 I mean that still blows my mind the idea of like I know designing in the browser is like the way we should really be doing things. What may have taken me two or three months to write before using 3.js now may take me like a week or two with A-frame. Recently you designed a game in a week based on anxiety. Could you explain a bit like what was the process of you iterating or sketching that idea of how did you come up with that process? Okay so the game started out as like a weak hackathon based around the annual Game Stone Quick event and so the idea was you build a game quickly during the event where people complete games quickly. So I thought I'd give that a go. I had an idea of how I could slot together an engine based out of a few components. The topic itself was basically me being like what's the most interesting thing that's happened to me recently that I can talk about and I was just like okay well I've been having anxiety attacks recently I'll make a game about that. I started looking at Winery which is a game engine for text based games. So you click through text like you read passages you can expand sections and you read through a story. Imagine like a choose-your-own-adventure format. Yeah it's like the island of adventure type games yeah and I thought yeah that's really cool. It's a nice way to explore the world but I have a 3D graphics background. I really enjoy doing 3D development and I kind of want to give a 3D aspect to this game. So part of the challenge was kind of crow barring 3D graphics into a narrative engine that's designed for text based games. So fortunately, Winery is all web based. So I was looking at a few engines. I was looking at like Babylon or 3D and A-frame. So in the end I settled on A-frame because the cool thing about that is that because it's based around HTML it's very easy for me to inject it straight into the engine and into the big HTML file. So I started looking at hacking around the the twinery page to shrink the passages down into like a little text box at the bottom and drop the engine behind it. And then I had to thought to myself like I've got like I've got a week to make an environment do animations and interactions. So I used like like Arcologics 3D.io tool to produce some architecture like an apartment building to explore. I picked that because it's again it's another tool that works online so I don't need to download and install anything because I'm building this whole thing on my Chromebook. And the cool thing about that is that it imports directly into A-frame. No, so I can build it on the thing and include a line of code in my in my twinery game and boom I've got my environment my A-frame scene. And then it's been a few days hacking in interaction so you can click on it with a mouse or swipe with your thumb on a phone screen and it works. So yeah so pretty much because of the power of A-frame which is designed to work on desktop computers and phones it was responsibly designed pretty much out the box but yeah I ended up writing a medium post about like all the little hacks I had to do to get stuff integrated but yeah I got to the point where I had the game um like the game itself like the engine completed but no narrative and about like two or three hours left and I was just like ah cramming some story like type something up um so it has it has you can probably like speedrun the game in about 45 seconds it's not super long um there's about seven passages but there's some nice Easter eggs and it was just a cool thing to show that yeah like given tools that are based in the web so glitch for hosting twinery for making the game engine um archeologics3d.io for making the environment and A-frame as the game engine I could plug all these bits together um with a little bit of JavaScript to to grease the wheels a bit and it worked and it works really very well I'm very happy with it. When you're designing the games that you've made do you think about like when I'm coming to design stuff like pen and paper sketch and I have to think about the the the environment space I mean 3D stuff goes way over my head I just look at stuff I can only think in 2D I mean what is the process that you should go through is it kind of sketchy or is it you're just hacking to see how you can push the technology to do what you know it's kind of sketchy um except I'm just sketching pen and paper or using like models or boxes um so because I do most of my 3D development in A-frame these days I tend to like drop in some basic elements and then I'll open up the A-frame inspector which is like the dev tools inspector except it's built into the A-frame library so if you press control or i it gives you like a little 3D editor where you can add new elements change components around so then I'd start moving stuff around placing it um and then I copy and paste the html back into um back into my editor or if I'm doing it in glitch I might just type in a few lines refresh it it looks not quite like how I want do it again um then try it to start my phone or my gear VR um and see what it's like and then to keep like rapid prototyping because I still code like it's like 2003 and I like make some changes in the text file and then refresh the browser and see what changed um and it works really well for VR because one line of html gives me a sphere with some material and describes it quite nicely so I can very very rapidly build up a scene download some objects from google poly um and just put them in and place them around tweak some lighting which would like to change the lighting is just one line of code so it's kind of like sketching um but designing with code or sketching with code I mean I've been like a web developer for since the early days of the web and sketching with html is how I've like if I wanted to demo a website I would throw some html together and I'm doing the exact same process instead of getting a web page I get a 3d environment you make it sound so easy it really is like I've got 12 year olds coding full VR scenes in in under an hour oh wow like it's something like if you want to get started with VR but you find javascript and webgl intimidating but html seems friendly and fluffy a frame is a wonderful place to start for like each microsecond that you're waiting you are losing a percentage of people away from the site yeah which is really nice but it's it's a very blunt tool right um performance cannot just be applied as this kind of one size fits all to every single solution