Browser game
A night-ops firefight in Three.js, set on one rain-soaked street under sodium light and neon, graded like a film. There’s nothing to install.
Operation Blackout is a first-person night-ops shooter built in Three.js and art-directed like a film frame. There’s 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, and hold the line.
Operation Blackout is a lighting exercise wearing a shooter. It’s for people who want proof that a browser scene can be art-directed like a film frame.
Most “browser games” on offer 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. It’s 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 mode | 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, with keyboard and mouse as the primary controls. It stays light enough to load instantly anywhere.
A playable game holds attention longer than any showreel. The page around it is built 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.
It runs entirely in the browser from static files: fifteen ES modules on a CDN import map, with no bundler and nothing to install. The street, the lighting, the weapon, and the grade are separate systems, and every screenshot on this page can be reproduced from the build’s own QA setup.
Captured from the live build: the title screen, then gameplay, level by level.






Operation Blackout is a lighting exercise wearing a shooter. It’s for people who want proof that a browser scene can be art-directed like a film frame. The “Who this template is for” section above lists the three cases it fits best.
Yes. The full live build is embedded on this page, and the Preview button opens it in its own tab. There’s no signup, no watermark, and no time limit.
The exact production prompt that built Operation Blackout, with the art direction, the structure, and the engineering notes as they were written. You pay once in the prompt shop, and it stays yours.
Yes, that’s the plan for every template. I rebuild it around your brand, your copy, and your goals before anything ships. Start a project and tell me what you’re 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 the “Page sections” panel beside the article describes each one. 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.
I rebuild every template around your brand, your copy, and your goals. Nothing ships as is. Tell me what you’re building and I’ll adapt it.
Start a project Open the live template ❱