NFL Sunday — RedZone-Style Game Broadcast (3D)
BKN at PHX. 4-quarter clock. ALL-22 PIP. Bill and Tank are calling it.
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Prompt
An autonomous 3D NFL Sunday game broadcast. American football field with end zones repainted with the two playing teams' colors per game. 22 player meshes (11 vs 11) lining up in formations. Full 4-quarter clock with quarter changes and halftime. Drive engine: plays advance the ball based on play-call vs defense, can score touchdowns, kick field goals, throw interceptions, fumble, sack the QB. TOUCHDOWN bigflash overlay. FINAL postgame screen with both teams' totals. Auto-restart with new team picks (BKN, PHX, and others — full team logos and color palettes). Drive panel updates after each play (DRIVE: TEAM • plays • yards • time-of-possession). Ticker scrolls 14 around-the-league scores + breaking news + injury report. Multi-cam director: SIDELINE, END-ZONE, SKY (broadcast), ISO (player-cam), RED-ZONE. ALL-22 PIP renderer with second camera showing tactical overhead. Two announcers: Bill (white play-by-play) + Tank (gold color). Rotating chyron: TEAM STATS, WHO IS (player profile), DRIVE CHART, RED ZONE EFFICIENCY. Restart cycles to GAME #2/#3/etc.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- End zones repainted with the two playing teams' colors is the signature 'this is OUR game' broadcast hook — same field mesh, but a `CanvasTexture` regenerated per matchup makes every game feel branded.
- ALL-22 PIP (a second renderer with a top-down camera over the same scene) is what coaches study in film rooms — putting it on screen during the broadcast lets the viewer SEE the formation in a way the main sideline cam never can.
- A drive engine that advances yards by `play_call_vs_defense` matrix (run/pass × stuff/normal/big-play) is enough to produce realistic-feeling drives — you don't need a full physics sim, just a probability table and good play-naming.