Frame from Call of Duty-style FPS on a market street
PromptFull
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.

Make it yours. 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.

Make it hereFree runs soon

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.

“EVERYTHING you see in this demo is custom code... not a single external asset was used.”

You'll need

  • 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
How it was made

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.

Claude Code · Claude Opus 5 · Three.js

Source and credit

X · Jul 25, 2026 · 7.8k likes · 5.1M views · 771 comments

Authorship not stated by the source

Published instructions: Reply on X, and prompt.md in the repo

Code and prompt.md on GitHub

Reply with the prompt

Look notesby Reference

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.

Remakes

Nobody has shared a remake of this one yet. Made your own version? Send it for review and credit.

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