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Qanayat Home Walk

  • 3d
  • first-person
  • exploration
  • walking-sim
  • neighborhood
  • low-poly
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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. Ahmed Essam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Qanayat Home Walk yet. Play it, then tell Ahmed Essam what you would add next.

Make your own game

Qanayat Home Walk was built by Ahmed Essam 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 Qanayat Home Walk 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 Qanayat Home Walk

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 Three.js first-person exploration game titled “Qanayat Home Walk.” The player is an invisible first-person walker in a stylized, warm low-poly suburban neighborhood inspired by Qanayat/Sharqia. Use a perspective FPS camera with a 68-degree field of view, soft shadows, atmospheric beige fog, and a sandy tan world background. The scene should feel like a quiet residential walk rather than an action game: no enemies, combat, inventory, score, health, or win state.

Build the environment around a large sandy square neighborhood ground. Add a dark asphalt main road running across the front of the property and a perpendicular side road, with simple repeating city road tiles. Place a centered brown villa on a raised cream-colored lot/platform. The villa should be a blocky two-story structure: a dark brown ground floor, a lighter brown second floor, a nearly black flat roof, multiple blue-tinted rectangular windows on both levels, a broad dark front door, and gold/tan balcony rails or ledges. Include a cream front terrace, an electric-looking dark gate with two gold posts, and a garage volume to the right with a dark garage door, cream walls, gold supports, an asphalt driveway, and a parked gray hatchback/sports car.

Make the villa’s surrounding grounds readable as an explorable home compound. Behind/around it, add a bright blue rectangular swimming pool with white edge strips, a green square garden bed, low bushes, property fence/gate pieces, and a small dark/gold chicken pen containing three simple white chickens with white spherical bodies and heads plus red combs. Add a few simple low-poly human residents around the wider streets as small cylinder-bodied, sphere-headed figures in varied muted clothing colors. Surround the central lot with distant suburban building masses and a row of small shopfront-like buildings along the far side, keeping them as background scenery.

Include an interior/guest-reception cue within or near the villa: a red reception carpet and runner, dark blocky sofas, a small gold table, and a cream stair block. The camera should be able to look across these simple geometric props as part of the villa walk. Use mostly box geometry and simple primitive procedural figures, with optional low-poly Kenney-style city, road, nature, car, fence, and building assets for the visible distant props. Materials should be matte and softly shaded: brown villa walls, cream trim, dark charcoal asphalt/roof/furniture, blue glass and pool water, muted green plants, gold accents, and warm red carpet. Enable ambient hemisphere lighting, a strong warm directional sun from above/front-left with shadows, a cool blue fill light, and a small warm porch point light.

Start the player near the front road/gate at approximately (0, 1.1, 14), facing toward the villa. Provide FPS movement with WASD or arrow keys, mouse look after clicking the scene to capture the mouse, and touch/drag look support on coarse-pointer devices. Shift makes the player run, Space makes the player jump, gravity is applied, and movement speed is roughly 4.5 with jump speed about 7. Keep the player at a human eye height and allow free exploration around the compound and nearby streets. Add a fixed HUD over the canvas: top-left bold white title “Qanayat • Sharqia”; top-right dark translucent rounded “Reset view” button that returns the player to the starting position and resets the camera view; a small white circular crosshair at screen center; a bottom-left dark translucent instruction panel saying “First-person neighborhood walk” and “WASD / arrows move • mouse or drag to look • Shift run • Space jump” followed by “Explore the brown villa, garage, pool, garden, guest reception, and quiet street.” Initially show a centered/bottom dark translucent hint reading “Click the scene to capture the mouse,” and hide it on the first canvas click. Make the UI white, lightly shadowed, rounded, minimal, and responsive for mobile, where the hint and panel sit higher to avoid the bottom edge. Use a full-viewport canvas with no scrolling.

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