PROJECT - Crop Field Runner
TYPE - Web game
CLIENT - Myself
COLLABORATORS -
LOCATION - Copenhagen
YEAR - 2026

STATUS - Ongoing

 

 

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Crop Field Runner is an interactive endless runner game that embodies the conceptual framework of the video artwork "Kilojoule" (2024). The game literalizes the fragmented journey of food production, transforming abstract agricultural systems into lived bodily experience.

The player runs through three interconnected worlds—real crop fields (GPS-tracked Danish agricultural landscapes), consumption spaces (supermarket aisles and logistics), and digital data realms (voxel and wireframe environments)—experiencing the energy transformation chain from soil to stomach as a continuous, accelerating challenge.

Rather than passively watching agricultural systems operate, the player embodies the artist's own 1024km walk through Danish countryside, now compressed into a three-lane maze of obstacles representing GPS-guided tractors, hay bales, and system infrastructure.

Core Mechanic: Energy depletion. You start with kilojoules (agricultural energy), lose them as you run, and must collect food items to survive. The game asks: How much energy does it take to feed yourself? What systems remain invisible while you consume?


Try protoype here: https://mortensylvest.studio/crop-runner/


 

 

Technical Stack

Game Engine & Core

  • Phaser 3 (Web game framework)

    • 3-lane endless runner architecture

    • Collision detection and obstacle spawning

    • Camera and world management

    • Input handling (keyboard, touch, swipe)

3D Assets & Modeling

  • Meshy.ai (AI-assisted 3D model generation; web MCP tested)

  • Rhino 7 (3D modeling environment)

  • Blender (Export and optimization)

  • Custom 3D Models: Tractor, hay bales, boxes (OBJ/FBX format)

Game Development AI

  • Claude Opus 4.6 (Game design documentation, architecture planning, build assistance)

  • Claude MCP (Unity integration for real-time code assistance; web protocol tested)

Rendering & Shaders

  • WebGL (Browser rendering)

  • GLSL (Shader programming for world-transition effects)

  • Custom materials for neon grid aesthetics (Tron world)

Development Environment

  • Node.js (Runtime)

  • Vite (Module bundler, hot module replacement)

  • npm (Package management)

  • Git/GitHub (Version control)

Deployment

  • Firebase Hosting (Served at mortensylvest.studio/crop-field-runner/)

  • WebGL Build (Browser-native, no installation required)

  • Progressive Web App (Installable on mobile devices)

Data & Analytics (Future)

  • Firebase Realtime Database (High-score leaderboards)

  • Firebase Analytics (Play session tracking)

  • Webhook integration (Connect game data to studio supply-chain database)

AI & Procedural Generation (Future)

  • fal.ai (Image generation for AI world graphics)

  • Perlin noise (Procedural terrain generation)

  • Machine learning (Difficulty scaling based on player behavior)

Browser Compatibility

  • Target: Modern browsers (Chrome, Firefox, Safari, Edge)

  • Mobile: Touch-optimized for iOS and Android

  • Accessibility: Keyboard controls, color-blind friendly UI (future enhancement)

 

 
   
   
   
   
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