Credits
Lake Monomonac: The Summer of '87
Development
Designed and built by David Graves. The game combines real map data, procedural geometry and effects, and art and audio generated for the project. Source files, licenses, and generation records are kept with the project assets.
Map data
The world is built from OpenStreetMap data: the real Lake Monomonac shoreline, its islands, houses, docks, and roads. Map data © OpenStreetMap contributors, available under the Open Database License (ODbL). The game's world file is a derived database of OpenStreetMap data.
Building and roof colors are generated in code from a stylized lake palette — no external imagery is used.
Terrain elevation courtesy of the USGS 3D Elevation Program.
Music and voice
The six stations of the WLKM dial are original songs written and produced for this project by David Graves using Suno. Titles, lyrics, and call-signs are original; no third-party recordings or samples are included.
The game's voice-over uses AI-generated speech, made with ElevenLabs under a commercial licence, cast and directed by David Graves. Every character is fictional: no real person is impersonated, voiced, or depicted, and no recording of a real person is included in the game.
Some of the voices are built on models that professional voice actors contributed to the ElevenLabs Voice Library, where contributors verify their consent and are paid when their voice is used. The rest were designed for this project. The voice models themselves belong to ElevenLabs, not to this game.
Nature ambience, including background beds and animal calls, was generated with ElevenLabs. Procedural effects made with the Web Audio API remain part of the mix, including engines, splashes, thunder, and the loon call.
Models and textures
Player and resident characters, wildlife and pets, trees, selected cottages, and the BMX bike use models generated with Meshy. Those generated assets retain the generating account's Meshy terms; they are not CC0.
Terrain and building textures, along with character reference art, were made for this project using OpenAI image generation. Boat hulls, water, and other parts of the scene continue to use geometry and effects built in code.
Promotional artwork
The illustrated homepage hero was supplied by David Graves for this project. It is concept art; the separately labeled gameplay images show development builds.
Character animation
The player character's skeleton and source motion come from Universal Animation Library by Quaternius, dedicated to the public domain under CC0 1.0. These motions are used alongside Meshy-generated character models and animations. The CC0 dedication applies to the Quaternius source material, not the generated models.
Character portraits
The dialogue portraits were generated for this project with OpenAI image generation, from the project owner's own concept references, and are processed by a deterministic local pipeline. They contain no third-party stock art, logos, or watermarks, and no real person is depicted.
Typeface
Chakra Petch by Cadson Demak, used under the SIL Open Font License 1.1. It sets the game's interface and the headings on this site.
Technology
- three.js — 3D rendering (MIT License)
- Vite — build tooling (MIT License)
- TypeScript — language (Apache License 2.0)
- earcut — polygon triangulation (ISC License)
- Firebase SDK — analytics (Apache License 2.0)
Lake Monomonac is a fictional video game inspired by life on the real Lake Monomonac (Winchendon, Mass. / Rindge, N.H.). All residents, businesses, and events in the game are invented; no real person is depicted.