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Case Study

Orbitz

Slingshot asteroids through gravitational fields to hit targets. Built in a week with friends using Claude 3.5 Sonnet.

📋 Overview

Orbitz is a browser-based puzzle game built on gravitational physics. You launch asteroids by dragging a slingshot, and they fly through space affected by the gravitational pull of nearby masses. Each level adds complexity — more masses, tighter windows, and gravity wells that bend your trajectory in unexpected ways. The goal: hit the target in as few shots as possible (par scoring).


💡 Context

Started at the Denver Museum of Nature & Science — Graf and I saw a gravity demo and thought "this would make a sick game." Claude 3.5 Sonnet had just come out, so we used it to build the whole thing in about a week. Easy to understand, hard to master — anyone can drag and launch, but threading an asteroid through three gravity wells to bank-shot into a target takes real spatial intuition.


🛠 Tech Stack

Three.js TypeScript Custom Gravity Engine WebGL Vercel

🧠 Technical Challenges

Making the physics feel right — not just be correct — and making the visual feedback communicate gravitational forces intuitively.

⚡ Challenge

The background grid showing gravitational distortion would glitch near massive objects — grid points folding over themselves and creating visual artifacts.

✓ Solution

Clamped the grid displacement and added ghost aim lines so players can learn from their previous shots. Small tweaks, big difference in feel.


🎯 Role

Built collaboratively with Graf (Jacob Grafenstein) and Nino (Giannino Lusic). We all shared development — nobody "led" anything, we just jammed on it together using Claude 3.5 and shipped it in about a week.


Key Highlights


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