BROWSER GAME
A night-ops firefight in Three.js — one rain-soaked street, sodium light and neon, graded like a film. No install.
Operation Blackout is a first-person night-ops shooter built in Three.js and art-directed like a film frame — one rain-soaked city street, sodium streetlights against neon, a full cinematic post stack, and waves of enemies pushing a checkpoint. Sprint, slide, aim down the optic, hold the line.
Operation Blackout is a lighting exercise wearing a shooter. It is for people who want proof that a browser scene can be art-directed like a film frame, not just rendered.
Most “browser game” offerings are either heavy engine exports or toy demos that fall apart the moment you look under the hood. This build is neither.
You get a complete night-ops firefight on one rain-soaked city street — a wave shooter wrapped in a cinematic grade, built module by module with no engine and no build step.
| Section | Purpose |
|---|---|
| Cinematic Post Stack | Grade every frame with occlusion, bloom and a film-style colour pass |
| Rain-Soaked Street Set | Light one city block like a film set, with weather that sells the mood |
| Layered Weapon Viewmodel | Build the rifle the player stares at for the whole session out of real parts |
| Squad Wave Combat | Send readable enemy squads at a held checkpoint |
| Deterministic QA Harness | Make every visual claim reproducible with seeded scenes and parked cameras |
The art direction is a night city held to film rules: darkness is allowed to be dark, and every light source earns its place in the frame.
The game targets desktop first — keyboard and mouse are the primary controls — while staying light enough to load instantly anywhere.
A playable game holds attention longer than any showreel. The page around it is structured to turn that attention into a next step.
Operation Blackout is a rendering statement first and a game second. A few notes before you build on it.
Runs entirely in the browser from static files — fifteen ES modules on a CDN import map, no bundler, no install. The street, the lighting, the weapon and the grade are separate systems, and every screenshot on this page is reproducible from the build's own QA harness.
Captured from the live build — the title screen and real play, level by level.






Operation Blackout is a lighting exercise wearing a shooter. It is for people who want proof that a browser scene can be art-directed like a film frame, not just rendered. The Who-this-is-for section above lists the three cases it fits most directly.
Yes. The full live build is embedded on this page and the Preview button opens it in its own tab. No signup, no watermark, no time limit.
The exact production prompt that built Operation Blackout — the art direction, the structure and the engineering notes as they were actually written. It is a one-time unlock in the prompt shop and it stays yours.
That is the intended path. Nothing ships as-is — the template is rebuilt around your brand, your copy and your goals. Start a project and describe what you are building.
Every section listed in the sidebar and in the overview table is built and working in the live preview. There are 5 of them, and each one is described in the Page Sections panel beside the article — expand any row to read what it does.
No. Everything runs in a modern browser on desktop or mobile. Open the live preview and it works.
Every template gets rebuilt around your brand, your copy, and your goals — nothing ships as-is. Tell me what you are building and I will adapt it.
Start a project Open the live template ❱