Arcade › Pro Pitch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. killler_2026dr built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pro Pitch yet. Play it, then tell killler_2026dr what you would add next.
Pro Pitch was built by killler_2026dr 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 Pro Pitch 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 playable 3D arcade football/soccer match titled “Pro Pitch.” Use Three.js-style real-time 3D rendering with a high, behind-the-play perspective camera that follows the ball: the camera stays roughly 29 units above and 54 units behind the ball, smoothly tracks it, and looks toward the ball/central field. Show a rectangular dark-green grass pitch approximately 60 units wide by 90 units long, with bright white outer boundary lines, halfway line, center spot and center circle, penalty boxes and smaller goal areas at both ends. Place simple white goals with posts, crossbars, and translucent gray nets centered on each end line. Use a near-black/dark background beyond the pitch, soft fog, directional sunlight, ambient green lighting, and visible character shadows. Populate the field with 22 small blocky animated football players, 11 per team. Team A is AETHER FC in bright blue (#1e90ff), defending the negative-Z goal and attacking toward positive Z. Team B is VORTEX FC in orange-red (#ff4500), arranged in the mirrored formation, defending positive Z and attacking toward negative Z. Players should have blocky humanoid models with skin-colored heads, colored kits, idle/walk/sprint animations, and basic player separation so they do not overlap. Each side has a goalkeeper near its own goal, four deeper players, four midfielders, and two advanced players. At kickoff, place the ball at midfield and automatically select one Aether midfielder as the user-controlled player, with the other players controlled by simple AI. Implement the core playable match. The user moves the selected Aether player with a virtual analog joystick on touch/mouse and with WASD or arrow keys on keyboard. Movement direction is on the horizontal pitch plane; normal speed is about 6.8 and sprint speed about 11.5. Holding the on-screen SPRINT button or Shift enables sprinting. Keep controlled and AI players inside the pitch boundaries. Press PASS or keyboard P to kick toward the nearest eligible teammate within roughly 2.5–38 units; if none is available, kick forward. Press SHOOT or Space to kick strongly toward the opponent goal. Press TACKLE or T to knock the ball away when an opponent is nearby. Press SWITCH or Q to cycle through the 11 Aether players, briefly showing “PLAYER SWITCH.” Make the selected player face their movement direction and animate idle, walking, sprinting, and kicking appropriately. Use a small physics-like ball system: the ball rolls and can lift slightly during kicks, has gravity, friction, ground damping, low-speed stopping, and bounces off the pitch edges. When the controlled player is within about 1.7 units, make the ball dribble just ahead of that player. Non-controlled nearby players can nudge the ball. A pass has moderate power (about 17), a fallback pass about 14, a shot about 25.5, and tackles add a strong knock-away impulse. Detect a goal when the ball crosses close to either end line inside the goal width (about 7.32 units). Award Aether a goal when it crosses the positive-Z end and Vortex a goal when it crosses the negative-Z end; briefly display “GOAL! AETHER SCORES” or “GOAL! VORTEX SCORES,” update the score, and reset all players and the ball to their starting formations. Run a fast simulated match clock at about 4.5 times real time, ending after 300 simulated seconds with a centered “FULL TIME” message and no further gameplay. Add a fixed, dark translucent scoreboard centered along the top of the screen. It should show a blue square, “AETHER FC,” Aether’s score, a central timer starting at “00:00,” Vortex’s score, “VORTEX FC,” and an orange-red square. Use white text, bold team names, large scores, rounded corners, and a subtle shadow. Add mobile-friendly controls along the bottom: a large translucent circular joystick with a white border and a smaller white draggable knob on the left, plus a two-column cluster of dark translucent rounded buttons labeled SPRINT, PASS, SHOOT, TACKLE, and a full-width SWITCH button below. Buttons have white borders and white uppercase text, with a pressed state that turns light/white. In portrait orientation, stack/center the joystick and action buttons vertically. Keep the visual style clean, minimal, arcade-like, and faithful to the visible simple blocky players, green pitch, white markings, overhead camera, and HUD; do not add menus, power-ups, fouls, cards, commentary, or extra gameplay systems.