The 300-Year Bloom · corridor playtest · flat animation paint
You wake in the ship at the bottom of the valley. Click the picture to start: WASD to move, ← → to turn, the mouse to look, Shift to run, E to interact. On a phone, use the joystick at the bottom left and drag the picture to look. The pod screens along the path are lit: walk up, look at one, and it plays the log he recorded there. A is clean-line flat paint, B is an animation background with gouache grain; the slider blends between them.
Click to choose (or press 1 / 2)
三百年的昙花
You wake in the ship at the bottom of the valley. Follow the lit path to the hilltop.
Every object gets three tone bands, its shadows leaning indigo-violet. The moonlight comes from a little left of straight uphill (the moon itself is still behind the hut) and casts hard-edged shadows. Under the haze there is no moonlight, only warm bounce light and the plants’ own glow. The plants’ light on the ground is baked into the terrain in two steps, with painted edges.
Outlines come from depth and normals: thick silhouettes up close, thin ones far away; distant lines take on a little of the colour they sit on, and inner creases are half as dark. The frame uses 4× multisampling plus one SMAA pass. The screen keeps only a very fine grain; the brushwork lives in each object’s own texture.
An orange haze lies on the valley floor, and the corridor climbs out of it; distant things fall into a few flat layers by distance. Inside the haze there are no stars and no moon. Apart from the open flower, every colour stays below pure white; the closed bud has no white either. The flower’s halo is its own layer and stays out of the bloom pass.
In the distance, three painted backdrops (sky, ridge, valley) sit on the sky dome by direction, with the stars and the moon on top. The ground changes brushwork with height: rust-red dust in the valley, basalt on the slope, green grass on top, each pressed into a few flat colours. The hut and the pods use hull panelling drawn by the page itself (steel plates of mixed sizes, ink seams, rivets, rust, tape), not reference images. The plants, stones and mounds by the path are painted cards, grown by corridor zone (only moss in the valley; later growth further up). Add ?paint=0 to the address to see plain geometry again.
This is look-dev mode (?mode=lookdev). Opened without parameters, the page runs in story mode: full screen, no teleports, no sliders. The pods, the ship bay and the hut are still simple geometry; more detailed models will replace them later through the same render pipeline. Where a log video doesn’t exist yet, an animatic plays instead: the keyframe slowly pushes in and the subtitles follow the timecodes. Drop a file such as log-1.mp4 into lookdev-assets/ and it replaces the animatic automatically.