Games

Build it rough.
Learn it fast.

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.

Fail faster

Quick iterations expose bad ideas before they're expensive.

Play reveals truth

Only play testing shows what works - intuition alone isn't enough.

Test one idea

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.

Fog Prototype

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.

Landing Prototype

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.

VFX Prototype

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 Prototype

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.

Toon-shader Prototype

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 Prototype

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 Prototype

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.

Prototype

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.

Prototype Stage 1

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"


About

Pixelagent is a solo development studio. I create games, web apps, and custom software tools — building things I'd actually want to use myself.

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