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Prototype · Public demo unavailable

RPG Prototype

A browser-based dungeon-crawler prototype, with a custom level editor, modular asset pipeline and character-animation system. Development is occasional at the moment.

My role
Solo — design & engineering
Built with
Three.js · TypeScript · WebGL · Vite · Blender
Year
2026

Overview

RPG Prototype is a real-time 3D dungeon-crawler that runs entirely in the browser. What started as “can I build a game in Three.js” turned into building the tools to make one: an in-browser level editor, an asset pipeline that feeds it, and an animation system to bring the world to life. The interesting part isn’t any single feature — it’s that the editor and the game share one codebase and one rendering path.

What I built

  • The House Editor — place, rotate and snap modular kit pieces with anchor-based snapping, so levels assemble like physical building blocks instead of fiddly coordinate-typing.
  • A 300-piece MedievalKit — a modular set authored in Blender and pushed through a game-ready export pipeline, with IndexedDB-cached thumbnails so the editor palette loads instantly.
  • A character animation system — a Mixamo-rigged hero driven by a 21-clip state system (idle, locomotion, actions) blended in real time.
  • Resilient rendering — explicit WebGL context-loss handling so a GPU hiccup recovers instead of killing the canvas.

Why it’s hard

Browser 3D is an unforgiving target: you fight the GPU, memory, and a single main thread all at once. Running hundreds of kit pieces at a smooth frame rate means careful instancing and culling; making the snap system feel intuitive took as much iteration as the rendering. And building an editor and a game on the same engine means every change has to serve both without breaking either.

Current status

I am not spending much time developing the game at the moment. It remains a prototype and an example of the world-building tools and rendering systems I have worked on. There is no public playable demo or announced release date.

My current work is focused more on Command Center and this website.

Have something in mind? Get in touch.