Prototyping is the heart of game design. Before the art, the music, the final mechanics — there's a rough, playable thing that answers one question: is this actually fun? A prototype strips a game down to its core loop so designers can test, fail, and learn early — when changes are cheap.
Quick iterations expose bad ideas before they're expensive.
Only play testing shows what works - intuition alone isn't enough.
Good prototypes isolate a single mechanic or design question.
From paper cards on a kitchen table to a janky grey-box level in a game engine — the best game designers prototype constantly, and prototype early.
Dense fog atmosphere prototype with linear fog gradient for depth perception. Demonstrates fog density tuning for performance vs. aesthetics. Includes all scene elements from test.html plus crystal clusters and relay towers from landing.html, but without VFX particles.
Full-featured game prototype with complete UI system. Player explores a 3D planet, collects items, interacts with NPCs, and completes quests. Features dual-panel UI layout with inventory, quest log, and action management.
Advanced particle VFX prototype featuring optimized particle pool system. Demonstrates efficient GPU-based particle rendering with Three.js Points and custom update logic for gravity, lifetime, and color.
Day/night cycle prototype with orbital celestial bodies. Sun and moon follow opposing arcs across the sky, dynamically changing lighting intensity and environment colors. Player carries a torch that activates at night.
Stylized toon-shaded prototype using cel-shading with black outlines. All geometry rendered with MeshToonMaterial and gradient map, plus black outline meshes for cartoon effect. Buildings have window/door details added as line geometry.
Dialogue-focused prototype with a WhatsApp-style messaging interface. NPC conversations appear as chat bubbles with timestamps and filler messages. Streamlined to emphasize conversation flow over game mechanics.
Dust-and-particles prototype with movement-based emission. Identical VFX system to vfx prototype but with emphasis on ground-level dust and atmospheric fog density. Demonstrates proximity-based particle spawning.
Full-featured game prototype with complete UI system. Player explores a 3D planet, collects items, interacts with NPCs, and completes quests. Features dual-panel UI layout with inventory, quest log, and action management.
Miracle Maker is designed to help developers achieve extraordinary results with minimal effort. It provides a set of utilities and frameworks that streamline development workflows.
Miracle Maker is 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. All demos share the same core premise — a red capsule navigating a green planet — but differ wildly in aesthetics and feature emphasis.
Born from a creative experiment to answer the question: "How many different ways can you build the same game?" Each prototype starts from a common base (explore-collect-interact) and diverges through focused iteration. The result is a laboratory of techniques: toon shading, particle systems, dynamic lighting, UI patterns, and narrative integration.
"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"