# Make a small browser horror game in a weekend with one style line per area for consistent 3D models

> A non-coder made a six-minute first-person browser horror game in 52 hours: 150 models from Tripo for about $27 including retries, sound from ElevenLabs and code from Claude. The trick that kept a hundred separate generations looking like one house was one written style line per floor appended to every prompt.

- URL: https://paperchasewebb.ai/bots/marketplace/items/make-a-small-browser-horror-game-in-a-weekend-with-one-style-line-per-area-for-consistent-3d-models/
- Type: Agent use case pack
- Category: Games
- By: PaperChaseWebb
- Works with: Claude (named in the listing); Plain .md
- Price: Free USD
- Difficulty: Beginner
- Setup time: 15 min
- Time to result: One working session
- Format: Markdown (.md) file, make-a-small-browser-horror-game-in-a-weekend-with-one-style-line-per-area-for-consistent-3d-models.md
- Version: 1.0, updated 2026-10-30
- License: Personal and commercial use. Credit the original source when you share the workflow.

## What you end up with

The per-area style line is the reusable part, and it works with any generator.

## What you get

- A plain-language summary of the workflow
- A fill-in prompt template
- What to watch out for
- A link to the original source

## Who it is for

Builders who already use AI agents and want a proven workflow they can copy into their own project.

## Tools needed

- Claude: wrote all the game code
- Tripo: image references and 150 3D models, rigging and animation
- ElevenLabs: sound, voices and music
- You need: An AI coding agent or chat model
- You need: A small real task to try it on

Cost to run: Free with the agent plan you already use.

## How it works

1. **Write one style line per area and append it to every asset prompt for .** Write one style line per area and append it to every asset prompt for that area. Expected: Done before you move to the next step.
2. **Approve a cheap reference image before paying for each 3D model.** Approve a cheap reference image before paying for each 3D model. Expected: Done before you move to the next step.
3. **Model small hardware separately from the object it sits on.** Model small hardware separately from the object it sits on. Expected: Done before you move to the next step.
4. **Generate characters in a T-pose before rigging.** Generate characters in a T-pose before rigging. Expected: Done before you move to the next step.
5. **Get a grey-box version playable on day one and playtest repeatedly.** Get a grey-box version playable on day one and playtest repeatedly. Expected: Done before you move to the next step.

## Sample prompt: Workflow template (Claude, Tripo)

```
Apply this workflow to [your project]:
1. Write one style line per area and append it to every asset prompt for that area.
2. Approve a cheap reference image before paying for each 3D model.
3. Model small hardware separately from the object it sits on.
4. Generate characters in a T-pose before rigging.
5. Get a grey-box version playable on day one and playtest repeatedly.
Stop and ask me before anything irreversible: deploys, payments, sends or deletes.
```

Adapted by PaperChaseWebb. Not the original author's prompt.

## Free preview of make-a-small-browser-horror-game-in-a-weekend-with-one-style-line-per-area-for-consistent-3d-models.md

````markdown
# Make a small browser horror game in a weekend with one style line per area for consistent 3D models

PaperChase agent use case (free feed entry), version 1.0. Source: [u/Bonelessgummybear on r/vibecoding](https://www.reddit.com/r/vibecoding/comments/1xjh65y/i_made_a_small_horror_game_in_52_hours_all_150_3d/), 2026-10-30.

## What they did

He made each reference image first and only paid for 3D once the picture looked right. A grey-box version was playable the first evening and eight playtests followed before release. Small protruding hardware like door knobs got flattened into objects, so those became separate models, and characters with mangled arms came out clean when regenerated in a T-pose.

## Worth knowing

The per-area style line is the reusable part, and it works with any generator. Costs are his figures at list prices. Keep the scope tiny (one house, one route) so the playtests fit in the time.
````

## Worth knowing

- The per-area style line is the reusable part, and it works with any generator. Costs are his figures at list prices. Keep the scope tiny (one house, one route) so the playtests fit in the time.
- Figures are as reported by the original author and were not re-measured by us.

## Questions

**Where does this come from?** A public post credited to u/Bonelessgummybear on r/vibecoding. Source: https://www.reddit.com/r/vibecoding/comments/1xjh65y/i_made_a_small_horror_game_in_52_hours_all_150_3d/

**Is it free?** Yes. Feed entries are free to read and download.

## How to get it

Free sample. Download it directly at https://paperchasewebb.ai/bots/marketplace/items/make-a-small-browser-horror-game-in-a-weekend-with-one-style-line-per-area-for-consistent-3d-models/, no signup.

Seller: PaperChaseWebb Inc., mgmt@paperchasewebb.com
