# Cinevva > Create games with AI-powered tools. Generate music, 3D models, and sound effects, then publish and share what you build. Cinevva is a browser-based game creation platform. Describe a game in plain language and an AI orchestrator builds it with a custom WebGPU engine, generating music, 3D assets, and sound effects, then publishes it as a playable, shareable web game. The pages below are the canonical English content. ## Key pages - [Game Creator](https://app.cinevva.com/create): Create browser games instantly - [Cinevva World](https://app.cinevva.com/world): A shared 3D open world that runs in your browser. - [About Cinevva](https://app.cinevva.com/about): What Cinevva is, who it's for, and how we're making game creation accessible to everyone with AI-powered tools. - [The Cinevva engine](https://app.cinevva.com/engine): Open-source game engine for the web. Build games in your browser, publish to iOS, Android, Steam, Discord, and more. No plugins required. - [For creators](https://app.cinevva.com/creators): Build a playable 3D game from a sentence, publish it as a link, and let the remix loop distribute it. No engine, no SDK, no marketing budget. - [Pricing and plans](https://app.cinevva.com/plans): Monthly plans with credits every month. Save 20% with annual billing. Free, Pro, and Max, every tool included. - [Asset search](https://app.cinevva.com/assets): Search free game assets across multiple providers - [Play games](https://app.cinevva.com/play): Short-form discovery for indie games. Watch gameplay reels, find your next favorite, and jump in instantly. - [FAQ](https://app.cinevva.com/faq): Frequently asked questions about making games from a prompt, browser games, web game engines, remixing and sharing, AI-generated game content, and how Cinevva works for players and creators. - [AI content policy](https://app.cinevva.com/ai-content): Cinevva is AI-neutral. If AI was used to create a game or its assets, creators must label it so players can filter for AI and non-AI games. - [Documentary](https://app.cinevva.com/documentary): Behind the scenes — watch Mariana share our startup journey, from SF meetups to Silicon Valley's Hero Training. - [Press and recognition](https://app.cinevva.com/press): Media coverage and features about Cinevva. ## Creative tools - [Music Generator](https://app.cinevva.com/tools/music): Generate original songs with vocals and instrumentals. - [Image Generator](https://app.cinevva.com/tools/flux): Generate stunning images from text descriptions. - [3D Model Generator](https://app.cinevva.com/tools/hunyuan3d): Free AI 3D model generator. Turn a photo or a text prompt into a textured 3D model with PBR materials, exported as GLB or OBJ for Blender, Unity, Godot, and web games. Runs in your browser. - [Image to 3D (Gaussian splat)](https://app.cinevva.com/tools/sam3d): Turn a single photo into a 3D Gaussian splat you can spin around in your browser. Free image-to-3D object capture, nothing to install. Exports a .ply splat. - [Sound Effects Generator](https://app.cinevva.com/tools/sfx): Generate high-quality sound effects from text descriptions. - [Video Generator](https://app.cinevva.com/tools/video): Generate short AI videos from text or images using Kling 3.0 Pro. - [Skybox Generator](https://app.cinevva.com/tools/skybox): Generate stunning 360° skyboxes for games and VR. - [Prompt Animations](https://app.cinevva.com/tools/animate): Generate skeletal motion from a text description. - [Auto Rigger](https://app.cinevva.com/tools/rigger): Free online auto rigger. Upload a GLB, FBX, or OBJ model and get back an automatically rigged skeleton with optional preset animations. Runs in your browser, no Blender or Mixamo needed. - [KTX2 Texture Compressor](https://app.cinevva.com/tools/ktx2-compressor): Free in-browser tool to convert PNG, JPG, and WebP textures to KTX2 (Basis Universal, UASTC or ETC1S). Cut VRAM and load time for web games. Runs locally, nothing uploaded. - [WebGL & WebGPU Checker](https://app.cinevva.com/tools/webgl-webgpu-checker): Free tool to check WebGL and WebGPU support in your browser. See your GPU, WebGL 2 limits, WebGPU adapter info, features, and device capabilities instantly. Runs locally, nothing uploaded. - [Cross-Origin Isolation Checker](https://app.cinevva.com/tools/cross-origin-isolation-checker): Free tool to check if your page is cross-origin isolated and whether SharedArrayBuffer and multithreaded WebAssembly will work. Reads your COOP/COEP headers and runs a live shared-memory test. Runs locally. ## Guides - [Best AI 3D Model Generators in 2026 (Text-to-3D and Image-to-3D)](https://app.cinevva.com/guides/ai-3d-model-generators): The best AI 3D model generators in 2026, text-to-3D and image-to-3D. Meshy 6, Tripo, Rodin, TRELLIS 2, Hunyuan3D, and SAM 3D compared, with licensing explained. - [AI NPCs and Dialogue in Games: Tools and Reality Check (2026)](https://app.cinevva.com/guides/ai-npcs-dialogue): AI NPCs and dialogue in 2026, honestly compared - Inworld, Convai, NVIDIA ACE and open-source options, which games ship them, real costs, and how to start. - [AI Voice Acting for Games: Tools, Costs, and the Rules (2026)](https://app.cinevva.com/guides/ai-voice-acting-games): AI voice acting for games in 2026: what ElevenLabs and the alternatives cost, what commercial licenses let you ship, and the union and Steam rules. - [Best Free 2D Sprites, Pixel Art and Tilesets for Games (2026)](https://app.cinevva.com/guides/free-2d-sprites-tilesets): The best free 2D sprites, pixel art and tilesets in 2026: CC0 sources like Kenney, OpenGameArt, itch.io creators and AI generators, with licenses explained. - [Free Character Animations and Auto-Rigging: Mixamo and Its Alternatives (2026)](https://app.cinevva.com/guides/free-character-animations-rigging): Is Mixamo still free in 2026? Yes, but it's unmaintained. The best free character animation libraries and auto-rigging tools, with licenses verified. - [Free PBR Textures, Materials and HDRIs for Games (2026)](https://app.cinevva.com/guides/free-textures-hdris-materials): The best free PBR texture, material, and HDRI sources for games in 2026, from CC0 libraries like Poly Haven and ambientCG to AI generators, with licenses explained. - [CrazyGames Developer Guide: Publish and Earn (2026)](https://app.cinevva.com/guides/publish-game-crazygames): How to publish your game on CrazyGames in 2026: the developer portal, submission and review, the SDK, ad revenue share, in-game purchases, and how payouts work. - [How to Publish a Game on Discord Activities (2026)](https://app.cinevva.com/guides/publish-game-discord-activities): How to publish a game on Discord Activities in 2026 - the Embedded App SDK, iframe and proxy constraints, multiplayer hooks, monetization, and discovery reality. - [How to Get Your Game on Poki (2026)](https://app.cinevva.com/guides/publish-game-poki): Poki is invite-only and ad-funded. Here's how to submit your web game, pass the Web Fit Test, meet the tech requirements, and read the revenue share. - [Web Game Monetization: What the Data Actually Says (2026)](https://app.cinevva.com/guides/web-game-monetization): What web games really earn in 2026, from portal revenue shares like Poki and itch.io to real ad CPMs, license prices, and honest earnings ranges, all sourced. - [Best AI Music Generators for Games (2026)](https://app.cinevva.com/guides/ai-music-generators-games): The best AI music generators for game soundtracks in 2026, compared on vocals, commercial licensing, stems, and self-hosting, from Suno and ElevenLabs Music to open models like Stable Audio and ACE-Step. - [China Mini-Game & HTML5 Platforms Compared (2026)](https://app.cinevva.com/guides/china-mini-game-platforms): The platforms that distribute HTML5 and Mini Games in China, compared. WeChat, Douyin, QQ, 4399, Kuaishou, Alipay, and Meituan on reach, revenue share, audience, and what it takes to get on each. - [Localizing a Web Game for China (2026)](https://app.cinevva.com/guides/localize-web-game-china): What it actually takes to bring a web game into China in 2026. Simplified Chinese and fonts, the ICP filing, hosting inside the Great Firewall, WeChat Pay and Alipay, and the third-party services that silently break. - [How to Publish on WeChat & Douyin Mini Games (2026)](https://app.cinevva.com/guides/publish-wechat-douyin-mini-games): The real pipeline for publishing a Mini Game in China in 2026. The ISBN/banhao license, why a foreign studio needs a local publisher, WeChat vs Douyin revenue share, and how the two platforms actually differ. - [Game Engines for WeChat Mini Games (2026)](https://app.cinevva.com/guides/wechat-mini-game-engines): Which engine to use for WeChat Mini Games in 2026. Cocos Creator, LayaAir, Egret, Unity's WebGL transform, and Unity China's Tuanjie engine, compared on the 4 MB package limit, the built-in engine plugin, and how you port an existing web game. - [Casual Games Trends in 2026 (What the Data Actually Says)](https://app.cinevva.com/guides/casual-games-trends-2026): A data-backed look at casual games trends in 2026, from the download decline and the rise of hybrid-casual to where the money is, which titles are breaking out, and what AI is changing. - [How to write a game in Cinevva](https://app.cinevva.com/guides/how-to-write-a-game): A practical guide to writing prompts that turn into a game you actually want to keep. How to start, how to iterate, and how to describe a bug so the AI fixes it on the first try. - [How to Make a 3D Browser Game Without Coding (2026)](https://app.cinevva.com/guides/3d-browser-game-without-coding): The real options for making a 3D browser game without coding in 2026, why most no-code tools are 2D, and how AI prompt-to-game tools became the practical path to 3D in the browser. - [Best AI Asset Generators for Games (2026)](https://app.cinevva.com/guides/ai-asset-generators-games): The best AI asset generators for games in 2026 for 3D models, textures, and audio, comparing Meshy, Tripo, Hunyuan3D, TRELLIS, Stable Audio, and more, with licensing notes. - [Best AI Game Generators in 2026 (Ranked and Compared)](https://app.cinevva.com/guides/ai-game-generators-2026): We compared the best AI game generators in 2026 on what they actually build, 2D vs 3D, ownership, and price, from Rosebud and Summer to Replit, Gameer, GDevelop AI, and Cinevva. - [Best Free Game Engines for Beginners (2026)](https://app.cinevva.com/guides/best-free-game-engines-beginners): The best free game engines for beginners in 2026, from no-code tools like GDevelop to Godot and Phaser, with what each is best for and how to pick your first engine. - [Best Free 3D Model Sites for Games (2026)](https://app.cinevva.com/guides/free-3d-model-sites): The best free 3D model sites for games in 2026, from CC0 sources like Kenney, Quaternius, and Poly Haven to Sketchfab and the Google Poly successors, with licenses explained. - [Free Sound Effects and Music for Games (2026)](https://app.cinevva.com/guides/free-sound-effects-music): Where to find free sound effects and music for games in 2026, from CC0 sources like Kenney and Freesound to Incompetech and Pixabay, with licenses and attribution explained. - [How to Get More Plays on itch.io (2026)](https://app.cinevva.com/guides/get-more-plays-itch-io): A practical 2026 guide to getting more plays and downloads on itch.io, covering how discovery works, tags, a playable web build, devlogs, game jams, and off-platform traffic. - [How to Make a Game with AI in 2026 (No Coding Required)](https://app.cinevva.com/guides/make-a-game-with-ai): A step-by-step 2026 guide to making a game with AI and no coding, from writing your first prompt to generating assets, iterating, and publishing a playable game. - [How to Make a Multiplayer Browser Game (2026)](https://app.cinevva.com/guides/multiplayer-browser-game): How to build a multiplayer browser game in 2026, from WebSockets vs WebRTC to the best tools (Colyseus, PartyKit, Playroom), netcode basics, and a beginner stack. - [Phaser vs Defold: Best 2D Web Game Engines Compared (2026)](https://app.cinevva.com/guides/phaser-vs-defold): Phaser vs Defold in 2026 for 2D web games, compared on build size, load time, language, workflow, and cost, so you can pick the right 2D engine for the browser. - [How to Promote an Indie Game With No Budget (2026)](https://app.cinevva.com/guides/promote-indie-game-no-budget): A practical 2026 guide to marketing an indie game with no budget, from wishlists and a Steam page to short-form video, devlogs, communities, and streamer outreach. - [Best Places to Publish a Web Game in 2026](https://app.cinevva.com/guides/publish-web-game): Where to publish a web game in 2026, comparing itch.io, Newgrounds, CrazyGames, Poki, GameJolt, and more on reach, revenue share, and requirements. - [Sketchfab vs Poly Haven vs Kenney: Free 3D Assets Compared (2026)](https://app.cinevva.com/guides/sketchfab-polyhaven-kenney): Sketchfab vs Poly Haven vs Kenney compared for free game assets in 2026, on license, style, variety, formats, and which to use for which kind of game. - [Unity WebGL vs Godot vs PlayCanvas for Web 3D (2026)](https://app.cinevva.com/guides/unity-godot-playcanvas-web): Unity WebGL vs Godot web export vs PlayCanvas in 2026, compared on build size, load time, WebGPU, workflow, and cost, to pick the right 3D engine for the browser. - [Vibe Coding Games: What It Is and How to Start (2026)](https://app.cinevva.com/guides/vibe-coding-games): What vibe coding means, where the term came from, and how to vibe-code a game in 2026, with the workflow, the tools, the real success stories, and the pitfalls to avoid. - [WebGPU vs WebGL for Games (2026)](https://app.cinevva.com/guides/webgpu-vs-webgl-games): WebGPU vs WebGL for browser games in 2026 - what changed, where each one wins, browser support after Safari 26, and which engines use which. - [100 AI Game Prompt Ideas (2026) You Can Build in One Click](https://app.cinevva.com/guides/vibe-coding-game-prompts): 100 AI game prompt ideas for 2026, sorted by genre. Click any prompt and Cinevva builds a playable 3D game in your browser, free. Steal them, tweak them, or write your own. - [Best Open-Source Game Engines for 2026](https://app.cinevva.com/guides/open-source-game-engines-2026): A complete list of the best open-source game engines for 2026 - Godot, Phaser, PixiJS, Defold, Bevy, Three.js, Babylon.js, and more, with licenses, languages, web export, and a pick for each use case. - [Unity Alternatives for Web Games (2026)](https://app.cinevva.com/guides/unity-alternatives-web-games): The best Unity alternatives for browser games in 2026 - Godot, PlayCanvas, Three.js, Defold, Cocos, Phaser, and more, compared on web export, build size, language, and cost, with a pick for why you're leaving Unity. - [Best 2D Game Engines for 2026 (Compared)](https://app.cinevva.com/guides/best-2d-game-engines-2026): The best 2D game engines for 2026 - Godot, GameMaker, Construct, Defold, Phaser, GDevelop, Unity, and LÖVE, compared by price, web export, build size, and who each one is for. - [Construct vs GDevelop: Best No-Code 2D Engine (2026)](https://app.cinevva.com/guides/construct-vs-gdevelop): Construct vs GDevelop in 2026 - two no-code 2D game engines compared on price, web export, 3D support, scripting, multiplayer, and open-source, with a pick for each kind of creator. - [Godot vs Unity for Web Games (2026)](https://app.cinevva.com/guides/godot-vs-unity-web-games): Godot vs Unity for browser games in 2026 - build size, WebGL2 vs WebGPU, the C# web-export limit, iOS support, and pricing, with a clear pick for each kind of web game. - [PlayCanvas vs Three.js: Web 3D Compared (2026)](https://app.cinevva.com/guides/playcanvas-vs-threejs): PlayCanvas vs Three.js for 3D on the web - full engine with a visual editor versus a rendering library, plus WebGPU support, built-in systems, pricing, and when to pick each. - [Three.js vs Babylon.js: Which Web 3D Library (2026)](https://app.cinevva.com/guides/threejs-vs-babylonjs): Three.js vs Babylon.js in 2026 - minimal renderer versus full engine, WebGPU and WGSL support, built-in tools, bundle size, TypeScript, and when to pick each for web 3D. - [Giving Players the Power to Sculpt the World](https://app.cinevva.com/guides/player-world-sculpting): How to turn terrain brushes into toys. TNT that carves caves, seeds that grow forests, rain that erodes cliffs. Game design patterns for making world sculpting fun for casual players in a shared multiplayer world. - [3D Brush Techniques and In-Game World Sculpting](https://app.cinevva.com/guides/terrain-sculpting-brushes): From heightmap displacement to SDF CSG trees. How terrain sculpting brushes actually work, what marching cubes and surface nets do under the hood, and how to let players reshape a shared world in real time. - [Best AI Video Models with Reference Image Support (2026)](https://app.cinevva.com/guides/long-reference-video-models): The AI video generation models that produce long, consistent video from reference images in 2026 - native long-form generators, reference-and-extend workflows, and open-source options you can self-host. - [Landscape Generation with Dynamic LOD and Streaming for Browser Open Worlds](https://app.cinevva.com/guides/landscape-generation-browser): Beyond heightmaps and noise functions. Physically correct terrain generation, volumetric representations, diffusion-based synthesis, and GPU-driven rendering pipelines for browser-based open worlds. - [Browser 3D Open World Tech for Multiplayer Creator Worlds](https://app.cinevva.com/guides/browser-3d-open-world-tech): Deep research into the rendering, networking, streaming, and world-building tech needed to put creators in a shared browser-based 3D open world they can shape together. - [Co-op Game Design in 2026](https://app.cinevva.com/guides/co-op-game-design): What makes "friend slop" games work. Peak sold 11 million copies. Here's why. - [Kickstarter for Indie Games in 2026](https://app.cinevva.com/guides/kickstarter-for-indie-games): What the data actually says, who's succeeding, who's failing, and whether crowdfunding makes sense for your game. - [Steam Next Fest Strategy in 2026](https://app.cinevva.com/guides/steam-next-fest-strategy): What the data says about Steam Next Fest wishlists, demos, and timing, with real numbers from 200+ games and what actually drives visibility. - [Best Open-Source Generative AI Models for Games (2026)](https://app.cinevva.com/guides/frontier-gen-ai-models): The best open-source generative AI models in 2026 for video, image, 3D, audio, speech, and world simulation, with what each one is good for and what it costs to run. - [Game Asset Licenses Explained (CC0, CC-BY, Royalty-Free)](https://app.cinevva.com/guides/game-asset-licenses): How game asset licenses work in plain English - CC0, CC-BY, CC-BY-SA, royalty-free, editorial, MIT, and GPL - and which are safe to use in a commercial game. - [Where to Find Free Game Assets in 2026 (20+ Sources)](https://app.cinevva.com/guides/game-assets-guide): 20+ sources for free game assets in 2026 - 3D models, textures, audio, sprites, animations, and shaders, with licenses explained and what each site is best for. - [Online Game Development Courses Guide](https://app.cinevva.com/guides/game-dev-courses): Online courses for game development — engines, design, art, and audio with credibility analysis, reviews, and pricing - [Game Jams & Hackathons Guide](https://app.cinevva.com/guides/game-jams-hackathons): Complete guide to game jams and hackathons - what they are, major events, why web games excel, and how Cinevva helps you launch your jam game - [How to Launch Your Game on itch.io (2026 Guide)](https://app.cinevva.com/guides/itch-io-launch-guide): How to launch, market, and grow your indie game on itch.io in 2026 - page setup, pricing, tags, devlogs, and getting discovered. - [Three.js + USDC in the Browser](https://app.cinevva.com/guides/threejs-usdc-tech-report): How to load USD binary files in Three.js without WASM or native code - [11 Best Web Game Engines for 2026, Ranked and Compared](https://app.cinevva.com/guides/web-game-engines-comparison): We compared 11 web game engines on build size, load time, 2D vs 3D, WebGPU, and cost. See which one wins for your project, from Unity and Godot to PlayCanvas, Defold, and Phaser. - [Web Games Tech Stack in 2026](https://app.cinevva.com/guides/web-games-stack-2026): A practical guide to WebGL, WebGPU, and WebAssembly for web game developers, with real code examples and decision frameworks. ## Tutorials - [Agentic AI code tools](https://app.cinevva.com/tutorials/agentic-code-tools): Master Claude Code, Cursor, and GitHub Copilot: understand agentic workflows, best practices, and when to use which tool for maximum productivity. - [Analytics and telemetry for web games](https://app.cinevva.com/tutorials/analytics-web-games): Track what matters in your game: player behavior, performance, errors, and conversions. Make data-driven decisions. - [Canvas 2D Game Loop Fundamentals](https://app.cinevva.com/tutorials/canvas-2d-game-loop): Build a solid game loop with Canvas 2D. Covers timing, fixed timestep, input, rendering, and the common mistakes that trip people up. - [Enable Wasm threads (SharedArrayBuffer) with COOP/COEP](https://app.cinevva.com/tutorials/coop-coep-sharedarraybuffer): A practical, copy‑paste guide to cross‑origin isolation: required headers, common pitfalls, and server config examples for SharedArrayBuffer / WebAssembly threads. Includes a free checker to test whether any URL is cross-origin isolated. - [Game input handling (keyboard, mouse, touch, gamepad)](https://app.cinevva.com/tutorials/game-input-handling): Unified input handling for web games: keyboard, mouse, touch, and gamepad support with practical code patterns. - [Game physics for web games](https://app.cinevva.com/tutorials/game-physics-libraries): Compare physics engines for web games: Rapier, Cannon-es, Ammo.js, Matter.js, Planck.js. Performance benchmarks, code examples, and when to use each. - [Gamepad API for web games](https://app.cinevva.com/tutorials/gamepad-api): Full gamepad support: detection, button mapping, analog sticks, vibration, and handling multiple controllers. Console-quality input on the web. - [Iframe embedding best practices for games](https://app.cinevva.com/tutorials/iframe-embedding-games): Embed web games in iframes correctly: security, communication, fullscreen, and platform requirements. Make your game embeddable everywhere. - [Save and load game state with IndexedDB](https://app.cinevva.com/tutorials/indexeddb-game-saves): Persistent game saves with IndexedDB: storing progress, settings, and large data. Async patterns that won't block your game. - [Mobile-friendly web games](https://app.cinevva.com/tutorials/mobile-friendly-web-games): Make web games work on mobile: touch controls, performance, viewport, battery, and responsive design. Reach the largest gaming platform. - [Pixel art rendering in web games](https://app.cinevva.com/tutorials/pixel-art-rendering): Render pixel art correctly: crisp scaling, no blur, color palettes, and animation. Make your retro game look intentional. - [Pointer Lock for FPS games](https://app.cinevva.com/tutorials/pointer-lock-fps): Implement mouse-look with Pointer Lock API: capturing cursor, handling movement, and building FPS controls for web games. - [PWA for offline web games](https://app.cinevva.com/tutorials/pwa-offline-games): Make your game work offline with PWA: manifest, service worker, caching strategies, and install prompts. Play anywhere, anytime. - [Responsive game canvas that scales properly](https://app.cinevva.com/tutorials/responsive-game-canvas): Make your game canvas responsive: pixel-perfect scaling, letterboxing, and handling resize events without jank. - [Service workers for game asset caching](https://app.cinevva.com/tutorials/service-workers-caching): Cache game assets with service workers: strategies, versioning, and updates. Make your game load instantly on repeat visits. - [Ship a web game that loads fast (a practical checklist)](https://app.cinevva.com/tutorials/ship-web-game-fast): A pragmatic, step-by-step checklist to make web games load quickly: budgets, compression, caching, asset formats, and performance measurements. - [Streaming asset loading for web games](https://app.cinevva.com/tutorials/streaming-asset-loading): Load game assets progressively: prioritization, streaming, caching, and showing progress. Keep players engaged while loading. - [Text rendering in web games](https://app.cinevva.com/tutorials/text-rendering-games): Render text in games: Canvas text, bitmap fonts, SDF fonts, and performance. From simple labels to dialogue systems. - [Tone.js for game audio](https://app.cinevva.com/tutorials/tone-js-game-audio): Build satisfying game sounds with Tone.js: synth-based sound effects, dynamic music, and reactive audio that responds to gameplay. - [Web Audio API for games](https://app.cinevva.com/tutorials/web-audio-api-games): Implement game audio with Web Audio API: sound effects, music, spatial audio, and mixing. Practical patterns that work. - [Web Workers for game logic](https://app.cinevva.com/tutorials/web-workers-game-logic): Offload heavy computation to Web Workers: physics, pathfinding, AI, and procedural generation without blocking the main thread. - [WebGL fundamentals for game developers](https://app.cinevva.com/tutorials/webgl-fundamentals-for-games): Learn WebGL basics for games: shaders, buffers, textures, and the render loop. Practical code you can copy and build on. - [WebGPU getting started for game developers](https://app.cinevva.com/tutorials/webgpu-getting-started): Get started with WebGPU: device setup, pipelines, shaders, and rendering. Modern GPU API for the next generation of web games. - [WebSocket multiplayer basics](https://app.cinevva.com/tutorials/websocket-multiplayer-basics): Build real-time multiplayer with WebSockets: connection handling, message protocols, and synchronization patterns for web games. - [WebXR basics for VR games](https://app.cinevva.com/tutorials/webxr-basics): Get started with WebXR: session setup, rendering, controllers, and interactions. Build VR experiences that run in the browser. ## Blog and devlog - [Record profits, record layoffs: how game devs are actually getting rehired in 2026](https://app.cinevva.com/blog/2026-07-02-game-industry-layoffs-getting-rehired): The games industry made $195.6B last year and still cut a third of its people. Here's the honest data on the layoffs, why the job market got so brutal, and the one thing that's actually pulling people back in. - [Best Free Browser Games to Play Now (No Download)](https://app.cinevva.com/blog/2026-06-30-best-free-browser-games-no-download): A hand-picked list of the best browser games you can play instantly with no download or install. Top-rated indie games across puzzle, roguelike, story, and rhythm. - [Web game engines in 2026: PlayCanvas vs Three.js vs Babylon.js vs Unity WebGL](https://app.cinevva.com/blog/2026-06-09-web-game-engines-2026-comparison): A current, honest comparison of the main ways to build a 3D game in the browser in 2026: PlayCanvas (v2.20), Three.js, Babylon.js, and Unity WebGL. What each is, who it's for, WebGL2 vs WebGPU support, licensing, and how to choose. - [Why we built our own WebGPU engine instead of forking PlayCanvas](https://app.cinevva.com/blog/2026-06-08-why-we-built-our-own-webgpu-engine): Three.js, Babylon.js, PlayCanvas, Unity WebGL: we evaluated all of them before writing our own renderer. Here's what each one is good at, the four decisions that pushed us off the shelf, and the cases where you should absolutely not do what we did. - [An empty world is a sad world: what every creator platform that lived or died can teach us](https://app.cinevva.com/blog/2026-06-06-how-creator-worlds-live-or-die): We built an AI that constructs whole buildings in a shared 3D world from a sentence. Before we open it to everyone, we studied the launches of every comparable platform we could find. The graveyard is enormous, the survivors are few, and the line between them is sharper than the hype ever admits. Here are the stories, the numbers, and what we're doing differently. - [Building an open world in the browser, part 30: A camera that respects walls](https://app.cinevva.com/blog/2026-06-04-open-world-browser-part-30-collision-aware-camera): Twenty-nine parts built a world you can walk, swim, and build in, all watched by a camera that clipped straight through hills and house walls. Part 30 fixes that with a collision-aware boom: a spring arm that owns only its own length, a pluggable collider contract so terrain, props, and buildings all stop the camera through the same interface, and a signed-distance probe that honours the one thing a heightmap never could, overhangs and caves. It plugs in as a post-process over OrbitControls without rewriting a line of the orbit input we already trusted. - [Building an open world in the browser, part 29: One controller, any body](https://app.cinevva.com/blog/2026-05-15-open-world-browser-part-29-pluggable-character): Spike 58 builds a character controller where the physics engine knows nothing about walking, swimming, or gliding. Every behavior is a pluggable controller, the same engine drives the player, a rideable horse, and an autonomous NPC, and the whole thing runs headless in Node. Spike 59 hangs a retargeted avatar on it without touching a controller, and spike 60 hangs a Synty pack that needs no retargeting at all, behind a clip-picker you can unit test. - [Building an open world in the browser, part 28: Grass to the horizon, and ground that hides itself](https://app.cinevva.com/blog/2026-05-14-open-world-browser-part-28-grass-and-occlusion): Spike 56 makes half a million grass clumps read as a field instead of green confetti, with one compute kernel and a cross-quad trick. Spike 57 benches four ways to cull what a hill is hiding, and finds the accelerated path is also the geometrically correct one. - [Building an open world in the browser, part 27: An island from noise, ground that looks like ground](https://app.cinevva.com/blog/2026-05-13-open-world-browser-part-27-island-and-terrain): Spike 54 grows a believable island from noise alone: domain-warped FBM shaped by a radial falloff, then hydraulic erosion that carves real drainage, then biomes assigned from elevation and moisture. Spike 55 fixes the oldest texture problem there is, the tile that repeats, with four sampling modes and the one that actually wins. - [Building an open world in the browser, part 26: Three ways to make water](https://app.cinevva.com/blog/2026-05-12-open-world-browser-part-26-water): Spike 51 built screen-space reflection water and hit its fundamental wall: it can't reflect what the camera never saw. Spike 52 switched to a planar mirror, the pattern every shipping game uses, and killed a bug that ate dark reflections. Spike 53 dropped in a production water library to see what finished looks like. - [How modern engines beat foliage overdraw](https://app.cinevva.com/blog/2026-05-11-foliage-overdraw): Z-prepasses, octahedral imposters, GPU-driven cluster culling, hashed alpha, visibility buffers, and distance-field shadows: the stack that turns 8-15x foliage overdraw into 1-2x in dense forest scenes. - [Building an open world in the browser, part 25: One skeleton, every outfit](https://app.cinevva.com/blog/2026-05-10-open-world-browser-part-25-universal-characters): Spike 50 tested whether a CC0 character pack could carry an avatar customization product. Four Quaternius packs turned out to share one 65-joint skeleton on purpose, which turned the spike from an animation-pipeline problem into a by-name skeleton rebinding exercise. - [Building an open world in the browser, part 24: Saving a world, and wind you can see](https://app.cinevva.com/blog/2026-05-09-open-world-browser-part-24-persistence-and-wind): Spike 47 made world edits stick: a Durable Object that arbitrates ownership, persists per-chunk binary blobs, and converges every peer's terrain through a commutative edit protocol. Spike 49 ported Quaternius's Godot wind shaders into TSL faithfully, then chased a per-frame recompile that dropped the scene to 1 fps. - [Building an open world in the browser, part 23: Fifty avatars and a voice in the room](https://app.cinevva.com/blog/2026-05-08-open-world-browser-part-23-avatars-and-voice): Spike 45 cut 50 characters from 13 ms of per-frame JS to one draw call with batched GPU skinning, and spent two hours chasing a WGSL error that turned out to be a morph target. Spike 46 built proximity voice with HRTF spatial audio, then deleted half the audio chain to match what Meet and Teams actually ship. - [Building an open world in the browser, part 22: Clouds you can light, and culling that has to be fed](https://app.cinevva.com/blog/2026-05-07-open-world-browser-part-22-clouds-and-meshlets): Spike 43 put a physically based sky and volumetric clouds on screen for under 2 ms, with sunsets that need no per-time-of-day tuning. Spike 44 built meshlet GPU culling and learned that Hi-Z occlusion only works if the occluders are big enough to survive a max-reduce. - [Building an open world in the browser, part 21: A faster renderer that wasn't faster](https://app.cinevva.com/blog/2026-05-06-open-world-browser-part-21-visibility-buffer): Spike 40 built a visibility buffer for dense grass, the technique everyone says wins on overdraw, and measured it losing to plain forward rendering by 44% at high density on Apple Silicon. Here's why, and when to actually reach for it. - [Building an open world in the browser, part 20: Faking depth on a flat plane](https://app.cinevva.com/blog/2026-05-05-open-world-browser-part-20-parallax-occlusion): Spike 39 ported parallax occlusion mapping into TSL, hit two WebGPU shader-control-flow walls, found the bug was a verbatim-port discipline failure, and built a real-geometry reference plane to keep itself honest. - [Building an open world in the browser, part 19: The imposter that has to survive a forest](https://app.cinevva.com/blog/2026-05-04-open-world-browser-part-19-imposters): Spike 38 baked a tree down to two textures on a billboard, then a KISS rewrite and an odd-N fix made it match. Spikes 41-42 killed the snap with hemi-octahedral blending and pushed a million trees onto the GPU. - [Volumetric clouds and weather effects in modern games](https://app.cinevva.com/blog/2026-05-04-volumetric-clouds-and-weather): How modern games render volumetric clouds, atmospheric scattering, fog, rain, snow, and dynamic weather, with the foundational papers and engine talks behind each technique. - [A short list of rendering techniques used in modern AAA games](https://app.cinevva.com/blog/2026-05-03-aaa-rendering-techniques): The core rendering techniques behind today's AAA visuals, from Nanite virtualized geometry to ReSTIR path tracing and ML-based upscaling, with deep technical references for each. - [Building an open world in the browser, part 18: A scatter brush that feels AI-placed](https://app.cinevva.com/blog/2026-05-02-open-world-browser-part-18-ai-scattering): Spike 37 built a heuristic scatter brush that keeps trees off cliffs and pebbles at the waterline with no LLM, then chased it through instancing, distance LOD, and a stack of bugs back to a 4 ms paint stroke. - [Building an open world in the browser, part 17: Animations that didn't need retargeting, and a live asset search](https://app.cinevva.com/blog/2026-05-01-open-world-browser-part-17-animations-and-search): Spike 35 retargeted 262 combat and locomotion clips onto the player rig, and built an offline parity test to keep them honest. Spike 36 wired a live Polyhaven model search with no build step. - [Anatomy of an AI game engine: what's actually inside the prompt](https://app.cinevva.com/blog/2026-04-30-anatomy-of-an-ai-game-engine): Cinevva looks like a single text box. Behind it sits an orchestrator, 26 typed tools, eleven asset providers, a live game iframe the agent can play, and a storefront wired to gameplay reels. Here's the whole machine, piece by piece. - [Building an open world in the browser, part 16: Structure for a world that keeps growing](https://app.cinevva.com/blog/2026-04-28-open-world-browser-part-16-structure-and-authoring): Spike 33 broke a 6,285-line monolith into modules and exposed three hidden init-order bugs. Spike 34 used that structure to add 100+ placeable props without bloating anything. - [Four bets I made about gaming in 2022. How they're aging.](https://app.cinevva.com/blog/2026-04-24-2022-predictions-aging-well): In a 2022 interview I called WebGL game engines, GPT-3 for dialogue, real-time creative collab, and the indie takeover. Four years later, here's where each one landed. - [Building an open world in the browser, part 13: Terrain sculpting and the death of the math function](https://app.cinevva.com/blog/2026-04-13-open-world-browser-part-13-terrain-sculpting): Three false starts, an exploding mesh, and a seam bug that forced us to rethink how terrain data works. - [Building an open world in the browser, part 14: The world comes alive](https://app.cinevva.com/blog/2026-04-13-open-world-browser-part-14-world-comes-alive): Materials that react to your sculpting, grass that grows on cave ceilings, and a glider that makes you forget you're in a browser tab. - [Building an open world in the browser, part 15: Replace the baseline, then sync it](https://app.cinevva.com/blog/2026-04-13-open-world-browser-part-15-multiplayer-and-water): Spikes 31-32 made the choice to replace the legacy world with the best spike, then proved brush-param replay multiplayer and added an ocean with swimming. - [What it actually takes to build an open world in a browser](https://app.cinevva.com/blog/2026-03-14-open-world-browser-medium-article): A journalistic walkthrough of Cinevva's 12-part engineering series: 24 spike experiments, from ugly terrain baselines to GPU marching cubes, streaming LOD, and Transvoxel seam debugging. - [From sketch to video and playable 3D: character, story frames, and rig](https://app.cinevva.com/blog/2026-03-04-sketch-to-animated-3d-character): How we used Cinevva's Image Generator, Video Generator, and 3D Model Generator to turn a rough character sketch into an AI-generated vertical short and a rigged 3D model you can walk around in a browser. - [Building an open world in the browser, part 1: We started by trying to break it](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-01-risk-first): Before building caves or fancy shaders, we needed to answer one ugly question: can this thing even run in a browser? - [Building an open world in the browser, part 2: Worker physics and the input lag fear](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-02-worker-physics): We moved Rapier into a Web Worker and measured what everyone worries about first: does movement feel late? - [Building an open world in the browser, part 3: The unflashy spikes that saved us](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-03-the-unflashy-spikes): Durable Object broadcast load, mobile quality constraints, and behavior generation reliability were not glamorous, but they prevented expensive surprises. - [Building an open world in the browser, part 4: Streaming before fancy terrain](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-04-streaming-before-fancy): We tested chunk load and swap first with simple content, then moved to progressive heightmap refinement. That order paid off. - [Building an open world in the browser, part 5: Budgeting the pretty stuff](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-05-budgeting-the-pretty): Vegetation, terrain materials, and cascaded shadows looked great. The real work was proving they could fit the frame budget. - [Building an open world in the browser, part 6: Clipmaps changed the plot](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-06-clipmaps): Geometry clipmaps gave us a way to keep terrain cost predictable while moving through a much larger world. - [Building an open world in the browser, part 7: Marching cubes and the first real caves](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-07-marching-cubes): Spike 12 brought real-time WebGPU marching cubes into the project and changed what terrain could be. - [Building an open world in the browser, part 8: Integration without losing our baseline](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-08-webgpu-integration): Spikes 13 and 14 were less about features and more about process discipline. We froze a clean baseline, then hardened one layer at a time. - [Building an open world in the browser, part 9: Transvoxel started with a scaffold](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-09-transvoxel-first-cut): We didn't jump into full seam coverage. We built a seam test rig first, then validated one face with reference data. - [Building an open world in the browser, part 10: Seam chaos and the corner boss fight](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-10-seam-chaos): Spikes 17 to 22 were where theory met edge cases. We chased winding bugs, missing triangles, overdraw ghosts, and hybrid fallback logic. - [Building an open world in the browser, part 11: Policy mode, not hardcoded mode](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-11-policy-modes): Spike 23 shifted us from reactive fixes to explicit policy. Distance-driven LOD, edit-driven HM/MC switching, and better seam debugging controls. - [Building an open world in the browser, part 12: Rings, sky fog, and what we would do again](https://app.cinevva.com/blog/2026-02-25-open-world-browser-part-12-lessons): Spike 24 closed this chapter with clipmap ring transitions, skybox fog integration, and one long list of hard-earned lessons. - [Open world in browser series guide](https://app.cinevva.com/blog/2026-02-25-open-world-browser-series-guide): Reading order for the 29-part open world browser series, plus a plain-English spike glossary and live demo map. - [A Breaker Belt: Snake meets Arkanoid, vibe coded in three days](https://app.cinevva.com/blog/2026-02-18-a-breaker-belt): A cosmic serpent breaks bricks across 50 waves with reactive music, AI narration, and 23 brick types. Two people. Three days. Web, mobile, and PC. - [We didn't expect to build a radio station](https://app.cinevva.com/blog/2026-02-17-we-didnt-expect-a-radio-station): We have a music generator on Cinevva so game creators can make soundtracks. People started making music just because they could. 362 tracks later, Cinevva Radio is live. - [The intuitive mind in an age of AI](https://app.cinevva.com/blog/2026-02-10-the-intuitive-mind): Jensen Huang says raw math skills are now a commodity. Here's why that resonates with someone who failed the SAT, ignored the rules, and built something people actually wanted. - [AI controversy, trust, and the post‑AI economy for games](https://app.cinevva.com/blog/2026-01-18-ai-controversy-and-post-ai-economy): A practical view: AI isn't the point—trust is. Why labeling, filters, and fair distribution matter more than 'pro' vs 'anti' AI debates. - [The job market is transforming — from credentials to skills](https://app.cinevva.com/blog/2026-01-18-skills-over-degrees): 90% of companies now prioritize skills over degrees. Here's what this means for fresh graduates entering tech and game development. ## Signals (analysis and opinion) - [The AI Scarlet Letter](https://app.cinevva.com/signals/2026-07-02-the-ai-scarlet-letter): Epic's Tim Sweeney called Steam's AI disclosure tag "really irresponsible" and a "Scarlet Letter" that hands games to a hater community. He's not wrong about the penalty. He's wrong about who can escape it. - [The fixed-cost trap](https://app.cinevva.com/signals/2026-05-30-the-fixed-cost-trap): Bungie sunsetting Destiny 2 to feed a struggling Marathon, OpenAI killing Sora after burning a million dollars a day, the rolling studio layoffs. The shared cause isn't AI or bad luck. It's bets so large they have no shock absorbers. - [The rubble of the giants](https://app.cinevva.com/signals/2026-05-29-the-rubble-of-the-giants): Every studio sunset gets written as a tragedy, and for the people losing jobs it is one. Underneath is a second story with no press release. A dying live-service game releases its audience, and small teams are positioned to catch more of it than they realize. - [The browser is a shipping target now](https://app.cinevva.com/signals/2026-05-24-the-browser-is-a-shipping-target): Two months ago we said browser rendering had its best month ever and assumed it was a spike. It wasn't. Babylon.js 9, Three.js r184, PlayCanvas WebGPU splatting, Godot 4.7, and Chrome's compatibility mode turned a good month into a trend with a direction. - [The 52/52 split](https://app.cinevva.com/signals/2026-03-28-the-52-52-split): Half of game developers say AI is hurting the industry. Many who stay away believe their craft is too deep for models to touch, or that storefront and IP rules make AI more trouble than it is worth. That confidence is partly earned and partly a bet on how fast tools and policies move. - [Browser rendering just had its best month ever](https://app.cinevva.com/signals/2026-03-27-browser-rendering-best-month): While everyone argued about AI at GDC, browser rendering shipped five years of progress in four weeks. Clustered lighting, GPU Gaussian splatting, and WebGPU standardization all landed in March 2026. - [AI-native game engines are shipping, and they look nothing like Unity](https://app.cinevva.com/signals/2026-03-24-ai-native-engines-are-shipping): Three new game engines shipped in March that are built for AI agents, not humans. No visual editors. YAML scenes. MCP protocols. This isn't Unity with an AI tab bolted on. - [Solo developers are shipping real games, not just prototypes](https://app.cinevva.com/signals/2026-03-23-solo-devs-shipping-not-vibing): Two weeks after vibe coding became the new game jam, solo developers moved from prototyping to selling. 29K lines of C#, 8 parallel Claude agents, and real games on Steam. - [When AI overrides the artist](https://app.cinevva.com/signals/2026-03-16-when-ai-overrides-the-artist): NVIDIA's DLSS 5 controversy isn't about upscaling. It's about what happens when the rendering pipeline between your art and the player's screen has an AI rewriting your creative decisions. - [Vibe coding is the new game jam](https://app.cinevva.com/signals/2026-03-13-vibe-coding-new-game-jam): Collins Dictionary named vibe coding Word of the Year 2025. For game developers, it means the barrier between weird idea and playable prototype has collapsed. - [What 2,200 games at Steam Next Fest tell you about discovery](https://app.cinevva.com/signals/2026-03-11-steam-next-fest-discovery-data): Steam Next Fest February 2026 data reveals that the festival rewards games that already have an audience. If you're starting from zero, you need a different path. - [Open source has an AI pollution problem](https://app.cinevva.com/signals/2026-03-06-open-source-ai-pollution): Godot maintainers are drowning in AI-generated pull requests. The irony is thick. The tools meant to make developers more productive are making open-source projects less productive. - [Everyone wants to be the AI game engine now](https://app.cinevva.com/signals/2026-03-04-everyone-wants-ai-game-engine): Unity, Roblox, Moonlake, Phaser, and a dozen startups all announced AI-first game creation tools in the same month. Two years ago, VCs said this market didn't exist. ## News - [Godot bans AI-authored contributions, and the distinction matters](https://app.cinevva.com/news/2026-07-14-godot-bans-ai-contributions): The Godot Foundation updated its contribution policy to require human-authored code, allowing AI only for menial work like completion and regex, with disclosure. Four months after maintainers called AI slop PRs draining and demoralizing, the most-used open-source indie engine drew a hard line. The line between contribution and creation is worth reading carefully. - [260 million downloads, few homegrown hits: AI is rewriting India's game economics](https://app.cinevva.com/news/2026-07-14-india-ai-gamedev-economics): Business Standard reports that generative AI is collapsing pre-production costs inside Indian game studios. BGMI just turned five with 260 million downloads, the real-money gaming ban is forcing a pivot toward content, and the "50 swings to land one hit" math that kept India from building its own IP is finally changing. - [Korea's game industry went AI-native in one week](https://app.cinevva.com/news/2026-07-14-korea-ai-gamedev-icml): ICML 2026 came to Seoul and Korea's game industry treated it like a home game. Krafton co-hosted the official AI for Games event and argued world models may challenge game engines, landed a record 10 main-track papers, and two days later four smaller firms ran a free AI conference for indie devs. - [MIRA runs a playable 2v2 Rocket League match with no game engine](https://app.cinevva.com/news/2026-07-14-mira-world-model): General Intuition, Kyutai, and Epic Games released MIRA, a 5B-parameter open-source world model that simulates a full four-player Rocket League match at 20fps on a single GPU. The code, a 10,000-hour dataset, and a live browser demo are all public. It's the first open, playable, multiplayer neural game simulation. - [Tencent open-sources Hunyuan Hy3, and it's already working inside Path of Exile](https://app.cinevva.com/news/2026-07-14-tencent-hunyuan-hy3-open-source): Tencent released Hunyuan Hy3 on July 6, 2026 under Apache 2.0. A 295B-parameter MoE model with 21B active, 256K context, and API input pricing cut to 1 yuan per million tokens. Path of Exile's AI assistant on WeGame already runs on it, which makes this the rare frontier release with a live game deployment on day one. - [Phantom Blade Zero and the China AAA wave that Black Myth started](https://app.cinevva.com/news/2026-07-08-phantom-blade-zero-china-aaa): Phantom Blade Zero, S-GAME's Unreal 5 wuxia action RPG, locked October 29, 2026, and cleared a million wishlists in 15 days. Two years after Black Myth, China's single-player AAA push is a sustained wave, not a one-off, and it's built on the same tools everyone else now has. - [Microsoft's fiscal year just closed, and Xbox's reset starts now](https://app.cinevva.com/news/2026-07-01-xbox-reset-layoffs): New Xbox CEO Asha Sharma told staff in a June 10 memo that the next 100 days are a reset. Revenue down nearly $500M over five years, a 3% margin, and major layoffs expected right after the June 30 fiscal close. The same big-bet fragility that ended Destiny 2's development, one rung up the ladder. - [ByteDance's Seedance 2.5 makes AI video controllable: 30s native 4K, 50 references, edit-in-place](https://app.cinevva.com/news/2026-06-23-bytedance-seedance-2-5): ByteDance announced Seedance 2.5 on June 23 at its FORCE conference in Beijing. A single continuous 30-second clip in native 4K with synced audio, up to 50 multimodal references, targeted in-clip editing, and 3D white-model previz. The frontier moved from "can it generate" to "can you direct it." - [Godot 4.7 ships: HDR output, AreaLight3D, a new Asset Store, and wasm64 web exports](https://app.cinevva.com/news/2026-06-19-godot-4-7-released): Godot 4.7 stable landed on June 19, a week after RC2. Real HDR output on five platforms, the new AreaLight3D node, a rebuilt Asset Store, C# hot-reload, and wasm64 web exports that lift the old 4 GB memory ceiling. More than 1,265 fixes from 309 contributors since 4.6. - [Avataar's Varya makes AI video 10x cheaper, and that's the real story](https://app.cinevva.com/news/2026-06-12-avataar-varya-cheap-ai-video): Avataar.ai launched Varya in New Delhi on June 12, an AI video model that generates a second of video for ₹0.48 by cutting the diffusion process from 50 steps to four. Backed by the IndiaAI Mission. The 2026 video story isn't capability anymore, it's cost. - [Godot 4.7 hits RC2 with stable now days away](https://app.cinevva.com/news/2026-06-12-godot-4-7-rc): Godot 4.7 reached its second release candidate on June 12, two months after beta 1. RC1 on June 8 had only 16 fixes, RC2 cleaned up a handful of show-stopping regressions, and the feature set is frozen. HDR output and AreaLight3D are ready to ship. - [Summer Game Fest 2026: a wall of sequels up top, the real story underneath](https://app.cinevva.com/news/2026-06-05-summer-game-fest-2026): Summer Game Fest 2026 ran June 5 from the Dolby Theatre, headlined by Final Fantasy VII Revelation, a Resident Evil Code Veronica remake, and Guild Wars 3. The Day of the Devs edition is where the actual signal was, and one studio's no-AI stance said a lot about where indie is heading. - [Bungie ends Destiny 2 development and lines up a third round of layoffs](https://app.cinevva.com/news/2026-05-30-bungie-destiny-2-sunset): Bloomberg reported on May 21 that Bungie is ending active development on Destiny 2. The June 9 update, Monument of Triumph, is the last one. There's no greenlit successor, no Destiny 3 in active production, and significant layoffs are coming. - [Godot 4.7 beta brings real HDR output, AreaLight3D, and 1,265 fixes](https://app.cinevva.com/news/2026-05-22-godot-4-7-beta): Godot 4.7 hit beta 1 on April 24 and beta 3 on May 22. HDR output ships on every desktop platform, a new AreaLight3D node replaces stacks of point lights, and the editor and ray-tracing pipeline both get meaningful polish. - [Google I/O 2026: Gemini Omni replaces Veo 4 and ships everywhere](https://app.cinevva.com/news/2026-05-19-google-io-gemini-omni): At I/O 2026, Google announced Gemini Omni instead of Veo 4. The any-input creation model lands in the Gemini app, Google Flow, and YouTube Shorts the same day, alongside Gemini 3.5 Flash and Google Antigravity. - [Unity AI ships to open beta with an in-editor agent, an AI Gateway, and an MCP server](https://app.cinevva.com/news/2026-05-04-unity-ai-open-beta): Unity 6's built-in AI assistant goes public on May 4 with Ask, Agent, and Plan modes, a Model Context Protocol server for editor automation, and an AI Gateway for plugging in third-party models. Free for 14 days, then $10/mo for Personal. - [Pika Agents launch real-time video chat with a face, voice, and memory](https://app.cinevva.com/news/2026-04-28-pika-agents-real-time-video): Pika's April 28 launch turns AI agents into persistent video personas that can join a Google Meet, remember every prior conversation, and stream back at 24 FPS with 1.5-second end-to-end latency on a single H100. - [Sora is gone: what the $1M-a-day shutdown tells us about AI video economics](https://app.cinevva.com/news/2026-04-26-sora-shutdown): OpenAI sunset the Sora app and website on April 26, 2026 after burning roughly $1M a day against $2.1M lifetime revenue. The API follows in September. Disney's $1B character-licensing deal collapsed with it. - [Three.js r184 lands HTMLTexture: live DOM as a 3D surface](https://app.cinevva.com/news/2026-03-28-threejs-r184-htmltexture): Three.js r184 adds HTMLTexture, a class that renders any live HTML element as a texture on a mesh through the browser's new HTML-in-Canvas API, plus per-frame allocation fixes and a deprecated instancing cleanup. - [Babylon.js 9.0: clustered lighting, node particles, and gaussian splatting overhaul](https://app.cinevva.com/news/2026-03-26-babylonjs-9): Babylon.js 9.0 ships with clustered lighting for thousands of dynamic lights, a visual Node Particle Editor, volumetric lighting, textured area lights, and a complete gaussian splatting overhaul. - [Kling 3.0 launches globally with 4K video, native audio, and multi-shot generation](https://app.cinevva.com/news/2026-03-25-kling-3-global-launch): Kuaishou's Kling 3.0 rolls out worldwide with 4K/HDR output, built-in audio sync, multi-shot narrative generation, and motion transfer from reference videos. - [Solo developers are shipping complete games with AI tools](https://app.cinevva.com/news/2026-03-22-solo-devs-shipping-games-with-ai): Multiple solo and small-team developers shipped finished games in March 2026 using Claude Code, Flux, and other AI tools, from bullet-hell platformers to Steam Early Access titles. - [March 2026 is breaking crowdfunding records for games](https://app.cinevva.com/news/2026-03-21-crowdfunding-records-march-2026): The Cyberpunk TCG raised $8.3M on Kickstarter in 24 hours, AdventureQuest Worlds hit 100,000,000% funded, and retro and board game projects are thriving. - [TRELLIS.2: Microsoft's open-source image-to-3D model generates PBR assets in seconds](https://app.cinevva.com/news/2026-03-20-trellis-2-microsoft-open-source-3d): Microsoft released TRELLIS.2, a 4B-parameter MIT-licensed model that generates full PBR 3D assets from images in 3 to 60 seconds depending on resolution. It handles open surfaces and non-manifold geometry. - [Game industry layoffs keep rolling through March 2026](https://app.cinevva.com/news/2026-03-19-game-industry-layoffs-march-2026): Ubisoft, nDreams, and EA all cut staff in March 2026 as the GDC survey reveals 28% of developers experienced layoffs in the past two years. - [Three.js r183: PostProcessing becomes RenderPipeline](https://app.cinevva.com/news/2026-03-18-threejs-r183-render-pipeline): Three.js r183 renames PostProcessing to RenderPipeline, deprecates Clock for Timer, and adds per-instance opacity to BatchedMesh. - [itch.io app v26.6.0: native Apple Silicon, OAuth login, and 32-bit retirement](https://app.cinevva.com/news/2026-03-15-itch-io-app-modernization): The itch.io desktop app gets its first major stable release in years with native Apple Silicon support, browser-based OAuth login, Electron 25 upgrade, and dropped 32-bit builds. - [South Korea now requires AI content labels in games](https://app.cinevva.com/news/2026-03-14-korea-ai-game-labeling-law): South Korea's AI Framework Act mandates labeling all AI-generated content in games, from NPC dialogue to background music, with extraterritorial reach to Steam and Epic. - [GDC 2026 by the numbers: attendance down 30%, Unreal overtakes Unity, AI divides developers](https://app.cinevva.com/news/2026-03-13-gdc-2026-by-the-numbers): GDC 2026 saw attendance drop to 20,000. Unreal Engine overtook Unity as the primary engine for the first time. Over half of studios use generative AI, but most developers say it hurts the industry. - [NVIDIA DLSS 5 launches at GDC, immediately sparks backlash](https://app.cinevva.com/news/2026-03-12-nvidia-dlss-5-controversy): NVIDIA's DLSS 5 neural rendering technology draws criticism for altering character faces and overriding artistic intent, becoming GDC 2026's biggest flashpoint. - [Xbox makes cross-platform tools free for all developers at GDC](https://app.cinevva.com/news/2026-03-11-xbox-playfab-free-crossplatform): Microsoft announces PlayFab Foundation Mode at GDC 2026, giving every Xbox developer free access to cross-platform player accounts, saves, matchmaking, and live service tools. - [Chrome 146 ships WebGPU compatibility mode for older GPUs](https://app.cinevva.com/news/2026-03-10-chrome-146-webgpu-compatibility): Chrome 146 adds a WebGPU compatibility mode that runs on OpenGL ES 3.1 and Direct3D 11, bringing the API to older hardware. W3C also published WebGPU as a Candidate Recommendation Draft. - [Meshy Labs unveils first game with AI-generated mechanics at runtime](https://app.cinevva.com/news/2026-03-09-meshy-labs-ai-runtime-gameplay): Meshy showed Black Box Infinite Arsenal at GDC 2026, a survivor-roguelike where an AI agent generates weapon mechanics from text prompts in real time. The company hit $30M ARR and 10M users. - [LTX 2.3 brings open-source 4K video with synchronized audio](https://app.cinevva.com/news/2026-03-07-ltx-2-3-open-source-4k-video-audio): Lightricks releases LTX 2.3, a 22-billion-parameter open-source model that generates native 4K video at up to 50 FPS with synchronized stereo audio in a single pass. - [PlayCanvas v2.17: half-precision Gaussian Splatting on WebGPU](https://app.cinevva.com/news/2026-03-06-playcanvas-v217-webgpu-splatting): PlayCanvas Engine v2.17.0 adds f16 spherical harmonics, GPU-driven sorting, and a global splat budget for Gaussian Splatting on WebGPU. - [Steam Next Fest February 2026 shows clear discovery patterns](https://app.cinevva.com/news/2026-03-05-steam-next-fest-february-2026): Over 2,200 games participated in Steam Next Fest. Data shows co-op games overperformed, narrative games struggled, and prior momentum was the strongest predictor of success. - [Godot maintainers overwhelmed by AI-generated pull requests](https://app.cinevva.com/news/2026-03-03-godot-ai-slop-prs): Godot co-founder Rémi Verschelde calls the flood of AI-generated code contributions draining and demoralizing. The project has 4,681 open PRs. - [Nintendo Switch 2 launches with a strong indie lineup](https://app.cinevva.com/news/2026-03-03-switch-2-indie-world): Nintendo's Indie World showcase highlights day-one Switch 2 titles including Blue Prince, Rotwood, and Kena Bridge of Spirits. - [Roblox launches AI-powered 4D model creation](https://app.cinevva.com/news/2026-03-01-roblox-4d-ai-creation): Roblox's open beta 4D creation tool generates interactive, physics-driven 3D objects from natural language. Players created 160,000 objects during early access. - [Unity previews AI game creation ahead of GDC](https://app.cinevva.com/news/2026-02-28-unity-ai-game-creation): Unity CEO Matthew Bromberg says a new AI beta at GDC 2026 will let developers prompt full casual games into existence with natural language. - [Godot 4.6 released with Jolt Physics and a new editor](https://app.cinevva.com/news/2026-02-27-godot-4-6-released): Godot 4.6 ships Jolt Physics as the default 3D engine, a modern editor theme, unified docking, SSR overhaul, and LibGodot for embedding. - [Cinevva launches reels-first game discovery](https://app.cinevva.com/news/2026-01-18-cinevva-launch): Cinevva launches its reels-first platform for discovering and playing indie games instantly in the browser. - [Godot 4.6 expected Q1 2026 with further web improvements](https://app.cinevva.com/news/2026-01-10-godot-4-6-preview): Godot 4.6 is on track for Q1 2026, continuing the engine's investment in web export. - [China approved 1,771 games in 2025, the most since 2018, and imports came back](https://app.cinevva.com/news/2026-01-06-china-game-approvals-2025): China's NPPA issued licenses for 1,771 games in 2025, up roughly a quarter from 2024 and the highest total since the 2018 freeze. Monthly approvals normalized and foreign titles are flowing again. The regulatory drag that defined the last cycle has eased. - [Web game development enters the WebGPU era](https://app.cinevva.com/news/2026-01-05-webgpu-era): With WebGPU now available across all major browsers, 2026 marks a turning point for web game development. - [Tencent's Hunyuan 3D engine goes global: text-to-asset in minutes, free tier and all](https://app.cinevva.com/news/2025-11-26-tencent-hunyuan-3d-engine): Tencent launched its Hunyuan 3D engine worldwide on November 26, 2025. Text, image, or sketch to a game-ready 3D asset in minutes, with a free tier of 20 daily generations. The generative asset pipeline stopped being a research demo and became infrastructure. - [WebGPU now supported across all major browsers](https://app.cinevva.com/news/2025-11-15-webgpu-major-browsers): WebGPU is shipping across Chrome, Firefox, Safari, and Edge, enabling modern graphics and compute on the web. - [Cinevva recognized as top performing startup in Shanghai](https://app.cinevva.com/news/2025-10-18-cinevva-shanghai-recognition): Cinevva selected among World's Top Performing Startups in digital science category by Shanghai investors ecosystem. - [Godot 4.5 adds WASM SIMD by default](https://app.cinevva.com/news/2025-09-18-godot-4-5-release): Godot 4.5 enables WebAssembly SIMD by default for improved web export performance. - [Safari 26 ships WebGPU support by default](https://app.cinevva.com/news/2025-09-15-safari-webgpu): Apple's Safari 26 enables WebGPU by default on macOS, iOS, iPadOS, and visionOS. - [Three.js r170 moves WebGPU modules to addons](https://app.cinevva.com/news/2025-08-14-threejs-r170-webgpu): Three.js r170 reorganizes WebGPU support and improves GLTFLoader compatibility. - [Firefox 145 adds WebGPU support on macOS ARM](https://app.cinevva.com/news/2025-06-10-firefox-145-webgpu): Firefox expands WebGPU support to macOS ARM64, closing another gap in cross-browser coverage. - [Unity 6.1 adds WebGPU support](https://app.cinevva.com/news/2025-04-22-unity-6-1-webgpu): Unity 6.1 introduces WebGPU as a supported backend for browser builds. - [GeoGuessr launches on Steam Early Access](https://app.cinevva.com/news/2025-04-15-geoguessr-steam): The popular browser-based geography game GeoGuessr launches on Steam, showing browser games can cross over to traditional platforms. - [Babylon.js 8.0 released with native WGSL shaders](https://app.cinevva.com/news/2025-03-27-babylonjs-8): Babylon.js 8.0 introduces WGSL-first shaders, eliminating GLSL conversion for WebGPU builds. - [Cinevva wins Dell for Startups pitch at SXSW](https://app.cinevva.com/news/2025-03-12-cinevva-sxsw-dell): Cinevva wins $10,000 as second place in the Dell for Startups pitch competition at SXSW 2025. - [Godot 4.4 released with improved web export](https://app.cinevva.com/news/2025-03-03-godot-4-4-release): Godot 4.4 continues improvements to web export with better stability and compatibility. - [DeepSeek R1 resets the cost of intelligence, and China's studios are already spending it on games](https://app.cinevva.com/news/2025-01-20-deepseek-r1-china-gamedev): DeepSeek released R1 on January 20, 2025, at roughly 27x cheaper than OpenAI's comparable model. Within weeks NetEase's CEO said it had cut game R&D time and labor cost by double digits. The frontier moved from who has the best model to who can afford to use one. - [WebAssembly GC ships in all major browsers](https://app.cinevva.com/news/2024-12-11-wasm-gc-ships): WebAssembly garbage collection reaches baseline support across Chrome, Firefox, and Safari. - [Marvel Rivals launches: NetEase owns the year's breakout hero shooter, then lays off the US team](https://app.cinevva.com/news/2024-12-06-marvel-rivals-netease): NetEase launched Marvel Rivals on December 6, 2024. It hit 10 million players in 72 hours, 20 million in ten days, and 40 million at peak. Two months later NetEase laid off the US design team anyway. The hit and the layoff are the same story. - [Three.js r171 adds zero-config WebGPU imports](https://app.cinevva.com/news/2024-11-29-threejs-r171-webgpu): Three.js r171 simplifies WebGPU adoption with straightforward imports. - [Epic launches Fab unified marketplace](https://app.cinevva.com/news/2024-10-22-epic-fab-launch): Epic Games launches Fab, unifying Unreal Marketplace, Sketchfab Store, Quixel, and ArtStation into one platform. - [Unity Runtime Fee Cancelled: The Official Confirmation and Unity Pricing Now](https://app.cinevva.com/news/2024-09-12-unity-runtime-fee-cancelled): Yes, Unity cancelled the Runtime Fee on September 12, 2024, and it has not come back. Here's the official timeline, what replaced it, and what Unity costs now, with no per-install fees. - [Black Myth: Wukong ships: 10 million copies in three days and 2.2 million on Steam at once](https://app.cinevva.com/news/2024-08-20-black-myth-wukong): Game Science launched Black Myth. Wukong on August 20, 2024. It peaked at 2.2 million concurrent Steam players, sold 10 million copies in three days and 25 million by January 2025, and proved a Chinese studio could top the global single-player charts outright. - [Godot 4.3 adds single-threaded web export](https://app.cinevva.com/news/2024-08-15-godot-4-3-web-export): Godot 4.3 introduces single-threaded web exports, making browser deployment more practical. - [Three.js r167 enables WebGPU by default](https://app.cinevva.com/news/2024-07-15-threejs-r167-webgpu): Three.js r167 makes WebGPU the default renderer when available. - [Zenless Zone Zero launches: 50 million downloads in 72 hours, and a lesson in polish](https://app.cinevva.com/news/2024-07-04-zenless-zone-zero-hoyoverse): HoYoverse launched Zenless Zone Zero on July 4, 2024, across PC, PS5, and mobile at once. 50 million downloads in three days and nearly $100 million in its first month set the live-service polish bar that the rest of the industry now chases. - [PlayCanvas adds Sketchfab integration](https://app.cinevva.com/news/2024-05-20-playcanvas-sketchfab): PlayCanvas Editor now lets you browse and import Sketchfab models directly. - [Unreal Engine 5.4 released with Pixel Streaming 2](https://app.cinevva.com/news/2024-04-23-unreal-5-4-release): Unreal Engine 5.4 introduces experimental Pixel Streaming 2 features for web streaming. - [Babylon.js 7.0 released](https://app.cinevva.com/news/2024-03-28-babylonjs-7): Babylon.js 7.0 brings major performance improvements and new features for web 3D.