Direct broad development of the DEADWATER Three.js game and its PS2-style engine. Use for complete features, major upgrades, gameplay-plus-art work, visual polish, release preparation, or requests spanning multiple game systems. Route work through the…
Create and verify repeatable fixed-camera visual coverage for DEADWATER. Use when an agent needs named contact-sheet shots, visual reconnaissance of a scene area, before-and-after composition references, coverage of models or level layout, or changes to…
Use when sourcing, synthesizing, editing, integrating, or verifying DEADWATER sound effects, footsteps, interactions, ambience, spatial cues, and Web Audio behavior.
Find and license-check 3D props, tileable textures, and photo textures for DEADWATER. Use for asset discovery; route model preparation, registration, placement, collision, and verification through deadwater-3d-asset-pipeline.
Use when finding, licensing, downloading, converting, inspecting, preparing, registering, placing, animating, or debugging 3D models and colliders for DEADWATER.
Use when diagnosing or profiling DEADWATER's R3F frames, PS2Pipeline passes, shaders, raw-color output, scene.json and editor state, GLTF or FBX models, Rapier bodies, pointer lock, audio unlock, hooks, or production performance.
Use when designing or changing DEADWATER's 4:3 game HUD, CLOCK IN menu, pointer-lock overlays, prompts, hotbar, non-playable mobile preview, or the Unity-style in-browser scene and prefab editor.
Use when building or changing DEADWATER gameplay, scene components, first-person controls, interactions, inventory, carrying, Rapier bodies, deterministic actors, audio hooks, level flow, or the game/editor runtime boundary.