Game
Web Guy Simulator
Mac runs the website at Fluffify, a CRM for small sales teams. Colleagues walk up with asks: some sensible, some nonsense, several urgent for no reason. Every ask is a card on the desk. Pick one, make the call (do it, a smaller version, no, or tomorrow) and see what it did. Say yes to everything and Mac burns out. Say no to everything and the redesign happens without him. Nothing runs on a clock; the day moves card by card.
Loading the office
What is Web Guy Simulator?
A small office simulation about the job of running a company website. Mac sits at the desk in the corner. Everyone else in the building wants something from that desk: a pricing page change by Friday, a bigger logo, eighteen landing pages by Monday, a full redesign because the CEO saw a cooler site. The game is the gatekeeping: do it, decline, defer, or propose something smaller and better. Every call links to the entry in this library that explains it, and the day report says what each one taught.
How is the office drawn?
Nothing here was modelled by hand. A Python script builds every object in Blender from boxes, cylinders and spheres, names each part, and exports the room and the people as glTF files. The browser draws them with Three.js from a fixed isometric camera, with one warm light and soft shadows. Walking uses a grid generated from the same scene, so moving a desk in the script moves the paths with it. The full write-up lands on the blog once the office is finished.
How does a day work?
A day is nine hours and a desk of cards: three pieces of Mac’s own work, three asks from colleagues, and three or four more people who walk up during the day. Open a card, pick one of its calls, and the outcome lands at once: the minutes it took, how each meter moved, and the one thing that call teaches, with a link to the library entry behind it. Then the next card. Breaks are on the desk too: coffee, lunch, the sofa, the dog. Four meters keep score: the site, how much the org trusts the web desk, the team’s mood, and Mac’s energy. Nine hours never fit every card, and an ask still on the desk at 18:00 costs more than a no. A run lasts a sixty-day quarter, or until one of four endings gets there first.