# Call of Duty-style FPS on a market street

> A first-person shooter on a sunlit market street with enemy soldiers, ragdolls, recoil, and a full HUD, and no art assets: every texture, mesh, and sound is generated in code. The prompt has Claude Code fan out sub-agents and harsh visual critics.

- Kind: Game
- Page: https://meetreference.com/v/call-duty-style-fps-market-street/
- Ready-to-use agent handoff: https://meetreference.com/v/call-duty-style-fps-market-street/agent.txt
- Exact prompt as plain text: https://meetreference.com/v/call-duty-style-fps-market-street/prompt.txt
- Authorship: Not stated
- Made with: Claude Code
- Model: Claude Opus 5
- Built with: Three.js
- Style: Games; fps, first-person, shooter, three.js, procedural, realistic, military
- Shared by @mattshumer_ in X, Jul 25, 2026: https://x.com/mattshumer_/status/2081054356405731740
- Prompt fidelity: Verbatim. This is the complete prompt exactly as the creator published it.

## Before you start

Guidance from Reference, separate from the creator's instructions.

1. Read the reference and inspect the project, installed libraries, and available agent skills before writing code. Reuse suitable tools already present.
2. Prefer the creator-reported libraries and skills when they fit the task. Explain what useful additions help with, and install missing project dependencies or relevant skills from official sources when the environment and the user's existing permissions allow it. Respect the project's package manager and setup rules; do not ask again for routine setup already authorized.
3. Distinguish tools used by the creator from your own recommendations. A listed tool is not automatically required, and an empty tools or requirements list means the setup is unknown, not that nothing is needed.
4. Ask concise questions when missing inputs or choices materially affect the result: paid services, credentials, the user's assets, or a different production approach. Use existing answers and permissions; continue independent work while waiting.
5. If a useful library, skill, or service cannot be installed or used, explain an available alternative and its expected effect on quality, features, or effort. Get the user's choice before a material compromise; otherwise state the fallback and continue. Never silently simplify the result or claim to have used a tool you did not use.

Requirements reported by the source: An agent that can fan out sub-agents and /loop, as the prompt asks; Node.js to run the repo locally (npm install, npm run dev); there is no hosted build.

## Recreating this game

These are the creator's published instructions, unedited.

To adapt it: Swap "a first-person shooter at the level of the most recent Call of Duty games" and "the actual Call of Duty game" for another genre and the game you want to match. Keep the middle paragraph about sub-agents, /loop, and "a really harsh critic", which is what pushes the quality.

## Prompt

```text
I want you to build a first-person shooter at the level of the most recent Call of Duty games. It should be utterly perfect, visually beautiful, with every single thing done at AAA quality—from textures to physics to anything you could think of.

Fan out sub-agents and have sub-agents tackle each one individually so that the game is utterly perfect. You should /loop on each item and have a separate sub-agent check it visually to ensure it looks triple A. That separate sub-agent should be a really harsh critic, and if it doesn't look triple A, it should keep going.

Don't stop until each sub-agent is utterly wowed with the quality when compared with the actual Call of Duty game. It should literally compare them side by side blind and say which one looks better. Do this in ThreeJS. /loop until it's utterly perfect. Fan out sub-agents and ultracode.
```

## What it looks like

Written by Reference from the video frames, not by the creator.

First-person shooting down a sunlit market street of plastered concrete buildings, awnings, stalls, sandbags, and barricades, with a scoped rifle in hand.

- Color: Warm sand, dusty beige, and pale blue plaster under a bright sky, with olive and tan on the rifle; many shots drain to grey with a red edge vignette.
- Type: A small HUD: a minimap in the top left, a compass strip at the top, an ammo count in the bottom right, and ENEMY ELIMINATED callouts mid-screen.
- Framing: Wide 2.03:1 first-person frames with the rifle in the lower right, looking down the street's long perspective; one shot aims down the scope at a stall.
- Sound: Weapon fire, reverb, and spatial sound are synthesized in code with Web Audio, with no sound files, according to the repo README.
- Structure: Sprinting down the street, aiming through the scope, a kill callout, then a run of greyed, red-edged frames through cover, barricades, and stalls while the ammo count drops from 30 to 11.

Storyboard, nine frames spread across the video: https://meetreference.com/media/call-duty-style-fps-market-street/storyboard.webp

- Frame 1 at 3.1s: https://meetreference.com/media/call-duty-style-fps-market-street/f1.webp
- Frame 2 at 9.3s: https://meetreference.com/media/call-duty-style-fps-market-street/f2.webp
- Frame 3 at 15.5s: https://meetreference.com/media/call-duty-style-fps-market-street/f3.webp
- Frame 4 at 21.8s: https://meetreference.com/media/call-duty-style-fps-market-street/f4.webp
- Frame 5 at 28.0s: https://meetreference.com/media/call-duty-style-fps-market-street/f5.webp
- Frame 6 at 34.2s: https://meetreference.com/media/call-duty-style-fps-market-street/f6.webp
- Frame 7 at 40.4s: https://meetreference.com/media/call-duty-style-fps-market-street/f7.webp
- Frame 8 at 46.6s: https://meetreference.com/media/call-duty-style-fps-market-street/f8.webp
- Frame 9 at 52.9s: https://meetreference.com/media/call-duty-style-fps-market-street/f9.webp

## How it was made, per the creator

- One-shot: yes, a single prompt with no follow-ups
- Notes: The creator first called it one-shot, then corrected himself: "Zero-shot** not one-shot lol whoops". Asked about tools, he listed "Claude Code, Opus 5, ultracode, most importantly, zero skills or MCP". The repo README puts the game at roughly 55k lines across 11 subsystems, "written by a fleet of AI agents under orchestration", on Three.js r180 and WebGL2 with no other runtime dependency. There is no hosted build; it runs locally with npm.

> EVERYTHING you see in this demo is custom code... not a single external asset was used.
> (@mattshumer_)

## Links

- Watch: https://x.com/mattshumer_/status/2081054356405731740
- Original post: https://x.com/mattshumer_/status/2081054356405731740
- Code and prompt.md on GitHub: https://github.com/mshumer/Claude-of-Duty
- Reply with the prompt: https://x.com/mattshumer_/status/2081100592689324502
