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Arcade › Production QA Three.js Gallery
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Production QA Three.js Gallery was built by test-user-001 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 Production QA Three.js Gallery 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.
Rebuild a minimalist, single-screen 3D target-tapping game called “Target Gallery.” Render a full-viewport Three.js-like scene using a fixed orthographic camera looking straight at the origin, with a deep navy background (#10152b). Light the scene softly with a cool hemisphere light and a bright upper-left/front directional light. Show exactly three large, smooth, glossy, subtly metallic colored spheres, each about the same size (radius about 0.82 world units in landscape, scaled slightly smaller in portrait): coral/pink-red, mint/turquoise, and warm golden yellow. Use smooth standard-material shading with soft highlights and shadowed lower edges. Arrange targets in a horizontal row near the lower portion of the view: portrait layout centered around y=-1.65 at x=-1.5, 0, +1.5; landscape layout centered around y=-2.45 at x=-2.55, 0, +2.55. Keep all targets in view across resizing. Targets slowly rotate/rock very subtly while active, without traveling or changing their positions. The game has a very simple interaction loop: show an introductory overlay first; the player presses Start, then taps/clicks any visible active sphere to score one point. Use screen-coordinate ray picking against the spheres. A successful hit makes that sphere disappear permanently for the round and increments the score. There are three targets total, and finding all three wins; misses do nothing, and there is no movement, shooting, timer, or functional lives/lose condition. Keep a score counter reading “Score N / 3” visible at the top throughout. While playing, show the hint “Tap or click each sphere” near the bottom. After all three targets are hit, show a centered result card reading “Gallery cleared!”, a final score such as “Score 3 / 3 — all targets found.”, and a Restart button. Restart returns to the initial menu, restores all three targets, and resets score to zero. Use a clean, restrained arcade/gallery presentation. Overlay a translucent near-black navy scrim over the rendered scene for the menu and result states, but leave the spheres visible behind it. Center the top HUD pill horizontally near the safe-area top edge: outlined translucent dark rounded capsule, “TARGET GALLERY” in small bold uppercase pale text, beside a smaller dark pill with bold white score. The introductory card is a broad rounded rectangle with a thin light translucent border, a dark blue-gray gradient fill and soft shadow. Position it toward the upper-middle in portrait orientation (and centered for results); include the large bold white heading “Target Gallery,” a short pale blue-gray instruction “Find all three spheres. Tap a target to score.” and a prominent wide mint/aqua rounded Start button with dark bold lettering. Match this same card/button style for the result and Restart screen. Use responsive sizing, system sans-serif typography, generous spacing, touch-friendly controls, and a polished dark navy/cyan visual style. Do not add extra scenery, avatars, weapons, moving targets, timers, obstacles, or gameplay systems.