# Cel-Shaded Mountain Descent

- Author: StarKnightt
- Card: Creator prompt
- Theme: 3D browser games
- Stack: Not rebuilt
- Interaction: Pointer
- Licence: Credited link (Shared publicly by the author; full text with credit, removed on request)
- Verified: not yet
- Original post: https://github.com/StarKnightt/redrock/blob/HEAD/PROMPT.md

## Original prompt

```text
## Cel-Shaded Downhill Racing — Three.js

I want you to build a third-person cel-shaded car racing game. Not photorealistic — stylized like a comic book. Thick black outlines on everything, flat-shaded color with hand-painted lighting, exaggerated dust and drift clouds, and a camera that follows tight behind the car.

The track is a winding mountain descent. Red rock desert canyon with scattered boulders, dried brush, distant mesas, and a sky that looks painted. Think desert rally, not circuit racing.

3-4 AI opponents on the same track. Simple rubber-band AI — they speed up when behind, slow when ahead. No complex pathfinding needed, just spline-following with some randomness.

Do this in Three.js. Zero external assets. Every texture, every mesh, every sound must be generated procedurally in code. No PNG, no GLB, no WAV, no font files.

### Systems, in order

1. Cel-shaded rendering — quantized lighting, outlines
2. Track — winding mountain descent spline
3. Car — arcade physics, drift, suspension
4. Camera — tight third-person chase
5. Effects — dust, drift clouds, speed lines at high velocity, stylized skid marks on the road
6. AI opponents — 3 cars following the track spline with offset and rubber-banding
7. HUD — speedometer, position, track profile, timer, all procedural
8. Sound — engine revs (frequency-modulated oscillator tied to speed), tire screech, wind, impact bumps, all synthesized DSP
9. Post-processing and polish — color grading, vignette, subtle screen shake on impacts

For each system: build it, then spawn ONE separate sub-agent as a harsh visual critic. The critic should compare the result against cel-shaded racing games and rate whether it achieves a convincing stylized look. If it doesn't, keep iterating before moving to the next system.

The critic must never be the same agent that built the thing. It should only see the rendered output, not the code.

Loop on each system until the critic confirms it looks like a polished indie racing game, not a tech demo. Then move to the next system.

The final result should feel like a game someone would actually play — tight controls, satisfying drifts, and a visual style that makes people stop and look.
```

Not rebuilt by 3dmotion yet. Credit stays with StarKnightt.

Prompt by StarKnightt (https://github.com/StarKnightt/redrock/blob/HEAD/PROMPT.md) via 3dmotion.io/e/cel-shaded-mountain-descent
