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Arcade › Vellora Atrium
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Remix Vellora Atrium 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.
Recreate “Vellora Atrium” as a browser-based 3D third-person exploration game in Three.js. The player freely walks around a huge luxury department-store atrium with no combat, score, health, inventory, or win condition: the purpose is simply to explore the architecture and animated shopping-mall scene. Camera and controls: use a perspective third-person camera following an invisible player movement target, with mouse drag to look around. Support WASD and arrow keys for movement, Space to jump, and Shift to run. On touch devices provide a virtual joystick for movement and drag-to-look. Set a normal movement speed around 9.5, jump speed around 11, and gravity around -22. Add a keyboard interaction: E toggles the glass elevator between the ground and an upper level; F quickly teleports the player between the ground and approximately the second-floor height. Keep the player’s movement target starting near (0, 1.6, 18). The camera should feel cinematic, with a subtle gentle vertical sway. Build a very large enclosed atrium: a 90-by-90 pale marble floor at ground level, tall pale side and rear walls, a translucent blue glass roof around height 28, and strong sunlight entering from above. Use a cool gray-blue atmospheric fog and realistic soft shadows. The visual style is clean, minimally stylized low-poly architectural visualization: white/cream marble, dark blue-gray shadows, pale gray structural columns, blue-tinted glass, and warm luxury lighting accents. Architecture and layout: place repeated tall faceted/cylindrical pale marble columns about 27 units high through the central space, including rows around z=-4 and z=12. Add several balcony platforms at heights 5, 10, and 15 along the rear portion of the atrium (roughly centered at z=-22), each about 48 units wide and 18 units deep, with transparent glass front guards and metallic railings/posts. Add a prominent diagonal escalator made from 14 separate dark metallic gray rectangular steps, running upward from around (-8, 0.5, -6) toward higher y and positive x; animate the steps continuously upward and slightly along x, recycling them when they exceed the top. Add a glass elevator at approximately (12, 0, 8): a transparent blue glass cabin with a dark metallic frame and a warm interior point light; animate it vertically between y=0 and y=14 when E is pressed. Add three suspended luxury chandeliers, with central rods, layered metallic torus/crystal rings, and warm point lights, hanging high over the atrium. Add five decorative entrance columns near z=28. Along the back/side areas include seven oversized indoor monstera-style plants. Use a large imported or equivalent library of simple animated casual male and female human characters. Spawn roughly 11 casually wandering shoppers on the ground and 6 more on the balcony level. Their walk/idle animations should play continuously; each shopper wanders slowly with a randomized direction, turns toward movement, bounces off the atrium bounds, and occasionally changes direction. Keep them as dark, strongly shadowed silhouettes/low-detail figures in the bright space, matching the visible scene. Furnishing: create a lounge zone near x=-18 with five blue-toned armchairs arranged in a loose alternating row around z=14, using simple plush armchair models. Place standing lamps around the atrium near positions such as (-22,6), (22,6), (-18,-18), (19,-17), (-25,-2), and (25,-3), and pair some of them with large potted monstera plants. Along the rear at z=-28, place four dark brown display counters, each roughly 4.5 by 1.8 units, with thin transparent blue glass tops. The screenshot should read as a spacious, upscale department-store interior with lots of open pale floor, furniture and shoppers in the distance, long hard-edged column shadows, and blue-gray glass/lighting contrast. Lighting/rendering: use a strong warm directional sun from above through the roof with high-resolution soft shadow mapping, a cool hemisphere fill, several warm amber accent point lights, a subtle cool rim light, and low ambient interior fill. Enable tone mapping and soft shadows. Make the marble floor glossy but mostly pale, glass surfaces transparent and blue-tinted, metal railings/frames reflective gray, and preserve the broad long shadows visible across the floor. HUD/UI: overlay a fixed unobtrusive HUD in Portuguese. At the upper left show a semi-transparent black rounded rectangle with white letter-spaced text “ATRIUM • NÍVEL 1”; dynamically change it to “ATRIUM • NÍVEL 2” when player y is above 3, “ATRIUM • NÍVEL 3” above 8, and “ATRIUM • NÍVEL 4” above 13. At the lower left show a translucent black instruction panel with: “WASD / Setas: mover Mouse: olhar Espaço: pular Shift: correr”, then “Toque: joystick + arrastar”, and “VELLORA — LUXURY DEPARTMENT STORE”. Do not add score, lives, quest markers, weapons, enemies, or other game systems not shown by this design.