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Pacific Drift

  • 3d
  • third-person
  • exploration
  • low-poly
  • open-world
  • coastal
  • retro
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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. Santiago built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pacific Drift yet. Play it, then tell Santiago what you would add next.

Make your own game

Pacific Drift was built by Santiago 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 Pacific Drift 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 Pacific Drift

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 low-poly third-person exploration game titled "Pacific Drift // 2003". Set the scene in a stylized retro coastal California-like city at warm late-afternoon/early-evening light. Use a large open district with a grassy base, a dark asphalt road grid, sidewalks, a sandy/desert district on the east side, and a blue ocean with a broad sandy beach along the west side. Include distant faceted mountain ridges toward the horizon. The visual style should be deliberately simple and chunky: low-poly geometry, flat-ish rough materials, strong warm sun and long shadows, soft blue atmospheric fog, and no photorealistic textures.

The player is a very simple low-poly human viewed in third person from behind: a dark blue capsule-like body with a round peach skin-colored head, no facial details, standing near the center of the frame. Start the player around the city road area. Follow the character with a smooth perspective camera positioned behind and above them, looking at the character, so the player can freely explore the environment. The character can move in the four cardinal/diagonal directions and turn to face the movement direction. Implement keyboard controls: WASD or arrow keys to move, hold Shift to run faster, and press Space to jump with gravity and a visible arc. Normal movement is about 8 units/second and running about 13 units/second; jumping has a strong upward impulse and the character lands back on the ground. There is no combat, shooting, inventory, or demonstrated collision system: the core activity is simply traveling/exploring the coastal highway and districts.

Build the city with repeated modular low-rise buildings on either side of roads. Buildings should have varied muted gray, tan, and brown facades, rows of small lit and dark windows, thick roofs, corner trim, rooftop HVAC units, and occasional taller roughly 18-unit downtown towers. Populate the streets with simple low-poly parked/traffic vehicles: sedans, yellow taxis, trucks, and one fire truck, arranged along roads. Add many low-poly trees, street lamps/poles with amber signs, traffic lights, benches, warehouses and shipping containers in the industrial/desert area, a pier extending into the water, and cactus plants in the sandy eastern district. Add sidewalks and occasional road lane dashes/patches. Include simple low-poly pedestrians made from box torsos, spherical heads/hair, arms, and legs; they should wander/oscillate in place with a basic walking animation.

The road layout should read clearly from the camera: long north-south roads around x=-18 and x=30, broad east-west roads around z=0 and z=48, plus smaller roads in the industrial/desert area. The coastal/ocean side should be visibly west of the city, with beach and pier landmarks; the desert/industrial side should be east. Use warm orange sunlight, cool blue fill light, shadows, and fog fading into a pale blue sky.

Add a fixed-screen HUD overlay styled like a 2003 arcade/driving game interface. Use dark translucent charcoal panels with thin gold/amber borders and a subtle offset shadow. At top left show the large gold text "PACIFIC DRIFT // 2003". At top right show the static money value "
2,450", a digital clock beginning around "18:42" and advancing with play time, and green text "HEALTH 100". Center near the top show the Spanish objective "OBJETIVO: recorre la autopista costera". Along the bottom left show the controls text "WASD / flechas · Shift corre · Espacio salta · móvil: joystick táctil". At bottom right show a circular minimap/radar: a gold outlined circle with dark navy outer fill, muted green inner radial area, thin vertical and horizontal crosshair lines, and a small yellow/orange player dot near the center. Keep the HUD in Spanish exactly as shown. Health and money remain display values rather than adding unshown damage or economy mechanics. The game should be immediately playable in the 3D world behind this overlay.

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