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West End Explorer

  • 3d
  • first-person
  • exploration
  • architectural
  • walkthrough
  • blockout
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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. Will built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about West End Explorer yet. Play it, then tell Will what you would add next.

Make your own game

West End Explorer was built by Will 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 West End Explorer 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 West End Explorer

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 a first-person, walkable 3D architectural exploration blockout titled “West End Explorer” (HUD title: “WEST END — reference build”), using a restrained, realistic low-detail institutional interior rather than a combat or puzzle game. Use Three.js-style geometry and lighting. The camera is an FPS perspective camera with a small white circular crosshair at screen center. Start downstairs at the south end of the building, with the player around (0, 1.05, 6.2), eye height about 1.65. Support WASD and arrow keys to walk, mouse movement or click-and-drag to look, and Space to jump; clicking/tapping the scene captures look controls. Movement should collide with the floor, walls, doors, room partitions, stairs, and other solid blockout geometry, with a walk speed around 3.6, jump speed around 6.6, gravity around -22, and a fairly wide 70-degree FPS field of view.

Build two switchable floors, only one visible at a time. The downstairs is labeled “Downstairs · W1–W7” and the upstairs “Upstairs · W8–W17 + Art Studio.” Add a fixed top-right button reading “Go upstairs” downstairs and “Go downstairs” upstairs; pressing it toggles the visible floor and resets the player to the same south-end starting position, at y about 1.05 downstairs or 4.25 upstairs. Show a status message near the bottom center: initially “Click or tap the scene to capture look controls.” After switching, say that the corresponding West End floor loaded and that exact room dimensions and fittings remain to be checked against photographs/video. On the first scene click, replace it with an exploration message explaining that the yellow VERIFY marker is an explicit uncertainty flag.

Model each floor as a simple rectangular West End footprint approximately 17 by 17 units, with a large central circulation spine/corridor bounded by thin walls at z=-8.5 and z=8.5, outer walls at x=-8.5 and x=8.5, and inner longitudinal corridor walls around x=-1.2 and x=1.2. Use a floor slab roughly 30 by 24 units, institutional plaster-colored walls, and a muted brown/gray floor. On downstairs, create seven small enclosed rooms labeled W1 through W7, arranged in two side wings: W1–W4 along the west/left side and W5–W7 along the east/right side. Each room is a simple rectangular enclosure with back/front/side walls, a blue door on the side nearest the corridor, a pale blue translucent window panel, and a blue plaque above the outer/front wall displaying its room label. Approximate downstairs room centers and proportions as follows: W1 (-5.4,-6.2, 4.8 by 3.7), W2 (-5.4,-1.8, 4.8 by 3.2), W3 (-5.4,2.0, 4.8 by 3.2), W4 (-5.4,5.9, 4.8 by 3.1), W5 (5.4,-6.4, 4.8 by 3.4), W6 (5.4,-2.4, 4.8 by 3.3), W7 (5.4,1.7, 4.8 by 4.0). Keep the exact dimensions visually approximate and blocky.

On upstairs, create W8–W15 in the same two side wings: W8–W11 on the left/west and W12–W15 on the right/east, plus narrow central rooms W16, W17, and a central “ART STUDIO.” Use these approximate centers/proportions: W8 (-5.4,-6.3, 4.8 by 3.7), W9 (-5.4,-1.8, 4.8 by 3.2), W10 (-5.4,2.0, 4.8 by 3.2), W11 (-5.4,5.9, 4.8 by 3.1), W12 (5.4,-6.4, 4.8 by 3.4), W13 (5.4,-2.4, 4.8 by 3.3), W14 (5.4,1.5, 4.8 by 3.3), W15 (5.4,5.3, 4.8 by 3.1), W16 (0,-5.9, 2.0 by 4.5), W17 (0,0.2, 2.0 by 4.5), ART STUDIO (0,5.8, 2.0 by 3.8). Give every room the same simple walls, corridor-side blue door, pale blue window, and blue room plaque. Room labels should be clearly readable white text on dark blue rectangular signs.

Place a simple stair core near the north-east-ish/corridor area at x=-2.2, z=7.0. Represent stairs as nine solid brown steps, each about 2.0 wide, 0.24 high, and 0.58 deep, descending diagonally in z; include a yellow “STAIRS” plaque/sign nearby. The floor toggle is the actual way to change between downstairs and upstairs; do not add an invented stair transition animation. Add one yellow caution-colored rectangular note at the origin on each floor with the text “VERIFY,” explicitly communicating approximate/unverified information. The HUD should explain: “Blue plaques mark room labels. Yellow notes mark approximate or unverified details.”

Use a dark charcoal page background/HUD with off-white text, translucent near-black panels, thin gray borders, and compact sans-serif typography. The HUD panel is fixed in the upper-left and contains the title, floor label, and control/information lines. Use a muted gray-blue atmospheric background (approximately #9ea7ac) with fog fading in the distance. Light the blockout with soft ambient hemisphere light, a warm directional key light with shadows, a cool fill light, and a subtle warm point light. Materials should be matte: warm gray-beige floors, off-white plaster walls, dark brown/gray trim, blue doors and plaques, translucent pale-blue glass windows, brown stairs, and yellow/gold VERIFY/STAIRS signs. Add simple suspended pale ceiling-light strips along the corridor at z=-6,-3,0,3,6, but treat them as visual cues rather than detailed fixtures. Include a muted exterior ground/arrival plane below the building and a simple dark roofline above it, visible only as environmental blockout geometry. The game’s purpose is free exploration and inspection of an approximate West End floor plan; there are no enemies, weapons, score, health, collectibles, dialogue, or win/lose conditions.

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