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This Real Life

  • 3d
  • life-sim
  • roleplay
  • sandbox
  • third-person
  • casual
  • streetwear
0
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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. Ava Black built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about This Real Life yet. Play it, then tell Ava Black what you would add next.

Make your own game

This Real Life was built by Ava Black 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 This Real Life 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 This Real Life

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.

Recreate “This Real Life” as an all-ages 3D third-person life-RP sandbox set in a stylized suburban/street neighborhood. Use Three.js-style real-time 3D rendering with a perspective camera following behind and above the player, smoothly tracking the avatar. The scene has a light blue sky background with atmospheric fog, bright daylight, soft shadows, green ground/grass patches, gray sidewalks, dark asphalt roads with yellow center lines, simple trees with brown trunks and green cone foliage, benches, parked sedans, and imported low-poly commercial buildings, apartments, and row homes. Use a polished but accessible game UI: dark translucent navy panels, rounded corners, white bold Inter-like typography, blue/purple gradient buttons, bright green action buttons, and responsive mobile controls.

At launch, show a full-screen dark translucent “Create your life” modal over the 3D scene. Heading: “Create your life”. Explain that the player picks a starter look, with original renamed streetwear styles inspired by long denim shorts, cozy plaid lounge pants, tech fleece sets, chunky court shoes, and runner-style sneakers. Provide an Age selector with 7, 10, 13, 16, 21, and 35; a Name text field defaulting to “Jay”; and four selectable starter outfit cards: “Jort Set” (long denim shorts, white tee, court kicks), “Cloud Plaids” (soft pajama pants, hoodie, runner sneakers), “AeroTech Suit” (renamed-brand tech fleece and slim joggers), and “Studio Brave” (premium mesh shorts, boxy tee, chunky shoes). Include a “Spawn in Farell Street house” button. When pressed, hide the modal, save age/name/outfit, and spawn the player at their house near Farell Street.

The player is a small human third-person avatar, initially represented by a fallback capsule/body/head/legs and then replaced by a loaded animated worker-style human model. Tint the avatar’s clothing/materials toward the selected outfit color. Support Idle, Walk, Run, and jump behavior. Controls: WASD or arrow keys move in the horizontal plane, Shift can make movement use the run animation, Space jumps, E interacts, and P opens the phone. On mobile, show a left D-pad and right-side “Talk / Use” and “Jump” buttons. Movement speed is about 7.2, jumping uses gravity and a vertical impulse, and the player collides with buildings and parked cars. The player can freely roam the playable world, and the camera follows the avatar from an elevated rear offset.

Build the neighborhood around named streets and destinations. Create road areas for Farell Street, Scarfu BLV, and Sleepover GC Street, with large readable signboards: “FARELL STREET”, “SCARFU BLV”, “SLEEPOVER GC ST”, plus a “GROCERY • BEAUTY • JOBS” sign. The player starts at a simple house on Farell Street: tan rectangular walls, dark red hipped/pyramidal roof, dark front door, and a starter bedroom/furniture representation including a blue rug, bed, and wall-mounted black TV. Include named commercial places and brightly colored interaction markers: Corner Grocery, Glow Beauty Supply, FitDrop Closet, and City Works Office. Use imported low-poly commercial building assets around the stores and neighborhood, plus parked cars and animated NPC worker models.

Place five named NPCs in the world, each with a role, dialogue, and interaction radius: Mia, Grocery manager, near the grocery; Dre, Neighbor, near the home; Tasha, Beauty clerk, near Glow Beauty; Mr. Vale, City Works, near the office; and Nico, Cousin, near Sleepover GC Street. NPCs should idle with animation. When the player is close, show a bottom-center interaction prompt naming the NPC and describing the dialogue, with “Press E / Talk to use.” Pressing E opens a dialog modal with the NPC’s name/role, their line, and buttons for Chat, Ask about job, Invite family, and Close. Chat repeats the NPC’s line. Invite family increments the controllable family count and shows a toast. The PocketLink phone can also call a nearby NPC or add a nearby NPC to family; if no suitable NPC is nearby, show a toast explaining that the player must walk closer.

Add a persistent HUD across the top. On the left, show the title “This Real Life” and player stats: name and age, current outfit, money, mode, job, current district, family count, and home level. On the right, provide buttons for “PocketLink”, “Style / Home”, “Work Shift”, and “World Travel”. Show temporary centered toast notifications for spawning, purchases, mode changes, work payouts, travel, and interaction errors. When near a house, store, job office, or NPC, show a dark translucent prompt panel at the bottom center with the destination/NPC title and instructions.

Implement the Style + Home store modal. It contains purchasable items: Court Crown 4s (
40, shoes), NorthRunner 906 (
85, shoes), AeroTech Set ($320, outfit), Longline Jorts ($90, outfit), Sofa + TV (
,400, home), Family Dining Set (
,200, home), Groceries ($80, food), and Beauty Supply Kit (
20, care). Never use real brand names or logos. In Realistic mode, subtract the listed price only if the player has enough money; otherwise show how much more is needed. In Freeplay mode, allow purchases without reducing money. Add purchased items to the owned list; home purchases raise Home level; outfit/shoe purchases update the current outfit and recolor the avatar. The modal explains Realistic versus Freeplay and has a mode toggle and Close button. The player starts with
,250, owns “Starter Room”, has home level 1, family 0, no job, and starts in Realistic mode. Implement Work Shift. The top-level Work Shift button and the City Works/job interaction should award a randomized game-money weekly payment and set the current job and weekly pay. Available jobs and ranges: Grocery Stocker
0,500–
8,000; Beauty Supply Clerk
8,000–$45,000; Delivery Driver $42,000–$90,000; Creator Studio $85,000–
10,000; City Developer
50,000–$500,000. Round payouts to $500 increments. If the player is near a grocery, beauty, or job marker, choose from the first three local job options; otherwise choose from all jobs. In Realistic mode award the full payout; in Freeplay award 25% of it. Show a toast such as “shift complete: +$...”. Implement the PocketLink Pro phone as a dark phone-shaped panel on the upper right with a black thick bezel and rounded screen. It displays the player name, money, family count, and district, and contains prototype app tiles labeled Text NPC, FaceChat, Earth Map, Home+, FitDrop, and Family. Include buttons for Call nearby NPC, Add to family, and Close. It is opened/closed with the HUD button or P, and can perform the nearby NPC call/family actions; the other app tiles are visual prototype elements rather than separate full systems. Implement World Travel as a fast-travel cycle through these named locations: Farell Street, Scarfu BLV, Sleepover GC Street, Downtown Link, and Airport to Anywhere. Each click moves the player to the next district’s coordinates, updates the HUD district, and displays a toast explaining that the playable slice represents the larger Earth-travel ambition through this world-link hub. Also update the district based on the nearest district while walking. Include collision with buildings and parked sedans, but allow the player to pass through the simplified interaction marker pads. Keep the experience age-appropriate (7+), friendly, and non-violent. Use original fictional names only: specifically retain AeroTech, Court Crown, NorthRunner, and Studio Brave rather than real brands. Include a simple game-state model with player position/heading/action/grounded state, money, mode, job, weekly pay, family count, home level, district, outfit, nearby interaction, started status, phone-open status, and owned items, so the creator can expose equivalent state for testing and persistence.

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