
Maxwell Toms / Original universe · Game in development
Walter World.
An original universe.
A game growing inside it.
Browse the captured scenes below. The 3D development preview may take longer to load.
My role
Creator of the Walter universe: lore, character, world and art direction; spatial experience design and AI-assisted development.
The medium
Real-time browser 3D, built with Three.js. Architecture, materials, light and interactions form one experience.
Current stage
Independent world / game prototype in active development. The public build is a house preview.
01 / Inside the world
Take a look around.
Nine views from the actual browser world, spanning the house, outside spaces, underground core and hangar. Select an image to open it at full size.









Captured inside the public browser build on October 14, 2026. The gallery shows the major environments in the current prototype.
02 / The idea
A character deserves
an entire world.
Walter began in The Walter Diaries: a translucent-blue future light-being with a deadpan certainty and an unreasonable hope for humanity. This project gives that character somewhere to live, work, hide a spacecraft, and invite you in.
03 / The craft
Worldbuilding you
can walk through.
I shape the spaces, visual language and visitor journey, then guide AI-assisted implementation and review the rendered result. A warm courtyard house gives way to an underground core and a UFO hangar. The shift in scale, light and materials makes the world feel discovered.
Exploration, room choices and environmental controls make the setting an interactive place.
04 / Design decisions
Make exploration
feel inviting.
Offer a guided visit or independent exploration. Keep room navigation close at hand. Use changes in atmosphere and architecture to reward curiosity, and let small objects connect the spaces to Walter’s story.
05 / Development
An evolving world.
The public preview shows the environments and room navigation. Game systems, performance and touch interactions are still being refined. This is an active creative project, with ongoing testing rather than a finished commercial game.
The environments combine authored geometry with attributed third-party and generated assets. Credits are included with the project.
Implementation
Navigation is part of the experience.
- Built with
- JavaScript · Three.js · HTML/CSS · esbuild · Cloudflare Workers
- Interaction decisions
- The navigation helpers normalize joystick input, sweep movement against obstacles and preserve the walking camera pose when switching away from orbit controls. Form focus and open dialogs prevent movement keys from stealing input.
- Iteration & learning
- Source comments and regression checks address stale orbit damping, held input after blur, rotation and graphics-context loss. The learning is to treat navigation as interface behavior, including its interruption and recovery paths.
- What to try
- Use the room destinations for a quick tour. Desktop with hardware acceleration gives the best first look; walking controls are optional.
- Scope
- An evolving 3D development preview with a large scene that may load slowly. The screenshot gallery provides a quick view without entering the world. Performance, gameplay and touch controls remain active development work.
Development partnerships / Paid creative work
Help build the
next chapter.
I’m looking for paid creative development opportunities and partners interested in funding Walter World. I bring the narrative universe, creative direction and a working browser prototype.
A development partnership would focus on a polished playable slice, with the scope, team, schedule and budget agreed together.