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Veronica Campus

  • 3d
  • third-person
  • exploration
  • campus
  • dialogue
  • low-poly
  • mobile
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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. Veronica Molina built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Veronica Campus yet. Play it, then tell Veronica Molina what you would add next.

Make your own game

Veronica Campus was built by Veronica Molina 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 Veronica Campus 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 Veronica Campus

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 third-person 3D campus exploration prototype titled “Veronica — Une nouvelle vie”. Use a low-poly, stylized campus scene viewed from behind the player with a perspective camera, soft shadows, simple geometric buildings, and muted realistic colors. The scene should have a pale blue-gray sky/background with fog, a large dark green campus ground plane, and broad light-gray concrete paths forming a long north/south main walk and a crosswalk. Place simple block-built campus locations around the paths: a beige School building on the left with a brown roof and blue-gray door, a cool blue-gray Library on the right with a dark roof, an orange/tan Gym on the right farther south with a reddish roof, and a terracotta Café on the left farther south. Add a green park border in the distance with several very simple low-poly trees made from brown cylindrical trunks and rounded green crowns, plus a reddish basketball court with pale court lines. Put freestanding signposts around the campus with orange/tan rectangular sign panels labeled “ÉCOLE”, “BIBLIOTHÈQUE”, “SPORT”, and “CAFÉ”. The labels can be represented as visible sign text or equivalent clear signage; the prototype only suggests exploring/approaching signs and does not implement sign-specific actions.

The player is Veronica Molina, represented by a simple dark/black stylized humanoid character with a round head and minimal facial features if the chosen character asset supports them. Spawn her on the central path near the foreground. Add a second stylized humanoid NPC, Valentina Molina, spawned a short distance ahead/right of Veronica, facing toward the player. Use simple animated character models with idle animation, cast shadows, and basic collision/world movement behavior. Follow the player with a third-person camera at roughly six units distance and a 55-degree perspective field of view. Use directional warm sunlight, cool hemisphere/fill lighting, ambient fog, tone mapping, and shadow receiving/casting to match the prototype’s broad soft-shadow appearance.

Movement is the primary gameplay loop: let the player explore the campus using an on-screen virtual joystick for touch devices, with the existing third-person movement behavior including walking/running, facing the movement direction, jumping, gravity, and a movement speed around 4.5. Keyboard/gamepad-compatible movement may also be supported. There are no combat systems, enemies, inventory, collectibles, health, score, or win condition. The core interaction is approaching Valentina. When Veronica is within about 3 world units of Valentina, show the hint “Valentina est proche — appuie sur Entrée ou touche l’écran pour parler”; pressing Enter or tapping/clicking the game screen opens a dialogue panel.

Implement the dialogue in French. The panel is a dark translucent rounded rectangle near the bottom center with an orange border, the speaker name “Valentina”, and this line: “Tu viens à la journée portes ouvertes ? On peut visiter les salles et choisir une activité.” Offer exactly three orange buttons: “Aller en cours”, “Visiter le sport”, and “Plus tard”. Track a numeric relation value starting at 0: the first choice adds 2, the second adds 1, and the third adds 0. After choosing, replace the line with exactly one of these responses: for “Aller en cours”: “Super. Je garde une place pour toi en commerce.”; for “Visiter le sport”: “Le terrain est derrière la bibliothèque. On se retrouve là-bas !”; for “Plus tard”: “D’accord, je serai près du café.” Then show a “Continuer” button that closes the dialogue and returns to exploration.

Use a clean French HUD over the game. In the top-left, show a dark translucent brand card with an orange vertical accent and the text “VERONICA” plus “Une nouvelle vie · prototype campus”. In the top-right, show “Journée 1 · 08:00 · Campus” in a dark rounded status card. At the bottom center, show a dark translucent rounded hint card reading initially “Déplace-toi avec le joystick · approche Valentina ou le panneau École”, or the equivalent movement/exploration instruction; update it to the Valentina proximity prompt when close. Keep the HUD readable on mobile, with touch-friendly buttons and a visible circular virtual joystick in the lower-right during movement. Start with a brief full-screen loading overlay reading “Chargement de Veronica…” while the character assets load, then remove it once both player and NPC are available. Build the experience as a compact atmospheric French campus prototype, matching the supplied screenshot’s composition: Veronica centered in the foreground on the path, Valentina ahead/right, broad campus geometry and open sky visible beyond, and long soft shadows.

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