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Arcade › Mia's Park
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Quang Luu Thien built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mia's Park yet. Play it, then tell Quang Luu Thien what you would add next.
Mia's Park was built by Quang Luu Thien 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 Mia's Park 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.
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 small third-person 3D collectible game titled "Mia's Park". Use Three.js or an equivalent real-time 3D engine with a 75-degree perspective camera, soft shadows, a sky-blue background, and a square 24-by-24 green grass ground plane. The playable character is Mia, loaded from the supplied asset `assets/Rig_model_mia.glb`, displayed at roughly 0.9 scale with shadows enabled. Place her at the center of the park at approximately (0, 0.1, 0). If the model contains animations, create an animation mixer and use the available clips, starting with the first clip and switching/fading to the animation matching the movement state (fall back to idle or the first clip if no exact idle clip exists). Use a third-person follow/control camera targeting Mia. The player controls are enabled after clicking: WASD moves Mia, Space jumps, and Shift runs. Use movement speed about 5, jump speed about 9, and gravity about -22. Keep Mia within square x/z boundaries of -10 to +10 by clamping her position. The camera initially sits around (0, 6, 10) looking toward the character and should follow her in third-person view. Build the park with simple low-poly/stylized assets and bright daylight. Add ambient white light with intensity around 0.6 and a directional white sunlight around intensity 1.0 positioned high at (10, 20, 10), casting soft PCF shadows. The grass plane receives shadows and Mia, scenery, and collectibles cast/receive shadows. Load and clone a tree asset from `https://cdn.cinevva.com/assets/packs/isalousberg/pretty-park/tree.glb`; place four trees at approximately (-7,-7), (7,-7), (-7,7), and (7,6) in x/z coordinates, using about 1.1 scale and slight alternating y rotation. Load and clone the stone asset from `https://cdn.cinevva.com/assets/packs/quaternius/cube-world/Stone.glb`; place four stones at (-5,5), (5.5,-5), (-2,-6), and (6,4), at about 0.9 scale with incremental rotations. These are decorative obstacles/landmarks, with no additional combat or hazard mechanics. Load a coin collectible model from `https://cdn.cinevva.com/assets/packs/kenney/mini-dungeon/coin.glb`. Spawn exactly five coins at these x/z positions: (3,0), (-3,2), (0,-3.5), (4,3.5), and (-4,-2). Put each coin at y=0.6 and scale it to about 1.2. Rotate every remaining coin continuously around its vertical axis at about 2.5 radians per second. When Mia comes within 1.8 world units of a coin, remove that coin, increase the score by 10, increase the collected count by 1, and play a brief high-pitched sine-wave collection sound (around 880 Hz, fading out over roughly 0.35 seconds). Only collect at most one coin per update/frame iteration. Once all five coins are collected, stop gameplay updates and show a centered dark translucent completion panel. The HUD must be fixed over the canvas: at the top-left, show white text with a dark text shadow on two lines exactly in this spirit: `Score: 0` and `Collected: 0/5`, updating live as coins are gathered. At the bottom-left show the instruction text `Click to control • WASD move • Space jump • Shift run`, also white with a dark shadow. On completion, show a centered white-on-dark panel with rounded corners containing the heading `You collected them all!`, a line showing the final score, and a `Play Again` button. The button resets score and collected count to zero, hides the panel, returns Mia to (0, 0.1, 0), resets controls when supported, and respawns all five coins. Do not add enemies, weapons, lives, timers, extra collectibles, or other objectives: the sole goal is to collect the five coins in the park.