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PLAYABLE NOW · SUMMER 2026

BROWSER GAME · THREE.JS + WEB AUDIO

Deep house, a manta ray, and my first iPod

A lighthearted rhythm game built from three favorite things: first playable in 48 hours with Claude Code, then tuned for two weeks.

Context

A browser game with touch, keyboard, controller, and Vision Pro input paths.

My role

I set the concept, interaction model, visual direction, music system, integration, testing, and final decisions. Claude Code generated and revised code under my direction.

ROLE • CONCEPT, DESIGN, DIRECTION

BUILD • THREE.JS + WEB AUDIO

INPUT • TOUCH, KEYS, CONTROLLER, SPATIAL

Play the game in your browser

Free in supported desktop and mobile browsers. Nothing to install.

Gameplay

Why this one matters to me

I made my first iOS game in 2016, and it took six months. With Claude Code, this one reached a first playable in 48 hours. That speed moved my time into two weeks of integration, testing, and tuning.

The idea is personal: a lighthearted rhythm game starring my favorite sea animal, set to deep house, with my first iPod as the menu. You ride the beat through rings of light, nothing can kill you, and each supported surface has its own input path: touch, keys, controller, or spatial interaction.

ROLE
Concept, interaction, visual direction, music system, integration, and testing
TIMELINE
48 hours to first playable, then two weeks of tuning
MUSIC
Procedural deep house, no recordings
BUILT WITH
Claude Code, Three.js, and Web Audio. No game engine.

Finished, playable, and free in your browser

48 hrs

from empty file to first playable

2 wks

of tuning until it felt right

4

input models: touch, keys, controller, spatial

How to read this

Build milestones and supported input paths from the finished browser game.

One distinct landmark per mix

Mt. Reef: the volcano launches you out of the water

Mt. Reef

the volcano launches you out of the water

The Glasshouse: rings under the ice shelf

The Glasshouse

rings under the ice shelf

The Migration: a spiral through the migrating pod

The Migration

a spiral through the migrating pod

The Encore: the gold ring and the checkered finish

The Encore

the gold ring and the checkered finish

Every level needs a landmark you can name afterward. The rule that kept it honest: structure before decoration, so geometry has to frame, carry, enclose, launch, or reveal something. If a shape only looked good, it came out.

HOW IT PLAYS

Rhythm controls speed

THE LOOP

Boost on the kick and the water shoves you forward.

Chain rings and you are the melody: each one plays the next note of the mix's own scale, climbing as the streak grows. Sixteen in a row and the manta ignites.

THE STAKES

Miss a ring and your combo drops, never your life.

Stay sloppy and the silence rises from the trench to stalk your wake. Find the beat again and it cannot touch you.

THE FINISH

Every mix ends at the old DJ's monument.

His checkered banner is strung across the final gate. Cross it and the stage lights, the speakers wake, and the ocean is yours to swim free.

The menu is my 2005 iPod, scratches and all

The Deephouse Manta menu: a scratched black iPod with the click wheel, the manta circling behind it
The real menu, captured from the game: the manta circles while you choose

I found my old iPod and made it the menu.

My parents gave me this iPod in 2005; the engraving on the back is theirs. Two decades later it came out of a drawer, and the UI designer in me knew exactly what it should become. Drag a thumb around the click wheel and the list ticks past in detents, the way it did in 2005. The scratches are drawn on. The familiar click wheel gives the menu a clear interaction cue before instructions appear.

The real iPod in Russell's palm: black, heavily scratched, click wheel intact
The actual iPod. The scratches in the game are these scratches.
The engraved steel back of the iPod: Russell E. White III (2005), All our Love!! Mom & Dad
The engraving that dates it: a gift from Mom and Dad, 2005.

Browser controls shaped for four surfaces

IPHONE
Drag anywhere and a thumbstick appears under your thumb.
IPAD
The same touch controls with a lot more ocean on screen.
DESKTOP
WASD or arrows to swim, space to boost on the kick.
APPLE VISION PRO
A spatial-browser path renders the ocean as a hand-controlled diorama.

A Bluetooth controller provides another input path where the browser exposes gamepad support.

Actual gameplay. It plays like this in the browser.
The Vision Pro spatial dive: the ocean shrunk to a diorama pinned at chest height, score panel floating in the room
Spatial-browser build at 1:40 scale, pinned in the room. This documents the implemented code path, not a physical-device test.

The song and the level are the same data

THE MUSIC

A procedural deep house engine on raw Web Audio: synthesized kick, offbeat hats, claps, sidechained sub bass, detuned stabs, pads, arps, and a breakdown riser, scheduled by a lookahead sequencer. Nothing is a recording.

THE WORLD

Three.js with cel shading and ink outlines. The world plays the band: kelp bends to the sub bass, coral blinks with the stabs, marine snow twinkles with the hats, and a pressure ring leaves the ray on every kick.

THE PROOF

Courses and music share a seeded section model, so the same mix generates the same course on each run. 198 unit tests cover beat timing, scoring, and assists.

REFLECTION

Build the thing only you would build.

Deep house, a manta ray, and a two-decade-old iPod should not naturally belong together. Their specificity gives the game its identity.

The write-up ends here. The game is one click away.

Supports touch, keyboard, controller, and spatial input in compatible browsers.

Play Deephouse Manta