Browser games have a reputation problem: they read as toys. The point of Operation Blackout was to see how far that ceiling actually is — whether a game served as static files from a CDN, with no engine, no bundler and no install, could hold the look of a AAA night mission. One street, rain on the asphalt, sodium streetlights fighting neon signage, enemies pushing a checkpoint in waves. Sprint, slide, aim down the optic, hold the line.
The constraint was the appeal. Everything a game engine normally supplies — the renderer's post stack, the state machine, the HUD, the enemy behaviour — had to be written directly against WebGL through Three.js. That keeps the entire build inspectable: fifteen small modules, each owning one system, loaded straight off an import map. There is no black box anywhere in it.
Art direction was treated as a discipline, not a vibe. The build went through six rounds of blind critique against real stills from a AAA night map — screenshots of both put side by side, graded, and the notes fed back into the lighting, the fog, the grade and the HUD. The honest outcome is part of the story: the AAA reference still wins on micro-detail and characters, but the browser build holds its own on lighting design and interface — which, for something that weighs a few megabytes and starts in seconds, is the argument.
The game is live, free, and linked from this page. It is also a template: the production brief behind it — art direction, structure, engineering notes — is available in the prompt shop, and the build itself is in the template gallery.