01-low-poly-world
01. Low-Poly World Explorer
A small 3D world you can walk around. The point is the world, not the controls. The aim is to see whether a model can build a real 3D scene with believable atmosphere, a functional crafting loop, and smooth performance — not a stack of cubes with a sun lamp.
Read full prompt02-office-life
02. The 9-to-5 — Office Life Simulator
A real-time top-down office simulator. Characters — each an AI-generated inline SVG — walk between departments, sit at desks, and perform role-specific tasks. The viewer watches a little world breathe, or presses a button to trigger a specific event. The aim is to see whether a model can build a self-consistent simulation with shared resources, dependency chains, and expressive SVG art simultaneously.
Read full prompt03-vice-city
03. Vice City — Open World City Generator
A living city you can watch. That's it. That's the whole thing.
Read full prompt04-jabberwock
04. Jabberwock — A 3D Game in Verse
Make a 3D game from a poem. That is the entire brief.
Read full prompt05-petri-dish
05. Petri Dish — Emergent Life Simulation
A petri dish teems with life. You watch. You control. You let it run.
Read full prompt06-helms-deep
06. Helm's Deep
Generate a single, self-contained HTML file that renders Helm's Deep (the Hornburg) from The Lord of the Rings: The Two Towers as a fully explorable 3D environment in first-person mode. Use Three.js via CDN importmap. No external assets, no build tools, no APIs. All CSS, JS, and markup must be inline. It should look beautiful and feel like Helm's Deep in the movies.
Read full prompt07-hogwarts-broom-flight-simulator
07. Hogwarts Broom Flight Simulator
Build a visually exciting 3D broom-flight simulator set around Hogwarts. The page opens and immediately begins an automated cinematic flight around the castle grounds. The camera follows a single wizard student riding a broom, weaving through dramatic paths without hitting walls, towers, trees, cliffs, or stadium structures.
Read full prompt08-universe-simulator
08. Universe Simulator
Make a beautiful simulation of the universe and solar system. It should be sped up with adjustable time, realistic motion, orbits, and stars. Use Three.js. Make the HUD well styled and conform to modern design principles.
Read full prompt09-yingzao-fashi-assembly
09. Yingzao Fashi Assembly
Generate a single, self-contained HTML file that renders a Yingzao Fashi (Building Standards) assembly/disassembly animation of a famous Chinese ancient timber building.
Read full prompt10-mechanical-watch-simulator
10. Mechanical Watch Simulator
Build a 3D mechanical watch movement simulator. The page opens and immediately begins running: the balance wheel oscillates, the escapement ticks, the gear train turns, and the hands advance, all at horologically correct speeds. The viewer can orbit the open movement and watch every component do its job, then switch between famous calibers to compare how differently they solve the same problem.
Read full prompt11-stormwind-trebuchet-simulator
11. Stormwind Trebuchet Simulator
Build a full-screen 3D counterweight trebuchet simulator with real, inspectable physics. The player operates a siege engine from a field outside Stormwind, tunes its mechanical setup, fires a stone at the city fortifications, and automatically follows the projectile all the way to impact.
Read full prompt12-starfall-arena
12. Starfall Arena
Build a single-screen arena survival game with a visible build-up of power and a defined end. The player pilots a lone ship on a dark neon battlefield, survives 15 escalating waves of enemies, and kills the final boss — the Starfall — that descends on wave 15. Victory is a win screen, not an endless mode.
Read full prompt13-neon-drift
13. Neon Drift
Build a top-down time-trial racing game with drifting, wrapped in a synthwave aesthetic. The player races a glowing car against the clock across a 3-track ladder — Sunset Coast, Neon Canyon, Grid City — beating each track's gold time to unlock the next. The final screen after conquering Grid City is a champion screen, not an endless mode.
Read full prompt14-low-poly-tower-defense
14. Low-Poly Tower Defense
Build a low-poly 3D tower defense game on a floating diorama island. Enemies follow a winding path from a portal to the island's heart; the player spends gold on towers to stop them. Survive all 10 waves without losing 20 lives to win. A defeat screen at 0 lives, a victory screen after wave 10 — not an endless mode.
Read full prompt15-ember-glider
15. Ember Glider
Build a serene 3D gliding game at sunset. The player pilots a small glider across a chain of three floating islands, riding thermal updrafts to stay aloft and passing through glowing ember rings that mark the route. The goal: reach the final beacon on the third island, finishing under the par time. A defined journey with an end — not an endless flight.
Read full prompt16-city-scroll-journey
16. City Scroll Journey
Build a landing page whose hero is a scroll-scrubbed, continuous camera flight through a stylized miniature city of your choice — 4 to 5 distinct scenes flown as one unbroken forward take, each with its own overlaid copy, ending on a call to action — followed by supporting content sections (destinations, food) and a footer. The reference genre is the cinematic scroll-journey site; your scene media is AI-generated during the build via the provided media-generation MCP. The point is the journey: one continuous, art-directed flight that makes a city feel like a miniature world — not a slideshow, not an autoplay video, not a stack of sections with fade-ins.
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