Gemini 3: Code a retro 3D spaceship game with a single prompt

From the creator

Gemini 3 is our best agentic and vibe-coding model yet. See how it takes a complex, single prompt and uses its reasoning capabilities to write executable code for a polished, interactive 3D game — complete with neon aesthetics and particle effects — all within a single HTML file. What will Gemini build if you change 'retro spaceship' to something else? Find out more about Gemini 3: https://deepmind.google/models/gemini/ ___ Prompt: ""Create a polished, retro-futuristic 3D spaceship web game contained entirely within a single HTML file using Three.js. The game should feature a """"Synthwave/Retrowave"""" aesthetic with the following specifications: ### 1. Visual Style & Atmosphere * **Aesthetic:** Dark, immersive 3D environment with a glowing, volumetric neon look. Use a color palette of deep purples, hot pinks, and electric cyans. * **Post-Processing:** You must implement Three.js `EffectComposer` with `UnrealBloomPass` to make the neon elements glow intensely. * **Environment:** * A dense, moving starfield background with rich features. Go beyond simple plane shapes here and apply shaders to make the game visually appealing. For example, simulating retro astra, stars, and planets in the background. * Distance fog to fade distant objects smoothly into the darkness. * **Assets:** Use complex geometric primitives constructed programmatically (no external model imports). ### 2. Gameplay Mechanics * **Perspective:** Third-person view from behind the spaceship. * **Core Loop:** The player pilots the ship on the X and Y axis (2D plane) while enemies (neon blocks) spawn in the distance and fly toward the camera along the Z-axis. * **Combat:** * The player shoots laser bolts (glowing lines) to destroy enemies. * **Collision:** When a laser hits a block, the block should shatter into a very complex particle explosion effect. * **Game Over:** If a block hits the ship, the game ends. * **UI:** A minimal HUD displaying the current Score. A """"Game Over"""" overlay with a """"Restart"""" button. ### 3. Controls (Cross-Platform) The game must detect the device type or input method: * **Desktop/Web:** * Use **Arrow Keys** or **WASD** for smooth movement (apply `lerp` or friction for a floaty, drift-like spaceship feel). * Use **Spacebar** to fire. * **Mobile/Touch:** * Render a semi-transparent **Virtual Joystick** on the bottom-left of the screen (using HTML/CSS or Canvas API) to map touch movement to ship coordinates. * Detect a **Tap** anywhere on the right side of the screen to fire lasers. ### 4. Technical Constraints * **Single File:** All HTML, CSS, and JavaScript (including the Three.js library and post-processing shaders imported via CDN) must be in one `index.html` file. Do not output any other text other than the html response. * **Performance:** Use object pooling for lasers and particles to ensure 60FPS performance. * **Responsiveness:** The canvas must resize dynamically to fit any screen size without stretching the aspect ratio."" ___ Subscribe to our channel https://www.youtube.com/@googledeepmind Find us on X https://twitter.com/GoogleDeepMind Follow us on Instagram https://instagram.com/googledeepmind Add us on Linkedin https://www.linkedin.com/company/deepmind/

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Makers residency 4th edition

Your idea can be anything. At our last workshops, people built plant-based nutrition businesses, a way to measure planetary resilience, crochet headwear and a way to connect lonely people living in the same building. An asset manager went on to raise an additional £25M on their fund within nine months. The fourth workshop is a full day at KOKO with Nick Sarafa, learning to build with Claude Code. Bring the thing you keep meaning to start. We’ll bring the pizza.

◆ Fri 13 Nov 2026 ◆ KOKO, London
Makers residency 4th edition
Live event
Makers residency 4th edition
Fri 13 Nov 2026

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