Verified prototype

Splat World

A multiplayer spatial prototype focused on presence, navigation, and shared interaction inside a browser-delivered scene.

Teams exploring shared spatial experiences on the webVerified vertical slice · 2026Evidence reviewed July 28, 2026

Interface evidence

A real frame from the documented system

Each image is an optimized public-safe capture. Captions state the fixture, data, and verification boundary represented in the frame.

Splat World lobby over the Botanical Garden scene with a generated Explorer name, blank invite, empty roster, and visible CC BY attribution.

Verified lobby capture with a generated Explorer identity, no invite code, and zero connected explorers. The Botanical Garden scene credit remains visible in the frame.

ProvenanceExisting Playwright capture from the Splat World prototype's public-safe empty-lobby state.

Problem

The costly workflow

Spatial demos can look compelling in isolation but fail to prove the shared-state and interaction model that makes a world feel inhabited.

Role

What Devin owned

Built and evaluated the interaction slice, multiplayer state behavior, browser scene, and public-safe demonstration framing.

System design

Architecture and data flow

The public description stays at a useful system level without exposing private records, credentials, or machine-specific implementation details.

Architecture

  • Browser-rendered spatial scene
  • Shared presence and interaction state
  • Lightweight multiplayer synchronization
  • Attributed third-party visual assets

Data flow

  1. A player joins the shared scene.
  2. Local movement and interaction update shared presence state.
  3. Other clients receive the synchronized state.
  4. The scene renders remote presence inside the same spatial context.

Constraints

  • The experience must remain usable on ordinary browser hardware.
  • Third-party assets require visible attribution.
  • The public proof must distinguish a verified vertical slice from a finished product.

System-flow diagram

How information moves through the verified slice

This is a public-safe architecture diagram, not a product screenshot. It shows responsibilities and handoffs without exposing private data or implementation paths.

Flow step 01

A player joins the shared scene.

Flow step 02

Local movement and interaction update shared presence state.

Flow step 03

Other clients receive the synchronized state.

Flow step 04

The scene renders remote presence inside the same spatial context.

Evidence references

The artifacts behind the verification

Each reference names the implementation, test, documentation, or public demonstration that supports the claims on this page.

Automated test

Two-client multiplayer flow

Browser tests cover host creation, shared invite links, roster state, remote avatar updates, and mobile controls.

Implementation

World manifest and attribution renderer

The server supplies the scene's creator, source, and license metadata, and the client renders those credits in the experience.

Automated test

Production preflight and verification suite

Type, unit, build, collision, client-shell, asset, and same-origin readiness checks define the verified prototype boundary.

Verified behavior

What the evidence supports

  • The prototype verifies a multiplayer spatial vertical slice rather than a static scene.
  • The client renders the included scene's creator, source, and CC BY 4.0 license from the shared world manifest.
  • The tested scope is presence, movement, and shared interaction—not a complete game.

The prototype establishes the technical and interaction foundation needed to evaluate a shared browser world before expanding its content.

Boundaries

What this case study does not claim

  • The current proof is a bounded vertical slice.
  • Performance and network behavior still require broader device testing.
  • Production-scale moderation, accounts, and world persistence are not claimed.

Third-party attribution

Assets credited at the source and in the experience

Proof-safety review

Public package checks

Confirmed for the material rendered on this case-study page and its linked public evidence.

Implementation vocabulary

Realtime stateBrowser graphicsMultiplayer systemsWeb UI