Third iteration of an Opus 5.5 web-swinging game: Blender, image generation and three.js in the browser (X video)
Shikhar (@xikhar) · 2026-09-27 · ai-made · 1,796,321 views
Made by AI
Model: Claude Opus 5.5, image-generation model (not named) · Series: Agent-built game or 3D world (the video shows the result)
Evidence: X post (2026-09-27): 'Third iteration with Opus 5.5 medium. / / I am in awe. It turned blender, image-gen, and three.js into this beauty, which runs on your browser. / / An understatement to say that Anthropic cooked. You are looking at the future of game dev.'
Human role: Iterated three times with Opus 5.5 (medium effort); the model combined Blender, image generation and three.js. Prompts not published.
Pipeline: Opus 5.5 → Blender assets + generated textures + three.js game → 2:21 gameplay video
What's in the video
Description written by Gemini, which watched and listened to the whole video.
Summary
This video showcases gameplay footage of a third iteration of a browser-based 3D web-swinging game created with assistance from Claude Opus 5.5, utilizing Blender, AI image generation, and Three.js. Shared by Shikhar (@xikhar), the demo highlights traversal physics, dynamic camera work, and urban exploration in both classic red-and-blue and black symbiote suits.
What is shown
- Diving from a skyscraper [00:00–00:16]: The red-and-blue Spider-Man suit perches on a spire high above Manhattan, dives off, and initiates a continuous swing sequence over a triangular park plaza and surrounding high-rises.
- Black suit rooftop traversal [00:17–00:28]: The black symbiote suit jogs across a gravel rooftop, vaults over ledges, and transitions into fluid web-swinging along narrow apartment corridors.
- Times Square traversal and ground sprint [00:29–00:41]: Web-swinging down a dense commercial avenue lined with neon billboards and moving traffic, followed by landing on a crosswalk and sprinting along the asphalt.
- City street swinging [00:42–00:55]: Web-slinging maneuvers weaving between brownstones, autumnal trees, and moving delivery trucks and taxis.
- Park environment [00:56–01:06]: Flying low over trees and walking paths across a Central Park-style public green space.
- Vehicle jumping and avenue swinging [01:07–01:27]: Street-level traversal vaulting off truck roofs and swinging along waterfront highways beside suspension bridges.
- High-speed urban web slinging [01:28–02:20]: Alternating sequences between suits showing high-altitude swings, wall passes, and low-altitude swings between traffic and glass skyscrapers. A persistent HUD mini-map is visible in the bottom right corner throughout.
Claims & numbers
- None (the video is direct gameplay footage with game audio/music and contains no spoken claims, benchmark numbers, or narrated statements).
Notable quotes
- None (no dialogue or voiceover).
Assessment
This is a real technical gameplay demonstration showcasing an impressive hobbyist/indie 3D browser game prototype built using Three.js and AI tooling. The captured gameplay is real-time footage displaying working physics, animation blending, collision detection, and procedural city traffic.
Lyrics & themes
- Audio profile: Instrumental/game audio. The clip features ambient city sounds, vehicle horns, wind rushing during dives, web-shooting sound effects ("thwip"), and energetic background scoring. There are no sung lyrics or spoken narration.
Lore & references
- Spider-Man Suits: Features both the modern Insomniac-style Advanced Suit (white spider emblem on red/blue) and the classic Symbiote Black Suit.
- AI-Generated Billboards: Times Square hoardings show procedurally or AI-generated brand signage and movie posters (e.g., "Halos", "The Warde", "Zest", "Kristo").
- Opus 5.5 Game Development: Part of the broader trend of developers leveraging Claude Opus 5.5 to write, debug, and coordinate complex Three.js render loops, shader math, and character animation state machines directly for web browsers.
Visual style & craft
The video displays real-time 3D WebGL graphics rendered in a web browser using Three.js. The environments combine modular city blocks modeled in Blender with image-generated storefronts and billboard textures. Character models feature full skeletal rigging, directional web attachments to building colliders, dynamic camera shake and FOV widening during terminal velocity dives, and shadow mapping across street-level traffic.
Described by gemini-3.8-flash on 2026-09-30 from the video's audio and frames.