Miracle Maker 3D

PROTOTYPE GALLERY
A collection of 3D game prototypes built with Three.js and Cannon-es physics. Each variant explores a different facet of interactive gameplay: UI systems, visual effects, dialogue engines, rendering styles, and atmospheric rendering.
"Always build a throwaway prototype. The second system is what the user really wants, but you can only design the second system after you've built and discarded the first."
— Fred Brooks, "The Mythical Man-Month"
Baseline

Dual UI Stable

Full game loop with three-panel UI (Quest Log, Inventory, Actions), Ink dialogue, quest tracking, collectibles, victory sequence, sound, and music. The most complete build.

Open Demo →
Visual Effects

Atmospheric VFX

Particle systems, bird flocking AI, landing decals, crystal clusters, relay towers. Enhanced lighting and fog. Demonstrates event-driven particle bursts.

Open Demo →
Optimization

Atmospheric Particles

Optimized particle pool: dust on footfalls, ambient spores, fireworks on quest complete. Focus on performance and particle efficiency.

Open Demo →
Atmosphere

Dust & Particles

Movement-based emission with sparse atmospheric density. Tests emission rates and proximity spawning. Subtlety over spectacle.

Open Demo →
Environment

Fog & Atmosphere

Linear fog gradient for depth perception. Includes crystals and towers, removes particle VFX. Tests gameplay readability through fog.

Open Demo →
Art Direction

Toon Shader Edition

Cel-shading with black outlines, gradient map shading, window/door details. Pure rendering style; no UI/dialogue complexity.

Open Demo →
Systems

Day Night Cycle

Orbital sun/moon with dynamic lighting, torch activation, trail color shifts, decal swaps. Only prototype with time-of-day progression.

Open Demo →
UX Pattern

WhatsApp Dialogue UI

Chat-first design: dialogue as WhatsApp-style message bubbles with typing indicators, auto-scroll, minimal HUD. Conversation is the star; gameplay is secondary.

Open Demo →
Visual Novel

The Basket

3D exploration meets Ink narrative. Navigate a sci-fi world and interact with terminals to experience branching dialogue with character portraits and voice playback.

Open Demo →
Editor Tool

Visual Novel Editor

Create and edit branching dialogue trees for visual novels. Features include node-based conversation mapping, psychological metrics (worry/chaos systems), import/export functionality, and WhatsApp-style chat simulation.

Open Demo →