NIGHTVISION

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NIGHTVISION +

A first-person shooter that runs entirely in a single HTML file — no download, no engine underneath, just a hand-built software raycaster bathed in the white phosphor glow of a night-vision device. 448×252 pixels, ambient light, grain, bloom. You play a commando following an advance team into a restricted zone: the team is already inside. No response. You're up.The use of AI is one tool within this creative framework — not its core.

The concept. Four levels tell an invasion in reverse — from an empty parking lot through a dead mall into the dark forest, where a crash is being covered up, all the way to a suburban cul-de-sac where glow-eyed children wait behind a fence you can never reach. This isn't a classic blast-the-aliens romp: you fight the cover-up and the turned — your own comrades, remade into something wrong. Atmosphere over plot, symbol over explanation. Lynch, Carpenter, and Metzinger caught in the corner of your eye.

Built with Claude. The whole game was made iteratively with Claude — level architecture, enemy AI, weapons, blood and lighting systems, collision, balancing. A workflow that found its rhythm: generate and upscale sprites as green-screen subjects in Magnific, run them through an image pipeline (chroma-key, grayscale, cut-out), inject them as assets, and automatically test every change — syntax, walkability, render. The photoreal, disfigured look of the zombie soldiers, the houses, the wreck: all Magnific material, unified in night-vision green.

Screenshot of Operation Nightvision

Come play. It runs straight in your browser — just open the file. WASD, mouse, shoot. Take the goggles off, if you dare. Enjoy the low light.