The Phaser Lab's second hero — the 2D pre-rendered pipeline turned TOP-DOWN. The AI concept of a low-poly bighorn ram (left); the Blender build — a voxel-fused wedge body with region materials and curve-tube spiral horns, audited over six rounds against the concept with render-sampled palette checks, rigged as a true quadruped and driven by CMU run mocap retargeted onto four legs (limbs-only map at damped influence, so the clip's arm-leg anti-phase lands as a diagonal-pair trot), rendered to a 112px overhead sprite sheet with a camera-space normal pass beside it (centre); and the ram live in the Phaser 3 arena, clashing on physics that were tuned and measured before this art existed (right). Download the mocap-animated rig below.
bighorn-bluff_ram.glb · 4.5 MB · glTF 2.0 — modeled in code, exported from headless Blender
This asset was built for Bighorn Bluff, a Phaser Lab piece. It was modeled entirely in code (Blender’s Python API) by an AI agent, rendered by headless Blender, and audited against its concept before export — the pipeline every Blender Studio asset goes through.