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Street Heat

  • 3d
  • arcade
  • driving
  • sandbox
  • mission
  • third-person
  • 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. Jamison Carter built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Street Heat yet. Play it, then tell Jamison Carter what you would add next.

Make your own game

Street Heat was built by Jamison Carter 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 Street Heat 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 Street Heat

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 browser-based 3D game titled “Street Heat,” presented as a compact crime-sandbox slice in a stylized low-poly city block. Use a dark, cool-toned cinematic presentation: a blue-gray sky/background with distance fog, a charcoal-gray ground plane, soft shadows, warm directional sunlight, and subtle cool fill light. Use a third-person perspective for the on-foot character, with a rounded dark HUD panel in the upper-left and a centered start overlay.

At launch, show a full-screen dark translucent overlay with a centered rounded card. The card title reads “Street Heat,” with “Heat” highlighted in gold/yellow, followed by: “A compact browser crime-sandbox slice: explore the block, take the taxi, and deliver it to the gold marker before the cops catch up.” Include a gold button labeled “START THE JOB.” Do not begin gameplay until this button is pressed.

Build a simple cross-shaped street layout on a square city ground: a wide north-south road and a wide east-west road crossing at the center, both dark asphalt-like surfaces. Add repeating short gold/yellow lane dashes down the middle of each road. Place several low-poly/modular suburban buildings around the block edges and scattered stylized cube-world trees. The visible environment should feel sparse and compact rather than like a large detailed city. Add a glowing, rotating gold circular marker on the ground at approximately the far southeast corner of the playable area, around coordinates (32, 32). It should be a flat gold/yellow cylinder with a bright emissive glow and a subtle vertical bob.

Spawn a low-poly animated humanoid player on foot near the southwest portion of the central street, around (-5, 0, -5), and a low-poly yellow taxi nearby around (5, 0, -5), initially facing approximately backward along the road. Include a stationary police car prop around (10, 0, 4), but do not make it chase, attack, or otherwise behave dynamically because the reference implementation only displays it. Keep all models grounded, shadow-casting, and receiving shadows.

The core objective is: explore on foot, approach the taxi, enter it, drive it to the glowing gold marker, and complete the job. On foot, use WASD to move in a third-person controller with jumping on Space. Press E when within roughly 3.2 world units of the taxi to enter it. When entering, hide the player and disable the on-foot controller. Show a toast message: “Taxi acquired — take it to the gold marker.” While driving, use WASD: W accelerates forward, S reverses/brakes, A and D steer, and Space acts as a boost. Use simple arcade vehicle physics with acceleration, friction/deceleration, steering influenced by speed, and clamp the taxi within roughly x/z bounds of -46 to 46. The taxi rotates to its driving heading and moves across the ground. Press E while driving to exit; show the player again beside the taxi, re-enable foot movement, and display “Back on foot.”

When the taxi comes within about 4 world units of the gold marker, mark the mission complete, set the score/reward to 100, set heat to 0, and show the toast “JOB COMPLETE +
00.” After completion, change the mission text to “Mission complete — free roam unlocked.” The game otherwise remains in free roam. There is no implemented police pursuit or failure condition, so do not add one merely because the intro copy mentions cops. HUD behavior: in the upper-left, show a translucent near-black rounded panel with the gold all-caps title “STREET HEAT,” a status line, and mission text. Before and during foot play, status reads “On foot · heat 1”; while driving, it reads “Driving taxi · heat 1”; after completing the job, heat reads 0. The mission initially reads “Mission: reach the gold marker.” At the bottom center, show a pill-shaped hint reading “WASD move · E enter/exit car · Space jump” on foot and “WASD drive · E exit · Space boost” in the taxi. At the top-center area, transient rounded dark toast notifications should fade out after a couple of seconds. Provide touch controls at bottom-right: four dark rounded buttons for up/left/down/right labeled with triangle arrows and a separate “E” button; they should act as W/A/S/D and enter/exit when pressed, supporting mobile play. Use a clean Three.js-style low-poly aesthetic with fog, ambient hemispheric lighting, warm shadows, and a fixed or smoothly following camera. On foot, use a third-person camera that follows the humanoid at approximately 7 units distance. In taxi mode, smoothly follow from behind and above the taxi, looking toward the taxi. Keep the interface typography modern and bold, with dark navy translucent panels, white/light-blue secondary text, and gold accents for the title, marker, button, and road markings. Include responsive resizing for desktop and mobile screens and preserve the original uncluttered composition.

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