Arcade › Travertine Halo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. shahriar b built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Travertine Halo yet. Play it, then tell shahriar b what you would add next.
Travertine Halo was built by shahriar b 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 Travertine Halo 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 browser-based Three.js-style interactive 3D architectural study titled “Travertine Halo Lobby.” This is a calm, non-combatable lobby viewer rather than a score-based game: the sole interaction is inspecting the room by orbiting the camera and zooming. Use a perspective camera initially positioned at approximately (13.2, 9.2, 14.4), looking toward the room center at about y=3.2. Enable smooth damped orbit controls: drag to orbit, mouse wheel to zoom, with a minimum distance around 7, maximum around 25, and constrained vertical angles so the camera remains above/around the architecture. Render at high quality with antialiasing, soft shadows, ACES-style filmic tone mapping, warm exposure, and a dark near-black brown background with subtle fog. Model a minimal symmetrical 12 m wide × 12 m deep × 8 m high limestone/travertine lobby. Build a tan stone floor slab, three substantial enclosing walls (rear, left, and right), and a thin pale ceiling slab, leaving the front open for the architectural cutaway view. Use warm beige limestone with slightly varied light limestone panels. Add geometric flat wall-panel rhythms: several tall pale rectangular panels across the rear wall and smaller panel accents on the side walls. Place four large round pale stone columns symmetrically near the four corners, each roughly 7.5 m tall, with slightly wider circular caps near the ceiling. Make the central focal object a large sculptural halo chandelier suspended over the room center. It should hang from the ceiling at roughly y=5.6 and consist of three concentric dark bronze/black horizontal torus rings at different radii and heights, plus a central bronze suspension canopy/rod extending upward. Around the two larger rings, distribute 18 slim bronze vertical stems in alternating radii, each ending in a warm translucent cream glass pendant shaped like a vertically elongated small bulb/oval. The chandelier should cast a warm glow and rotate very slowly around its vertical axis during the idle animation. Directly above it, create a circular dark ceiling recess, a softly glowing amber ring, and a thin bronze trim ring. Arrange four matching minimalist sofas around the open center in a cross-like symmetrical composition: one centered near the front, one centered against the rear, and one along each side wall. Each sofa has a pale upholstered rectangular seat/base, a darker taupe upholstered back, and simple pale block armrests; orient each sofa toward the central coffee table. Put a small dark round coffee table at the exact center, with a thin circular tabletop and a short bronze/dark pedestal base. Against the rear wall, add a simple dark wood console with a bronze-toned top. Add understated potted plants in dark brown cylindrical planters, with narrow stems and a few stylized muted green oval leaves, including plants near the rear-side corners and one visible near the front/right side. Use physically based matte materials: warm beige limestone and light limestone, slightly darker warm stone floor, dark brown/black bronze with moderate metallic reflectivity, dark wood, taupe fabric, translucent warm cream glass pendants, muted green plant leaves, and dark earthen planters. Light the scene with warm ambient hemisphere fill, a strong warm directional architectural/sun light from above/front-right that produces soft shadows, a warm point light centered at the chandelier, and a weaker warm rear wall wash. Preserve the restrained palette and simple low-detail geometric modeling; the intended look is a sunlit, premium hospitality/interior-design architectural visualization. Overlay a minimalist fixed HUD in off-white text without panels: top-left small uppercase letter-spaced title “TRAVERTINE HALO LOBBY”; top-right two-line hint “drag to orbit · wheel to zoom” and “architectural study / 12 × 12 × 8 m”; bottom-left small uppercase caption “CENTERED CHANDELIER COMPOSITION.” Keep the HUD non-interactive and subtle. The finished experience should open on the centered oblique view showing the room shell, columns, sofas, central table, and chandelier, while allowing the user to orbit around the model and zoom in/out. Do not add enemies, objectives, scoring, inventory, menus, or other gameplay systems.