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Joseph: Biblical Narrative

  • 3d
  • third-person
  • narrative
  • biblical
  • exploration
  • adventure
  • low-poly
0
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. louisadebajo built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Joseph: Biblical Narrative was built by louisadebajo 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 Joseph: Biblical Narrative 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 Joseph: Biblical Narrative

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 third-person 3D narrative exploration game titled “Joseph: Biblical Narrative,” built with Three.js and low-poly imported GLB assets. The game should depict a stylized, sunlit ancient Canaan camp on a large flat dry brown/tan plane, with soft fog, directional sunlight, shadows, sparse trees, rocks, several tents, and a flock of sheep. Use a behind-the-player third-person camera that follows a controllable humanoid Joseph. The art should look like simple low-poly game assets rather than photorealism: modular humanoid characters, Kenney-style tents and trees, blocky rocks and sheep, warm earthy colors, and a wide open environment.

Player controls must be shown in a fixed HUD: WASD or arrow keys move, mouse looks after clicking to capture the pointer, E talks/interacts, and Space jumps. Use third-person movement speed around 6.5, jump speed around 9, and gravity around -22. The player is Joseph, represented by an Adventurer-style humanoid model. Initially he wears an ordinary muted earthy appearance; after receiving the coat, tint his character with a vivid, multicolored appearance as a gameplay representation of the coat of many colors. Do not add combat, health, score, inventory, weapons, or enemies.

Begin in “Canaan Camp — Receive the coat from Jacob.” Populate the camp with Jacob near a larger tent, ten brothers (Reuben, Simeon, Levi, Judah, Dan, Naphtali, Gad, Asher, Issachar, and Zebulun) arranged around the camp in varied low-poly humanoid models and distinct earthy/colorful tints, approximately seven wandering/eating sheep, multiple tents, palm and oak trees, and scattered rocks. Jacob is the Farmer model; the brothers use the available Casual/Beach/Adventurer-style modular men. Characters idle using available GLB animations and cast shadows. Sheep occasionally wander slightly.

When Joseph walks within interaction range (about six world units) of Jacob and presses E during phase 0, open a dark translucent dialogue panel at the bottom center with speaker name, Bible text, reference, Continue and Close buttons. Show direct World English Bible/public-domain narrative text, including Jacob’s Genesis 37:3 statement about loving Joseph and making him a coat of many colors. After a short delay, apply the colorful coat visual, advance the phase to “Canaan — Tell your dreams to the brothers,” and show the brothers’ Genesis 37:4 statement that they hated him and could not speak peaceably. The top-right HUD should always display the current phase.

During the dream phase, interacting with one of the named brothers and pressing E should show Joseph’s Genesis 37:6–7 dream dialogue about the sheaves. Then create a temporary dream visualization and cinematic camera view: a greenish square ground, twelve stylized golden sheaves arranged in a circle with Joseph’s central sheaf rising/standing upright while the surrounding sheaves rhythmically bow toward it. Display the dream text in the same dialogue panel. End the first dream after roughly 9.5 seconds, remove the dream scene, return the camera near Joseph, show the brothers’ Genesis 37:8 reply questioning whether Joseph will reign over them, and advance the story toward the field/betrayal phase. The dialogue can be advanced or closed with the visible controls, and it may chain to the next biblical exchange.

Also support Joseph’s second dream sequence in the same temporary dream scene: show a bright emissive sun, a gray moon, and eleven small glowing stars floating above the sheaves, gently bobbing/orbiting. Display Joseph’s Genesis 37:9 statement that the sun, moon, and eleven stars made obeisance to him, followed by Jacob’s Genesis 37:10 rebuke asking whether Jacob, Joseph’s mother, and his brothers will bow to him. After the dream sequence, present a hint that the brothers are in the distant field. Keep the dream visuals abstract and simple, clearly framed as a gameplay representation.

When the story reaches the betrayal phase, update the top-right phase to “Field near Dothan — Betrayal and sale.” Let the player explore toward the far side of the map (z greater than roughly 65). Move several brothers into a field around z roughly 72–85, and when Joseph interacts with a brother there, trigger a scripted, non-combat narrative sequence: reposition Joseph and the brothers around a simple dark cylindrical pit; show the Genesis 37:19–20 “dreamer” line, place Joseph in the pit briefly, and display the Genesis 37:24 text that the pit was empty and had no water. Then show the Genesis 37:28 text about Midianite merchantmen drawing Joseph from the pit and selling him to the Ishmeelites for twenty pieces of silver and bringing him to Egypt. Follow with Genesis 37:31 about dipping Joseph’s coat in goat blood and Genesis 37:32 about sending the coat to Jacob. Provide a clearly visible button such as “Continue to Egypt (Joseph sold)” that transitions to the Egypt scene. The sequence is a scripted narrative abstraction with no fighting or player-driven violence.

The Egypt scene should clear the Canaan objects and create a new warm, sparse environment on the same broad ground style: palm/oak trees, rocks, a house model functioning as Potiphar’s dwelling, and a simple gray rectangular prison structure. Update the HUD to “Egypt — Potiphar’s house.” Spawn Potiphar near the house, Joseph in a gold/yellow-tinted slave/overseer appearance, and a Butler and Baker near the prison. Interacting with Potiphar should show direct Genesis 39:3 text that the LORD was with Joseph and made what he did prosper, followed by Genesis 39:1 text identifying Joseph as brought down to Egypt and bought by Potiphar. Interacting with Butler or Baker should show the Genesis 40 dream material: the Butler’s dream of the vine with three branches, grapes, and Pharaoh’s cup, followed by Joseph’s interpretation that within three days Pharaoh would restore him; and the Baker’s dream of three white baskets with birds eating the food, followed by Joseph’s interpretation that within three days Pharaoh would lift his head off and hang him, with the birds eating his flesh. The prison area should also allow the combined Butler/Baker interaction when Joseph is nearby.

Use a fixed HUD with: upper-left title “Joseph — Genesis 37–50,” the control instructions, and a note that all spoken dialogue is direct from the World English Bible and events follow Genesis exactly; upper-right phase/location text; bottom-center dark dialogue panel with gold speaker text, white dialogue, small italic gray Bible reference, Continue and Close buttons; and a small bottom note stating that exploration, dialogue choices, and dream visuals are gameplay abstractions intended to experience the narrative faithfully, with no plot points invented or altered. Use warm black/gray translucent UI panels and restrained serif-free system typography. Include responsive canvas resizing, pointer capture on click, animation mixing for idle models, fog, directional light, hemisphere/fill lighting, shadow casting/receiving, and no debug overlays. Keep all spoken narrative text faithful to the World English Bible passages represented above; do not invent additional plot events beyond the implemented Canaan, dream, betrayal/sale, Egypt/Potiphar, butler, and baker slice.

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