HP per second. Healthy soldiers face Kane, approach slowly if farther than 7 units, and probabilistically damage him when within 11 units for about 4 HP per second. Start Kane at 100 HP and show a red health bar and “KANE // 100 HP” at bottom-left. When health reaches zero, reset health to 100, teleport Kane back to the starting point, reset mission to 1 and score to zero, and show “KANE: We do this again.”

Advance the story through the space: killing at least two enemies during mission 3 advances to mission 4, “TWO SIDES” / “Cross the fire between both factions”; killing at least four total enemies during mission 4 advances to mission 5, “THE HOSPITAL” / “Investigate the medical facility.” Crossing north past z=28 advances to mission 6, “LOCKDOWN” / “Escape the base before the doors seal”; past z=34 advances to mission 7, “THE TRUTH” / “Decode the experiment file”; past z=38 advances to mission 8, “OUTBREAK” / “Navigate the ruined district”; past z=45 advances to mission 9, “LAST TRANSMISSION” / “Reach the communications tower”; and past z=35 during mission 9 advances to mission 10, “INFECTED FRONT” / “Enter the final research facility.” When mission is at least 8 and Kane is within 4 units of the communications tower, pressing E advances to mission 10 and shows “KANE: Transmission is out. Now I find who started this.” Use short centered white subtitle messages for interactions and story beats.

Style the in-game interface as a clean military dossier overlay with no opaque panel: tiny uppercase tracking, white and pale cyan text, subtle black text shadow. Upper-left: brand, mission line, objective. Bottom-left: 180x10 bordered health meter. Bottom-right: weapon/ammo. Center: thin white plus crosshair. Put subtitles centered near the bottom and the CONTACT warning above center. The overall experience should feel like a sparse, moody, blocky low-poly third-person shooter campaign mission, with no invented inventory, crafting, multiplayer, or additional enemy types.

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