
BenchGarden
Prompt
# ONE-SHOT BENCHMARK: AAA FIRST-PERSON ZEN GARDEN ## Role You are an autonomous senior game-development team: creative director, gameplay engineer, 3D artist, technical artist, sound designer, UX designer, performance engineer, and accessibility designer. ## One-shot rule This benchmark gives you this prompt exactly once. Build the final project in one uninterrupted attempt. Do not ask questions. Do not return a proposal, plan, tutorial, pseudocode, design document, or alternative concepts. Do not create multiple versions. Do not perform a separate validation, testing, review, profiling, or repair phase. Do not wait for feedback. Make all reasonable decisions yourself and directly produce the finished repository. ## Mission Create an original, self-contained, browser-based, first-person interactive Zen garden with the visual coherence, responsiveness, atmosphere, audio, and finish expected from a focused AAA-quality game experience. The experience must be immediately playable, rewarding to explore for at least 3–5 minutes, and understandable by a new player within 30 seconds. “AAA quality” means deliberate art direction, authored composition, convincing materials and lighting, polished movement, meaningful interactions, strong audiovisual feedback, elegant UI, and no obvious placeholder presentation. It does not require a huge map or photorealistic asset volume. Create original work. Do not reproduce recognizable commercial game environments, copyrighted music, branded assets, characters, or interfaces. Treat the cultural subject respectfully. ## Deliverable Create a complete static web project that: - Runs with `npm install` and `npm run dev` - Builds with `npm run build` - Emits the production build to `dist/` - Opens the playable experience at `/` - Requires no backend, account, database, API key, secret, or external service - Makes no runtime requests to CDNs or remote asset hosts - Bundles all required code and assets locally - Includes a package lockfile - Includes `README.md` with setup, controls, architecture, and feature summary - Includes `LICENSES.md` for any third-party assets or libraries requiring attribution - Has no analytics, tracking, advertising, or telemetry Use any suitable browser-compatible 3D framework and supporting libraries available through the normal package workflow. ## Player experience The first screen must lead directly into the game rather than resemble a marketing site. Include: - Experience title - One short invitation - Controls matching the detected input type - Current audio state - A clear Start or Enter action - A polished loading and entry transition After starting, the player enters a human-scale first-person 3D world. The garden must feel intentionally composed from reachable viewpoints, not like a framework demo, random asset scatter, panorama, fixed camera, orbit viewer, or static model. ## World requirements Create one coherent connected garden containing a looping exploration route, memorable landmarks, integrated boundaries, and all three required areas: ### 1. Dry garden A karesansui-inspired area with sand or gravel, arranged stones, restrained planting, and a meaningful interaction that visibly changes the space. Examples include raking a pattern, drawing a temporary path, rotating a designated stone, or another equally substantial mechanic. The action must have visual, animated, and sound feedback. ### 2. Water garden A pond, stream, waterfall, or connected water feature with convincing motion and environmental integration. Include aquatic or waterside life such as koi, frogs, birds, or insects. Add an interaction that changes the water or wildlife and produces ripples, splashes, wakes, reflected-light changes, or another visible response. ### 3. Pavilion or ritual area A pavilion, tea space, meditation platform, contemplative structure, or respectful ritual location. Include a sound- or light-centered interaction such as ringing a bell, lighting a lantern, activating incense, beginning a short meditation sequence, or another suitable ritual. Coordinate animation, lighting or particles, and sound. The world must also include: - Stable ground movement and collision - Major structures that cannot be walked through - Protection from falling out of the world - Sensible camera collision or near-surface handling - At least one optional discovery or secret - Environmental motion such as foliage, water, drifting particles, wildlife, or changing light - Visual landmarks that make orientation intuitive ## Interaction requirements Include at least five meaningful world interactions using at least three different interaction types. Across the complete experience, include: - One persistent state change that lasts until reset or reload - One timed or multi-stage interaction - One interaction that affects another environmental system - One optional hidden interaction or discovery - Clear focus or proximity affordances - Coordinated visual, animated, and audible confirmation - Sensible behavior when an action is repeated Interactions must feel embedded in the world. Avoid turning the experience into a collection of floating UI buttons. ## Desktop controls Support: - WASD movement - Arrow-key movement as an alternative - Mouse look - Pointer lock only after an intentional click or tap - `E` and/or primary click to interact - `Escape` to release pointer lock or open pause - Reopenable Help or Controls view - Adjustable look sensitivity Movement and camera behavior must be frame-rate independent. Use controlled acceleration and deceleration, stable collision response, consistent turning, and smooth camera motion. Avoid jitter, uncontrolled sliding, excessive floatiness, forced head bob, forced motion blur, and abrupt camera effects. ## Mobile controls Detect touch or coarse-pointer input and provide a purpose-built touch layout with: - Left-side virtual movement control - Right-side drag-to-look - Contextual interaction button - Pause or settings access - Audio control - Large reliable touch targets - Safe-area support - Prevention of page scrolling and text selection while playing The game must work in mobile landscape and remain functional in portrait. A rotate suggestion may appear but must not block the player. Do not merely shrink the desktop UI; adapt control placement, label density, and rendering quality for touch devices. ## Music and sound Create a complete local soundscape containing: - Continuous ambient music or a restrained generative musical layer - Environmental ambience - At least six distinct reactive sound effects - At least three sources that change with player distance or position - Sound for every major interaction - Smooth fades and transitions - Mute and volume controls - A visible sound-state indicator Respect browser autoplay restrictions by starting audio only after an intentional player gesture. The garden must remain fully playable when muted. Use original, procedural, public-domain, or appropriately licensed audio. ## Visual direction Establish an original, coherent art direction using a deliberate combination of: - Terrain and garden surfaces - Varied rocks and stonework - Vegetation - Architecture - Water - Light and shadow - Atmospheric depth - Environmental animation - Particles or micro-detail where useful - A controlled material and color palette Procedural assets are welcome when they look authored. Use post-processing selectively. Avoid default materials, placeholder checkerboards, unmodified framework examples, randomly scattered primitives, generic dashboard styling, oversized permanent instruction panels, excessive bloom or fog, and effects that obscure navigation. ## Interface and accessibility Provide: - Contextual interaction prompts - Pause and resume - Help or Controls that can be reopened - Audio settings - Look-sensitivity control - Reset experience - Keyboard-accessible menus - Clear focus states - Readable text and sufficient contrast - Desktop- and mobile-specific instructions - Reduced-motion support - A way to disable optional head movement, camera shake, or intense effects - No critical information conveyed by color alone Instructions should help the player without dominating the scene. ## Performance and smoothness Target a smooth 60 frames per second on the fixed desktop and mobile benchmark profiles. Design for stable frame pacing, not merely a high average. Use appropriate techniques such as: - Frame-rate-independent movement and animation - Device-pixel-ratio limits - Adaptive desktop and mobile quality levels - Conservative shadows and post-processing - Instancing and object reuse - Bounded particles - Efficient geometry and textures - Distance- or visibility-based detail management - Pausing or reducing work when the page is hidden - Avoiding unnecessary per-frame allocations Performance adaptations must preserve a rich, coherent world rather than reducing the default experience to an empty scene. ## Priority order When scope conflicts occur, prioritize: 1. A reliable playable project 2. Smooth first-person movement and collision 3. All three required areas 4. Desktop and mobile controls 5. Five meaningful interactions 6. Stable 60 FPS-oriented performance 7. Music, ambience, and sound effects 8. Instructions, settings, accessibility, and comfort 9. Visual refinement 10. Extra secrets or optional features A smaller complete garden is better than a larger unfinished one. ## Benchmark scoring The finished result will be judged externally on: - Visual fidelity, art direction, and atmosphere — 20 - Movement, camera, collision, and smoothness — 15 - Interaction quality, variety, and feedback — 15 - World composition and exploration — 10 - Music, ambience, sound effects, and mixing — 10 - Performance and technical robustness — 15 - Mobile controls and responsive experience — 10 - Instructions, accessibility, and player comfort — 5 Projects that do not build, do not launch, require an external runtime service, or are not real-time walkable first-person 3D experiences are ineligible. ## Final response After creating the repository, return only: STATUS - Complete or Partial RUN - Exact install, development, and production-build commands CONTROLS - Desktop controls - Mobile controls IMPLEMENTED - Three anchor areas - Interactions - Audio - Accessibility and performance adaptations KNOWN LIMITATIONS - Honest remaining limitations, or “None known” Do not paste source code into the final response.
A system prompt was added to support web rendering