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Arcade › Modern Warfare
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Artin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Modern Warfare yet. Play it, then tell Artin what you would add next.
Modern Warfare was built by Artin 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 Modern Warfare 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 browser-based 3D third-person training shooter titled "Modern Warfare: Training". Use a low-poly stylized military art direction with a compact humanoid soldier avatar in green fatigues and helmet, viewed from behind with a third-person follow camera. The scene is a simple square outdoor/indoor training compound: a large dark gray floor, four dark perimeter walls, a brown desk near the left side, a tan weapon case on top of it, and a brown doorway/room entrance toward the far side. Use a pale blue-gray sky/background with fog, soft directional shadows, and simple ambient/rim lighting. The player character starts near one corner of the compound and can move with WASD on desktop or a virtual joystick/touch control on mobile; jumping is supported by the third-person controls. Keep a centered white crosshair. Clicking or touching the game view fires the currently selected weapon using a hitscan ray from the camera center. There is no visible projectile or reload system: a successful hit instantly removes the targeted character from the scene. Begin with the weapon labeled 92SB. Implement this exact guided progression. Start in a training phase with three stationary female soldier training targets lined up near the far wall. The player is guided by Persian dialogue from Dana. The dialogue advances when the bottom dialogue panel is clicked/tapped: first tell the player to look around the neighborhood, then instruct them to go to the desk and pick up the 92SB, then instruct them to shoot the training characters. After all three targets are shot, show the weapon-selection panel and let the player choose 92SB, USP45, or MP5; selecting one updates the HUD weapon name, hides the panel, and advances the guidance to going to Room 21. Place a glowing green ring marker on the ground at the doorway, and when all three training targets are down and the player reaches that ring, transition with a brief black fade into stage 1. Stage 1 should spawn five stationary female soldier enemies inside the next training area at positions distributed across the compound. Set the objective in Persian to eliminate the forces in the girls' room and then go to Room 22. Once all five are shot, change the objective to say that the box is on fire and instruct the player to reach the green ring beside the helicopter. Create a glowing green evacuation ring at the opposite side of the compound; reaching it changes to stage 2 and ends the playable preview with a Persian/English toast indicating the helicopter arrived and that continuation is planned for a later version (mention Squidward and Paddington as the code does). Use a persistent translucent dark glass HUD over the game. At the top, show a rounded mission panel in Persian on the right and a status panel on the left with the live values: "HP 100 | Weapon [weapon] | Targets [down]/3 | Enemies [down]/[total]". Include the centered crosshair, a bottom dialogue card with the yellow speaker name "دانا:" and Persian text plus a small instruction to click to continue, a bottom objective card, a hidden weapon-selection card with the three colored buttons, and temporary toast notifications such as weapon selected, target removed, stage started, forces cleared, and preview ended. Make the interface RTL/Persian-oriented while keeping the status string in left-to-right order. Use rounded panels, white text, yellow speaker accents, blue secondary text, green/blue/red button variants, and subtle blur/shadow styling like the reference screenshot. The initial visible objective should explain in Persian that movement is with WASD or a joystick and firing is by click/touch. Do not add enemy AI, health damage, ammo, score, minimap, or extra weapons beyond the three selectable labels, since the source mechanics only track HP as a fixed HUD value, shots, target eliminations, enemy eliminations, stage, and dialogue progression.