# A crowd through a camera frame

> A grayscale illustrated game scene shows round- and square-headed figures scattered around a television. Camera brackets select portions of the scene, while the television repeats framed imagery; a close-up pairs characters with a bold broadcast caption.

- Kind: Game
- Live game: https://ncase.itch.io/wbwwb
- Page: https://meetreference.com/v/ref-we-become-what-we-behold-by-nicky-case-2097/
- Ready-to-use agent handoff: https://meetreference.com/v/ref-we-become-what-we-behold-by-nicky-case-2097/agent.txt
- Authorship: Not stated
- Made with: Not stated
- Model: not stated
- Built with: not stated
- Style: Games; monochrome, hand-drawn, minimalist, editorial cartoon, viewfinder, screen-within-screen
- Preview: a flip-through of inspected screenshots; open the live work to experience its motion and interactions.
- Shared by Nicky Case! in Website: https://ncase.itch.io/wbwwb
- Prompt fidelity: Unavailable in this entry. The recreation brief is written by Reference.

## 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.

## Recreating this game

This is a visual reference. No original creator prompt is available. The following brief was written by Reference after inspecting the work.

Use a small vocabulary of hand-drawn silhouettes and faint environmental marks to keep a populated scene legible without detailed scenery. Contrast soft gray illustration with crisp black viewfinder corners, and repeat selected imagery inside an in-world screen to connect framing with feedback. For a new subject, replace the crowd symbols and television with relevant actors and a display device, while preserving the sparse staging and strong caption hierarchy.

1. Open the live work or source and inspect the frame images below.
2. Adapt its layout, hierarchy, palette, and interaction patterns to the user's own content and brand.
3. Compare the result against the reference. Use your own assets and credit the original creator.

## What it looks like

Written by Reference from the captured walkthrough frames, not by the creator.

Simple cartoon figures scattered around a small television; the closest view includes the caption “just some normal peeps.”

- Color: Mostly pale gray and white with black outlines and dark charcoal framing; a few muted gray details.
- Type: Flat, minimalist 2D cartoon illustration with simple geometric figures and small interface-like framing marks.
- Framing: A three-by-three grid of views. Most panels show a wide gray playfield with figures around a central television; the bottom row shows a closer view of a figure and caption.
- Structure: Repeated rectangular panels separated by thick dark borders. The wider views have sparse figures across the field, while the close-ups place a black caption bar along the bottom.

Storyboard, nine frames spread across the captured walkthrough: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/storyboard.webp

- Frame 1 at 1.0s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f1.webp
- Frame 2 at 2.9s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f2.webp
- Frame 3 at 4.9s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f3.webp
- Frame 4 at 6.8s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f4.webp
- Frame 5 at 8.7s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f5.webp
- Frame 6 at 10.7s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f6.webp
- Frame 7 at 12.6s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f7.webp
- Frame 8 at 14.6s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f8.webp
- Frame 9 at 16.5s: https://meetreference.com/media/ref-we-become-what-we-behold-by-nicky-case-2097/f9.webp

## Links

- Play game: https://ncase.itch.io/wbwwb
- Original post: https://ncase.itch.io/wbwwb
- Source and design credit: https://ncase.itch.io/wbwwb
