ZOF//DUTY:
Operation Blackout
A wave-based military shooter that boots in a browser tab. No install, no download, no art pipeline—drop into the street below and start clearing waves.
Play now live build · desktop · mouse + keyboard
Click the viewport to lock the mouse. Fullscreen strongly recommended.
WASD move · SHIFT sprint · C crouch/slide · SPACE jump · LMB fire · RMB aim · R reload · G grenade · 1-3 weapons · ESC pause
No textures.
No models. No files.
The rule for this build was simple and brutal: zero external art assets. Not a single .png, .glb, or .wav ships with the game. Every surface in the city is painted into a canvas at runtime and uploaded as a PBR texture—albedo, normal, and roughness—about thirty sets of them.
The same applies to everything else. The soldiers are articulated meshes assembled from primitives. The rifles are modelled in code, down to the bolt and magazine that actually move during a reload. Every gunshot, footstep, and explosion is synthesized in WebAudio. What downloads is the logic that draws the game, not the game's pictures.

Parallel agents,
bound by a contract.
The project was built with Matt Shumer's Gauntlet Loop and his Claude of Duty prompt: build a pass, hand the result to a fresh critic, repair what it finds, test again.
The scaling trick was a file called CONTRACTS.md. It splits the engine into ownership zones—map, weapons, enemies, HUD, director—and freezes the interface between them: the exact event names, the exact method signatures, the shape each module must return. Several agents then work the zones in parallel without reading each other's code, and every one of them has to pass a clean vite build before it is allowed to finish.
A street that holds up.
An enemy that thinks.
The finished build is a 120×120m urban crossroads under golden-hour light: twelve buildings, wrecked vehicles, sandbag lines and burning barrels, 4k shadow maps and matched fog. Three soldier variants advance on it with real line-of-sight, seeking cover, flanking, firing in disciplined bursts and staggering when hit.
- Three procedural weapons—M4A1, MP5, and a bolt-action AX-50 with scope
- Cover-seeking enemy AI with line-of-sight, flanking, and burst discipline
- MW-style HUD: compass pips, hitmarkers, kill feed, wave banners, K.I.A. stats
- Every sound synthesized live in WebAudio—nothing is a recording
- ACES tonemapping, bloom, SMAA, and a filmic teal-orange grade