Wardrobe Doll

Dress-up for ages 6+ — pick a friend, pick a costume, dress in the right order.
Stack
GSAP + layered SVG
A gentle dress-up game for kids age 6+. Pick one of four friends, choose a profession costume — Doctor, Firefighter, Astronaut, Chef, Officer or Soccer player — and dress the doll one piece at a time in the right order (socks before shoes, shirt before jacket). Tap or drag each garment; the next correct item glows, wrong picks get a friendly hint rather than a buzzer, and there is no way to lose. Every character and costume is original layered SVG art on one shared body skeleton; all sound is synthesized procedurally via the Web Audio API. Runs offline with GSAP bundled locally.
Generations
GEN 01 claude-opus-4-8 (Studio Head) + claude-sonnet-5 (production departments)
Prompt
Prompt
wardrobe doll. a game where I can select a character, chose a costume from a rack of many profession outfits, and put the costume on in a particular order like socks before shoes, designed for kids 6+. implement js animations galore like greensock animation platforms, specialize in using sprites and find generic images online for assets.
What changed
The original zero-shot build, then rebuilt to excellence. Layered SVG paper-doll dress-up: four diverse characters and six profession costumes on one shared body skeleton, with drag-or-tap dressing and gentle order enforcement (socks before shoes). GSAP (bundled locally) drives the choreography; a dedicated Audio department synthesized every cue procedurally via Web Audio — a pentatonic chime that climbs the scale as you dress, a friendly two-note 'not yet,' and a fanfare finale. QA'd by eye, not only by structure: every costume was rendered as a settled frame and inspected on multiple characters, which caught and fixed three real defects — base underclothes peeking through costumes at the pelvis, a rack tile that rendered invisible (an entrance tween killed a frame early), and underwear that did not follow the body silhouette. A performance pass then moved all continuous motion to GPU-composited CSS, capped the frame rate, and pauses when the tab is hidden — so it stays cool instead of pinning a core.

3D Fighter

One-on-one 3D brawler — frame data, blocks, specials, best of three.
Stack
Three.js (WebGL)
A one-on-one 3D fighting game in the spirit of Street Fighter, Tekken and Mortal Kombat. Two articulated fighters with real frame data, height-checked blocking, a quarter-circle fireball, hitstop and knockback, and a best-of-three match on a 60-second round timer. Play the CPU or a friend in local two-player. The 3D engine (Three.js) is bundled locally, so it runs offline just like the Canvas games.
Generations
GEN 01 claude-opus-4-8 (Studio Head) + claude-sonnet-5 (production departments)
Prompt
Prompt
a 3D hand to hand combat in the spirit and vein of street fighter mortal combat tekken etc
What changed
The original zero-shot build — and the collection's first WebGL game. Real-time 3D via Three.js (r128, bundled locally, no CDN and no network request). Each fighter is an articulated humanoid of primitive meshes in a joint hierarchy; attacks are per-joint poses with phased startup / active / recovery windows. The fight logic runs on a fixed 60 Hz timestep decoupled from rendering: frame-data hitboxes live only during active frames, height-checked blocking, decaying knockback with juggle decay, hitstop, and special-move detection from a rolling input buffer (quarter-circle motions). A range-bucketing CPU picks weighted actions with a reaction delay; a side camera tracks the midpoint and dollies back as the fighters separate. All sound is procedural Web Audio — impact, block, whiff, jump/land, fireball, KO, round-start and victory cues, the smack of a hit scaled by its power.

Twin-Stick Horde

Top-down horde survival — twin-stick pad or mouse and keyboard.
Stack
Vanilla JS + Canvas 2D
A top-down horde-survival shooter. Move and aim independently — left stick to move and right stick to aim and fire on a gamepad, or WASD and the mouse. Waves escalate on a timer; kills drop XP gems that level you up and offer upgrades; the run ends when the horde takes you down.
Generations
GEN 01 claude-opus-4-8 (Studio Head) + claude-sonnet-5 (production departments)
Prompt
Prompt
top down hoards shooter, twin stick compatible
What changed
The original zero-shot build. The crux here was not physics but twin-stick input (gamepad plus mouse), horde management, and progression feel. Passed headless QA on 2026-07-18: no console errors, twin-stick gamepad mapping verified (left stick move, right stick aim and fire), mouse and WASD verified, combat kills enemies, XP to level-up to upgrade flow works, player death to game over works, and an 8-second horde run stayed bounded with no NaN. Canvas render sanity-checked during play. INCOMPLETE — this generation never finished Phase 5 (Polish & Ship). Its audio is still the placeholder stub (the file is literally commented 'placeholder stub — replaced by the Audio department'); the Audio department never delivered, and the source has not been modified since QA. The game was also never committed to the workspace repository, never registered in the static launcher's GAMES array, and ships no README of its own. Treat it as playable but unlanded.

Motocross

A 2D physics dirt-bike — with a built-in level editor.
Stack
Vanilla JS + Canvas 2D
A 2D physics dirt-bike game with a built-in level editor. Reach the checkered finish from the start without the rider hitting the dirt; best time is kept per track. The editor builds terrain as a smooth spline through control points, places start/finish flags, and saves, exports and imports tracks as JSON — three demo tracks ship built in (Rolling Hills, Whoops, Big Air).
Generations
GEN 01 claude-opus-4-8 (Studio Head) + claude-sonnet-5 (production departments)
Prompt
Prompt
motocross single player with level editor
What changed
The original zero-shot build. A custom rigid-body simulation: a chassis with two wheels doing spin-based traction (friction opposes the slip between tyre surface speed and ground), wheelies from a rider weight-shift model, free rigid-body air rotation under lean torque, suspension that absorbs landings, and crash rules. Heightfield terrain sub-stepped at 1/240s so fast wheels cannot tunnel on steep faces. The Audio department synthesized a continuous throttle-tracking engine plus landing/crash/finish sounds procedurally via Web Audio. QA'd against headless physics tests (settles at rest, accelerates and rolls, pops wheelies, flips in the air, all demo tracks completable) plus editor round-trip checks.

Physically Accurate Pool

Real SI-unit billiard physics, in a browser.
Stack
Vanilla JS + Canvas 2D
A browser billiards game with a real SI-unit physics simulation. Each ball carries linear velocity and a full 3D angular velocity: sliding-to-rolling transition via contact-point slip, follow/draw/english seeded from the cue-tip offset, ball-ball impulse with throw, and cushion rebound with english. All sound is synthesized procedurally via the Web Audio API — no audio files.
Generations
GEN 01 claude-opus-4-8 (Studio Head) + claude-sonnet-5 (production departments)
Prompt
Prompt
a physically accurate pool game
What changed
The original zero-shot build. A Physics R&D pass produced the SI reference the engine implements; an Audio department synthesized all sound procedurally via the Web Audio API; the core was authored and QA'd against headless physics tests — draw reverses the cue ball, follow drives it through, breaks settle, nothing tunnels or sticks.