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Game assets, authored by AI agents.

Explore code-authored 3D models, rendered sprites and assets contributed by the game labs.

The public lab process

AI work you can inspect.

Explore the published work ↗
  1. AI authors

    Blender work, written as code

    AI agents write scripts to model, texture, rig and render assets contributed by the game labs.

  2. AI inspects

    Inspect the shape and motion

    Agents compare rendered output with the concept and refine the asset for its intended use.

  3. Lessons return

    Tools and prompts improve

    Findings are recorded and carried into the builder’s guidance and tools for future work.

Assets, from the labs.

Explore all labs ↗

The dovecote tower on its headland in the Defold engine

Defold · Blender asset

Dovecote: the turning tower

About this project

The Defold Lab's first 3D piece, and its first asset built to be LOADED as geometry rather than rendered to sprites. The WRITTEN art-direction contract (left) — the image generator is still out of credits, so twenty colours are committed as exact hex; the turntable of the SHIPPED .glb files (centre), eight even azimuths of the storey drum, its slate-on-timber stair, the cap and hatch, the vane, the headland with its drystone wall and sea edge, and the clockwork winder; and the same tower live in Defold (right). Two things are worth stealing: the model carries NO colour texture at all — each face's UV encodes an index into the contract palette, which is compiled into the fragment shader as a constant array — and the palette lives in exactly one file, because an ordered list where position carries meaning will silently repaint everything if two copies drift. Download the tower kit on the asset page.

The magpie carrying a jewel through a lantern cone in the Godot engine

Godot · Blender asset

Featherfilch: the magpie

About this project

A 2D hero that is really a 3D asset. The concept sheet the piece was contracted against (left); the Blender build — a fused, voxel-remeshed bird with an iridescent teal-violet wing plate, a white scapular oval and a single tapered tarsus per leg, rigged and animated through five procedural cycles because the platform's mocap library is human and no clip fits a bird (centre); and the live Godot build, where every one of her 56 frames ships with a matching camera-space normal pass so a guard's lantern genuinely relights her back (right). Two craft rules are baked in: face parts are built AFTER the voxel remesh and stay separate objects, because the remesh welds what it touches and eats the eyes; and stacked cylinders bead after a fuse where one tapered cone does not.

The nest gatherer mid-swing in the Phaser 4 gorge

Phaser · Blender asset

Swiftline: the nest gatherer

About this project

The Phaser Lab's third hero and its first for a SIDE-SCROLLER, which changed the brief: in a profile camera the X axis is the silhouette, and two rounds authored wide in Y read as a broomstick. The concept sheet was painted in-lab this cycle (the platform's concept service was out of credits), making it a numeric contract — every colour a named hex, every proportion a stated measurement (left). The Blender build is a voxel-fused body whose every limb is a capsule between two named joints, with the face added AFTER the remesh as separate parts; the swing cycle is COMPOSED from two motion-capture clips, because the archive's only hanging clip holds a hang for eight frames out of 181 — arms held from that clip, legs and spine driven by a walk, arm F-curves stripped from the bake. The face ships as its own five-state sheet with a baked per-frame head-pivot table, so it blinks and reacts in any body pose (centre). And the gatherer live in Phaser 4 (right). Download the rigged glTF on the asset page.

The ball threading the mug tunnel in the Godot engine

Godot · Blender asset

Breakfast Links: the breakfast kit

About this project

The Godot Lab's first true 3D kit, in all three phases. The breakfast-table prop sheet (left); the Blender build — fused voxel-remeshed food forms with a blob-chain syrup drip, linear-colour procedural materials, fairway curbs generated from the engine's own collider constants for parity by construction (centre); and the live Godot build, where a real RigidBody3D ball rolls through the mug's actual trimesh bore under a real-time DirectionalLight3D shadow map (right). Two geometry lessons are baked into the kit: tunnels bored through BOTH ends, leaning slabs sunk by their crust thickness.

Crimson Bulwark rigged character render

Studio · Blender asset

Crimson Bulwark

About this project

A stocky crimson juggernaut recreated from an AI concept sheet — dome head sunk between cream-rimmed pauldrons, riveted barrel chest, knee-high fists — skinned to a 12-bone rig carrying baked walk, idle and jump clips, the studio’s first with root-motion keys.

The Wickling glowing on the workshop benches in three.js

three.js · Blender asset

Glimmerwick: the Wickling

About this project

A rolling hero authored as a high-poly drip sculpt — dense fused runnel chains, hardened skirt, crown wick — baked down to a 3,000-triangle sphere with packed PBR maps and an emissive crown, so the ball can spin freely while its flame rides upright above it. Four audit rounds against the turnaround before ship.

The physics wheel rolling in the Godot engine

Godot · Blender asset

The Big Cheese: the festival kit

About this project

A physics piece's prop kit in all three phases. The sunrise cheese-rolling concept (left); the Blender kit — cheese wheel, hay bales, ramp, pickets, geese, waymarker arch and finish banner, every sprite rendered twice, colour plus a camera-space normal pass (centre); and the live Godot build where the wheel is a real rigid body under a sunrise Light2D, bursting the rigid-body hay it was rendered beside (right). The chasing villagers run retargeted CMU motion capture.

Washline heroine on the rooftops in the Defold engine

Defold · Blender asset

Washline: the laundry keeper

About this project

The Defold Lab's first heroine, all three phases of the 2D pre-rendered pipeline. The AI turnaround of a squat laundry keeper with her wicker basket (left); the Blender build — a rigid-bound rig audited over five form rounds, driven by CMU run and leap mocap (clips 09_02 / 16_05, shoulder-line auto-facing), rendered to cropped sprite rows with a camera-space normal pass (centre); and the keeper live on the terracotta rooftops in Defold, where her cloth-simulated washing lines flutter in three baked wind phases (right). Download the mocap-animated rig below.

The assembled Skeleton2D calavera leaping in the Godot engine

Godot · Blender asset

Calaverita: the calavera

About this project

A cutout character in all three phases. The AI concept sheet — which drew its own paper-doll parts diagram (left); the Blender result: nine bone parts rendered separately with camera-space normal-map passes and joint pivots exported to a manifest (centre); and the heroine assembled at runtime on a Godot Skeleton2D, animated by CMU motion-capture curves projected to 2D bone angles — she walks, runs and jumps like a person, scatters into parts when she falls, and reassembles at the checkpoint (right).

Bighorn Bluff ram clashing in Phaser 3

Phaser · Blender asset

Bighorn Bluff: the bighorn ram

About this project

The Phaser Lab's second hero — the 2D pre-rendered pipeline turned TOP-DOWN. The AI concept of a low-poly bighorn (left); the Blender build — a voxel-fused wedge body with curve-tube spiral horns, audited over six rounds with render-sampled palette checks, rigged as a true quadruped and driven by CMU run mocap retargeted onto four legs with a limbs-only damped map so the clip's arm-leg anti-phase lands as a diagonal-pair trot, rendered to a 112px overhead sheet with a camera-space normal pass (centre); and the ram clashing live in the Phaser 3 arena (right). Downloadable mocap-animated rig.

Cinder Courier running in Phaser 3

Phaser · Blender asset

Cinder Courier: the fox courier

About this project

The Phaser Lab's first hero, all three phases of the 2D pre-rendered pipeline. The AI concept of a lantern-carrying fox courier (left); the Blender build — a voxel-fused body with region materials, audited over five rounds against the concept with render-sampled palette checks, rigged and driven by CMU run mocap (clip 09_02, hip-height-matched at import), rendered to a 76px sprite sheet with a camera-space normal pass beside it (centre); and the fox live in the Phaser 3 piece, running on a feel layer that was tuned and measured before this art existed (right). Download the mocap-animated rig below.

Inkbout duel in the Godot engine

Godot · Blender asset

Inkbout: the ink boxers

About this project

The lab's Grease Pencil Line-Art experiment, all three phases. The AI concept of two 1930s rubber-hose boxers (left); the Blender result — 3D rigs whose ink outlines are generated procedurally by the Line Art modifier while CMU boxing mocap (clip 14_01) drives the punches, rendered to cel sprite sheets with a camera-space normal-map pass beside them (centre); and the live Godot duel where those flat toon sprites still catch a real desk-lamp Light2D and cast paper shadows (right). Download the mocap-animated hero rig below.

Hand press built headless in Blender

Concept Art · Blender asset

The Quoin Press

About this project

The Concept Art Lab's fifth buildability probe — the lab's first pure machine: the letterpress hand press's four-panel turnaround (left) and the press authored headless from it (right) — primitive-built cast-iron arch with an exact-arc sweep, closed support chains from screw to platen to rolling bed, a lead type form in its chase, and vermilion pinstripes. A numeric bounds check, not eyeballing, caught the build's half-scale bug. Download the glb below.

Glasshouse pavilion built in Blender under an HDRI sky

Concept Art · Blender asset

The Great Glasshouse

About this project

The Concept Art Lab's fourth buildability probe, this time architecture with the full material stage: the conservatory's elevation sheet (left) and the pavilion authored headless from it (right) — curve-tube ribwork, transmission glass, vendored CC0 scan PBR on plinth and forecourt, lit by a rotating day HDRI. The bake-down exercise caught a real albedo defect and flagged it as a KIT-GAP instead of shipping it.

Steamfell Macaque modelled in Blender with strand fur

Concept Art · Blender asset

Steamfell Macaque

About this project

The Concept Art Lab's third buildability probe, this time a furred creature: the snow monkey's turnaround (left) and the asset modelled headless from that sheet (right) — fused ball-of-fur body, fourteen-lobe face ruff, and a kit.fur strand coat concentrated where it shapes the silhouette. Five audit rounds minted a new platform rule: strand fur is a silhouette tool over a fuzzy base, not a full coat.

Sirocco Skiff modelled in Blender from the turnaround, cloth-simmed sail

Concept Art · Blender asset

Sirocco Skiff

About this project

The Concept Art Lab's second buildability probe, this time a vehicle with cloth: the sand-skiff's turnaround (left) and the asset modelled headless from that sheet (right) — fused plank hull, three-strut undercarriage with bronze skid-shoes, and a lateen sail that is real simulated cloth draped over its yard with kit.drape_cloth. Six audit rounds, including a strut-detachment hunt that minted a new platform modelling rule: aim angled supports with a track-quaternion, never hand-rolled eulers.

Brass Diver modelled in Blender from the turnaround

Concept Art · Blender asset

Barnacle & Brass

About this project

The Concept Art Lab's buildability probe: the Brass Diver's orthographic turnaround (left) and the asset modelled headless from that sheet alone (right) — fused canvas volumes, curve-tube limbs, verdigris brass fittings, audited against the sheet for silhouette, proportions and signature details across seven rounds. The pack shipped only because this build passed.

Lamplighter in the Godot engine under Light2D

Godot · Blender asset

Lamplighter's Round: the lamplighter

About this project

The Godot Lab's first hero, in all three phases of the 2D pre-rendered pipeline. The AI concept turnaround (left); the Blender build — fused voxel-remeshed masses per material, rigid-bound to a 14-bone rig, keyframed walk/idle/lamp-raise, rendered from four real directions into a 48-frame sprite sheet with a camera-space NORMAL-MAP pass beside it (centre); and the character in the live Godot build, where those normal maps make every lamp a true 2D light rolling over coat folds and cobbles (right).

Dawn Lift in engine

Unity · Blender asset

Dawn Lift

About this project

Concept, Blender recreate and the live engine frame from one cycle. A hot-air balloon competition at dawn: the AI concept (left), the code-modelled 14-gore lathed envelope with its six-material paint and fold-back wicker basket (centre), and the piece running in Unity where you ride three wind layers to drop markers on the crosses and land on the festival green (right). The lab's first cycle closed under the seven-gate decree - win, lose and every verb observed live before close.

Millrace in engine

Unity · Blender asset

Millrace

About this project

Concept, Blender recreate and the live engine frame from one cycle. A hill sawmill on a fast beck: the AI concept (left), the code-modelled mill house with coursed stone, a slate roof and a real water wheel in its wheelpit (centre), and the piece running in Unity where you work three sluice gates to route logs into the saw (right). The lab's proof piece for the environment floor — ground, cover, colliders and sky all measured, not eyeballed.

Beck Fold in engine

Unity · Blender asset

Beck Fold

About this project

Concept, Blender recreate and the live engine frame from one cycle. A sheepdog trial in a walled autumn dale: the AI concept (left), the code-modelled collie with a real gait and six ewes it drives as a flock (centre), and the piece running in Unity where you place the dog and the flock moves because he's there (right).

Henge Survey in engine

Unity · Blender asset

Henge Survey

About this project

Concept, Blender recreate and the live engine frame from one cycle. A highland stone circle at dawn: the AI concept (left), the code-modelled theodolite on its tripod with a real sighting reticle (centre), and the piece running in Unity where you survey every standing stone before the light goes (right).

Night Desk in engine

Unity · Blender asset

Night Desk

About this project

Concept, Blender recreate and the live engine frame from one cycle. A border checkpoint at three in the morning: the AI concept (left), the code-modelled desk kit — lamp, stamp, ledger and permit tray (centre), and the piece running in Unity where you check a permit's fields against the posted rules and stamp it through or turn it away (right).

Honey Cart & Jar in engine

Unity · Blender asset

Honey Cart & Jar

About this project

Concept, Blender recreate and the live engine frame from one cycle. A keeper's cart working a flowering meadow: the AI concept (left), the code-modelled cart — plank bed, side rails, big spoked wheels, A-handle — beside a gold-lidded honey jar (centre), and the piece running in Unity where you run jars from hive to cart before sundown (right).

Festival Pavilion & Pier in engine

Unity · Blender asset

Festival Pavilion & Pier

About this project

Concept, Blender recreate and the live engine frame from one cycle. An indigo-night festival on the water: the AI concept (left), the code-modelled pavilion with flared cone umbrella roofs and gold rim rings, beside a modular pier reused across four instances (centre), and the piece running in Unity where hand-launched shells burst over lantern-lit water in three archetypes — peony, ring and willow (right). Shipped FLAWED and said so on the card: the bursts' point lights bloom into the water plane near low shells, a two-constant fix queued for the next pass.

Bakehouse in engine

Unity · Blender asset

The Bakehouse

About this project

Concept, Blender recreate and the live engine frame from one cycle. A village bakehouse: the AI concept (left), the code-modelled kit — a brick dome lofted from a profile with its arched mouth cut clean THROUGH the front and a voussoir ring set around it, an iron door on its hinge, a floured trough with the peel, and ONE scored loaf (centre), and the piece running in Unity where six copies of that single loaf brown independently off one shared material (right). Modelling one loaf instead of six is a decision the engine probe made: property blocks were measured working before anything was authored.

Organ Loft in engine

Unity · Blender asset

Organ Loft

About this project

Concept, Blender recreate and the live engine frame from one cycle. A chapel organ: the AI concept (left), the code-modelled kit — an oak console with TWO manuals stepped back and up, six separately-named stop knobs whose axes run toward the player, a rank of tin pipes with real mouth notches cut in their front faces, and a bench (centre), and the piece running in Unity where drawing a stop stacks another sampled rank onto every note (right). The knobs are the contract: the engine finds each by name and DRAWS it toward the player, with its porcelain label parented to it so the label travels with its own knob.

Long Meadow in engine

Unity · Blender asset

Long Meadow

About this project

Concept, Blender recreate and the live engine frame from one cycle. A half-wild pony: the AI concept (left), the code-modelled animal — a barrel lofted as elliptic sections, a fused tapering neck, head with ears and muzzle, and four separately-named legs each carrying a PIVOT MARKER at its shoulder or hip (centre), and the piece running in Unity where she reads your approach speed and flees on a runtime-baked NavMesh (right). The markers are the contract: the engine reads each one, builds a joint there and swings the leg about it, which is why the shoulders never open a gap.

Fog Station in engine

Unity · Blender asset

Fog Station

About this project

Concept, Blender recreate and the live engine frame from one cycle. A harbour pilot station in fog: the AI concept (left), the code-modelled kit — a brass binnacle with a fluted column, gimbal shoulders and a real compass dial, a cast-iron bell hung mouth-down on its wall bracket, and a chart table with a gooseneck lamp (centre), and the piece running in Unity where the fog hides the vessel you have to identify by ear (right). Every unit here declares its FRONT feature at build time and the render is checked for it before any light is touched — a habit that caught the bell hanging upside down and the compass dial buried inside its own bowl.

Gallery Cut in engine

Unity · Blender asset

Gallery Cut

About this project

Concept, Blender recreate and the live engine frame from one cycle. A television gallery over a floodlit regatta: the AI concept (left), the code-modelled kit — a vision-mixer console with five dense cut rows on a sloped deck, a 3x2 CRT wall whose fronts are REAL recesses, and a rowing eight lofted as an elliptic hull with riggers and oars (centre), and the piece running in Unity with four simultaneous RenderTexture feeds on that wall (right). The monitor wall carries a named plate inside each recess so the engine seats its display quads on measured bounds instead of by eye.

Emberworks in engine

Unity · Blender asset

Emberworks

About this project

Concept, Blender recreate and the live engine frame from one cycle. A firework maker's riverside workshop: the AI concept (left), the code-modelled kit — a plank workbench, a stack of rolled paper rocket tubes, and a bored copper mortar with three flush bands in a timber cradle (centre), and the piece running in Unity, where the burst you are watching is the readout on a shell you packed yourself (right). The mortar took four rounds, and the round that finally fixed it was not a radius problem at all: the bands were the right size, sitting 0.52m below the tube because one term subtracted the base height twice.

Fern Hollow in engine

Unity · Blender asset

Fern Hollow

About this project

Concept, Blender recreate and the live engine frame from one cycle. A misty pine hollow: the AI concept (left), the code-modelled kit - a vase-form fern built as ONE fused mesh so it can be GPU-instanced, a lathe-built pine, a mossy boulder and a hanging oil lantern (centre), and the piece running in Unity where you search the fog by lantern light (right). The fern was rebuilt from 21,661 verts to 900 once the instance budget was actually measured.

Tannery Yard in engine

Unity · Blender asset

Tannery Yard

About this project

Concept, Blender recreate and the live engine frame from one cycle. A saddler bench: the AI concept (left), the code-modelled kit - a dished saddle seat built as a densely interpolated shell so the voxel remesh actually welds it, cut brass buckle frames, bored belt coils and lathe-turned awls (centre), and the piece running in Unity where you saddle-stitch the seat seam under an afternoon doorway (right). This is the first lab piece to carry runtime detail maps on every surface.

Bell Loft in engine

Unity · Blender asset

Bell Loft

About this project

Concept, Blender recreate and the live engine frame from one cycle. Five bronze tower bells in an oak frame: the AI concept (left), the code-modelled ring built with a CYLINDER-STACK lathe and hollowed by a second tapered lathe inset by the wall thickness - a sphere chain cannot make a form as wide as it is tall (centre), and the piece running in Unity where you ring the changes under a lit louvre (right).

Glaze Kiln in engine

Unity · Blender asset

Glaze Kiln

About this project

Concept, Blender recreate and the live engine frame from one cycle. A potter yard at night: the AI concept (left), the code-modelled pots with their mouths cut from the built mesh rather than the profile that generated it (centre), and the piece running in Unity where you fire the load to temperature and watch the glaze mature from matte slip to deep gloss (right). The kiln firebox is a real chamber - the facing brick course opens, the glow sits deep inside it, and dark log bars cross in front of the fire.

Lion Dance in engine

Unity · Blender asset

Lion Dance

About this project

Concept, Blender recreate and the live engine frame from one cycle. A festival lion troupe at dusk: the AI concept (left), the code-modelled lion head with its layered mane discs, bulbed brow and hinged jaw (centre), and the piece running in Unity where you drum on the beat to keep the crowd roaring and hold SHIFT for a rolling flourish that spends stamina (right). Seven lantern lights swell with the crowd meter, so the score is readable in the scene itself. The cycle was also the lab first test of Unity own AnimationClip system — a runtime-authored clip drives one lion head with an identical hand-driven head beside it as the control.

Sonar Deck in engine

Unity · Blender asset

Sonar Deck

About this project

Concept, Blender recreate and the live engine frame from one cycle. A submersible console at night: the AI concept (left), the code-modelled console with a recessed scope well, banked gauges and a ribbed housing (centre), and the piece running in Unity sweeping for contacts (right). The cycle tested whether uGUI masking clips anything in a code-built WebGL scene.

Signal Box in engine

Unity · Blender asset

Signal Box

About this project

Concept, Blender recreate and the live engine frame from one cycle. A night-shift railway signal box: the AI concept (left), the code-modelled lever frame with individually-pulled levers, the block instruments and the desk (centre), and the piece running in Unity where you route trains before they reach the signal (right). The cycle measured a world-space Canvas against a screen-space control.

Soundstage Crane in engine

Unity · Blender asset

Soundstage Crane

About this project

Concept, Blender recreate and the live engine frame from one cycle. A camera crane on a lit soundstage: the AI concept (left), the code-modelled crane with a counterweighted boom, a pan-tilt head and a rolling base (centre), and the piece running in Unity playing a four-shot list over the set (right). The cycle also measured URP camera stacking and found it blacks out the whole WebGL frame.

Signal Box Set render

Unity · Blender asset

Signal Box Set

About this project

A Victorian railway signal box in four exports. The lever frame is the centrepiece: twelve colour-coded levers (red for signals, black for points, blue for facing-point locks, white for spares) with catch handles, brass number plates and a floor grating, each on its own published pivot so an engine can pull them. The block instruments carry six brass dials whose needles RADIATE from their centres rather than crossing them, plus a ticking clock. The desk brings an open ruled log book and an oil lamp whose chimney is a ring of glass staves — a union of solids can never be concave, so the chimney is a shell. The semaphore signal ships arm-horizontal, which is the real-world rest state for danger, with red and green spectacle plates and a pair of point blades on a stretcher bar. Built for the Signal Box mini-game in the Unity Lab. Two lessons baked in: a handle curve must continue from the BAR TOP, not from an arc about the lever pivot, or the crowns ship floating beside the frame; and the studio camera looks from +Y, so a cabinet authored facing -Y renders as the blank back of a box and reads as a build failure. Siblings ship as signalbox-instruments / -desk / -signal.glb.

Soundstage Set render

Unity · Blender asset

Soundstage Set

About this project

A night film soundstage in four exports: a counterweighted camera crane whose boom is a real lattice truss with stacked counterweight plates and a detailed head (magazine drum, stepped lens barrel with focus rings, follow-focus knob, eyepiece, matte box on rods); a weathered clapboard facade whose doorway is framed by PANELS rather than cut out of a slab; two barn-door fresnels on tripods that reach the floor; and the loose floor kit — a dolly parked on its own curved track, a clapperboard leaning on an apple box, a sandbag and a coil of cable. Publishes CraneYawRef, CraneArmRef, CraneHeadRef and CraneCamRef so an engine can build the kinematic chain and hang a real camera at the lens position. Built for the Soundstage Crane piece in the Unity Lab. Three lessons baked in: a gable roof needs the SIGN of its pitch rotation checked (the first export shipped a valley); an arc of rail segments must be yawed to the TANGENT, not turned sideways, or the track reads as a fan of dashes; and every flat disc is cap-flattened so wheels and lenses read as discs instead of spheres. Siblings ship as soundstage-facade / -lights / -props.glb.

Gamelan Pavilion Set render

Unity · Blender asset

Gamelan Pavilion Set

About this project

A night gamelan set in four exports: the open-sided teak pavilion with its tiered roof, the gong rack carrying six bossed hanging gongs on visible paired cords plus three standing gongs in post-and-crossbar cradles, an eight-key saron whose keys span the trough walls, and the paper lanterns as their own unit. Twenty named pivots ship with it — one per gong, one per key, one per lantern — so an engine can swing and ring every element without re-rigging. Three lessons baked in: a subject only ~2.8m across still starves the studio rig's fixed-wattage lights, so the pavilion carries its own sun; Y-fork gong stands stab straight through the plates they are meant to hold, so the cradles became side-posts with hanging cords; and keys seated inside a trough vanish below its walls rather than sitting on them. Built for the Gamelan Pavilion piece in the Unity Lab. Siblings ship as gamelan-gongs / -saron / -props.glb.

Clockmaker Bench Kit render

Unity · Blender asset

Clockmaker Bench Kit

About this project

Night workshop kit in three exports: the bench with a tall regulator clock standing open (pendulum and weights on their own pivots), the loose brass — gear trains built as RINGS of chord-spaced teeth so spokes and hubs stay visible, an escapement, mainsprings, a jar of hands — and the tools and shelving as their own unit so held props never bake a pose they are not used in. Publishes LampRef, ProbeRef and BrassRef/MatteRef control-point pivots for an engine to read. Built for the Clockmaker Bench piece in the Unity Lab. Two lessons baked in: solid discs hide their own interiors, so every annulus is a band rather than a wished-out disc; and a cone primitive is already a lampshade — flipping it 180 turns it into a funnel that caps its own bulb. Siblings ship as clockmaker-movements / -tools.glb.

Roundhouse Dunes Kit render

Unity · Blender asset

Roundhouse Dunes Kit

About this project

Desert roundhouse kit: a CURVED brick arcade of nine arched bays with real voussoir arches, mullioned windows and a collapsed truss roof whose rafters sweep inward from the wall head; a turntable pit cut as a genuine hollow out of the sand slab with rails fanning out beneath the drift; and a water tower with a toppled signal post as their own unit. Publishes PitRef, BayRef0-8 and RailRef pivots for an engine to read. Built for the Roundhouse Dunes piece in the Unity Lab. Two lessons are baked in: the pit is BOOLEAN-CUT because a union of solid shapes can only ever be convex, and environment-scale units carry their own sun because a studio rig with fixed wattages at radius-proportional distances renders a 50m scene black. Siblings ship as roundhouse-pit / -props.glb.

Plaza Fountain Kit render

Unity · Blender asset

Plaza Fountain Kit

About this project

Plaza fountain kit: three scalloped limestone basins built as SHELLS of revolution on a tapered column with a bronze finial, publishing JetRef and RimRef0-2 pivots that an engine reads as collision heights, plus the pool rim with its PoolRef surface and a bench and planter as their own unit. Built for the Plaza Fountain piece in the Unity Lab, where water particles collide with those exact surfaces and sub-emitters burst the splash at each impact. A union of solid discs can never be concave - the basins only read as real dishes once every profile height emitted a welded ring of lobes instead. Siblings ship as plazafountain-rim / -props.glb.

Mosaic Bench Workshop Kit render

Unity · Blender asset

Mosaic Bench Workshop Kit

About this project

Mosaic workshop kit: a heavy box-fused oak workbench carrying a PanelRef bed that engines lay tesserae onto, three sorting trays heaped with loose tiles on TrayRef markers, and the tile nippers with a mortar and pestle as their own unit. Built for the Mosaic Bench piece in the Unity Lab, where the tesserae themselves are generated at runtime so their materials can be measured rather than baked. Siblings ship as mosaicbench-trays / -tools.glb.

Kelp Otter Kit render

Unity · Blender asset

Kelp Otter Kit

About this project

Kelp forest kit: a sea otter authored under the character standard - one fused sculpted mass per rigid segment with features fused into the head and every form resampled so no blob chain shows - carrying a full Piv* rig (neck, chest, mid, hind, three tail segments and all four limbs with paws) plus a HoldRef so engines can seat a carried object in her paws. Ships with the shell-cracking stone as its own unit, a kelp plant with drooping ribbon fronds for instancing into a forest, and a rock outcrop carrying urchins and an abalone. Drives the Kelp Otter piece in the Unity Lab. Siblings ship as kelpotter-rock / -kelp / -seabed.glb.

Forge Strike Smithy Kit render

Unity · Blender asset

Forge Strike Smithy Kit

About this project

Smithy kit: a box-fused blacksmith carrying a full Piv* joint rig (shoulders, elbows, wrists, waist, neck) plus a GripRef so engines can seat a tool in his fist, the cross-pein hammer as its own unit, a box-fused anvil on its oak stump, the stone hearth with an emissive Coals bed and a PivBellows lever, and the tool rack, slack tub and workbench. Drives the Forge Strike piece in the Unity Lab. Siblings ship as forgestrike-hammer / -anvil / -forge / -props.glb.

Canal Barge Waterway Kit render

Unity · Blender asset

Canal Barge Waterway Kit

About this project

Working-canal kit: a box-fused green narrowboat hull with red gunwale rails, wooden deck, arched cabin and a PivTiller locator so engines can swing the tiller; a mitred lock-gate leaf with balance beam hinged on PivHinge (the Unity piece instantiates four); a stone mill house whose waterwheel turns on PivWheel as two rim rings with spokes, paddles and an axle beam into the wall; and a stone quay with bollards and crates. Drives the Canal Barge piece in the Unity Lab. Siblings ship as canalbarge-lockgate / -mill / -quay.glb.

Star Console Observatory Kit render

Unity · Blender asset

Star Console Observatory Kit

About this project

Observatory kit: a banded brass refractor whose PivAz / PivAlt mount locators let engines slew the real tube, a chart console desk with knob panel and red gooseneck lamp (emissive LampCore), a ribbed dome wall arc with slit gap, and a leather stool. Drives the Star Console piece in the Unity Lab. Siblings ship as starconsole-desk / -dome / -stool.glb.

Luthier Loft Workshop Kit render

Unity · Blender asset

Luthier Loft Workshop Kit

About this project

Violin-maker kit: a work-in-progress violin with SEPARABLE Bridge, Tailpiece, String and Peg nodes for engine assembly rigs (C-bout waists carved with boolean cuts), a tooled workbench with oil lamp FlameCore, a wall rack hanging two varnished violins and a guitar, and a three-leg stool. Drives the Luthier Loft piece in the Unity Lab. Siblings ship as luthierloft-bench / -wallrack / -stool.glb.

Storm Chimes Porch Kit render

Unity · Blender asset

Storm Chimes Porch Kit

About this project

Storm-porch kit: a wind-chime set whose five TubeN cyls hang off PivTube locators (plus a PivSail wind catcher) for engine swing and pitch rigs, the porch section with eave beam and railing, a rocking chair on curved runners, and an oil lantern with an emissive FlameCore node. Drives the Storm Chimes piece in the Unity Lab. Siblings ship as stormchimes-porch / -chair / -lantern.glb.

Tide Cove Crab Kit render

Unity · Blender asset

Tide Cove Crab Kit

About this project

Storybook beach kit: a coral crab whose fused carapace (belly region), flush glossy eyes, tapered legs and two-lobe pincers hang off eight Piv locators for engine scuttle rigs, with a sea-worn boulder cluster, bleached driftwood and sandstone cliff slabs. Drives the Tide Cove mini-game in the Unity Lab. Siblings ship as tidecove-rocks / -driftwood / -cliff.glb.

Aurora Vigil Camp Kit render

Unity · Blender asset

Aurora Vigil Camp Kit

About this project

Frozen-lake camp kit: a log cabin of stacked courses with warm WinPane nodes and a PivSmoke chimney locator, a stone fire ring with EmberBed + PivFlame nodes for engine flame systems, snow-laden pines and a split-log stack. Drives the Aurora Vigil piece in the Unity Lab. Siblings ship as auroravigil-pine / -firepit / -logstack.glb.

Stained Light Atelier Kit render

Unity · Blender asset

Stained Light Atelier Kit

About this project

Glazier's atelier kit: an arched window whose 41 lattice cells ship as named nodes (eight FillCell blanks the engine re-materials live), workbench with flush drawer and brass lamp, and a glass-sheet rack. Drives the Stained Light piece in the Unity Lab. Siblings ship as stainedlight-bench / -rack.glb.

Meadow Lens Deer Kit render

Unity · Blender asset

Meadow Lens Deer Kit

About this project

Golden-dawn wildlife kit: the deer ships one fused mass per rigid segment (flowing neck on its own pivot for drink/graze/alert poses, wedge head with ear-perk pivots, region-carved white chest, slender two-segment legs on a full Piv locator rig for the diagonal-pair gait), plus a leaning birch with asymmetric golden canopy and an irregular fused pond-stone run, both built for instancing. Drives the Meadow Lens viewfinder piece in the Unity Lab. Siblings ship as meadowlens-birch / -pondstones.glb.

Frost Friend Winter Kit render

Unity · Blender asset

Frost Friend Winter Kit

About this project

Storybook winter kit: the snowman ships softly-fused snowballs with an on-surface coal-dot smile, carrot cone, glossy buttons, tilted bobble hat with a fur pompom on its own HatCrown group, Y-branched twig arms and a striped fringed scarf - all on Piv* locators the engine animates (look-at head, hat tip, twig wave). With a warm post lantern (GlowCore panes), snow-laden pine and drift mound built for instancing. Drives the Frost Friend piece in the Unity Lab. Siblings ship as frostfriend-lantern / -pine / -drift.glb.

Star Catcher Meadow Kit render

Unity · Blender asset

Star Catcher Meadow Kit

About this project

Night-meadow kit: the child ships one fused mass per rigid segment (navy jacket, red boots, swept hair) with a full Piv* locator rig plus scarf-tail pivots the engine flutters; a butterfly net with NetGrip locator and a BagMesh built for the engine's translucent re-material; wrapped hay bale and fused boulder-wall run built for instancing; a lit farmhouse silhouette and an emissive star shard. Drives the Star Catcher mini-game in the Unity Lab. Siblings ship as starcatcher-net / -haybale / -wall / -farmhouse / -starfrag.glb.

Chalk Flight Gymnast Kit render

Unity · Blender asset

Chalk Flight Gymnast Kit

About this project

Gymnastics-hall kit: the gymnast ships one fused mass per rigid segment (teal leotard torso, sculpted limbs, hair cap + bun) with a full Piv* locator rig and a GripRef probe on the bar axis for the engine's giant-swing pivot; a cabled steel high bar with chain anchors, royal-blue crash mat stack, wooden vault box with folded mats, and a judges' table whose score cards flip on their own hinge pivots. Drives the Chalk Flight piece in the Unity Lab. Siblings ship as chalkflight-highbar / -mats / -vault / -judges.glb.

Arcade Den Set render

Unity · Blender asset

Arcade Den Set

About this project

Rec-room kit: a woodgrain arcade cabinet whose ScreenPlate node hosts the engine's live render-texture game, with a joystick on its own pivot, button and glowing coin-slot nodes and sunset marquee bands; a wooden stool and soda-and-pretzels side table; a trophy shelf with potted plant; and a warm table lamp with an emissive shade. Drives the Arcade Den piece in the Unity Lab. Siblings ship as arcadeden-seat / -shelf / -lamp.glb.

Morning Bakery Set render

Unity · Blender asset

Morning Bakery Set

About this project

Golden-morning bakery kit: a paneled oak counter with a curved brass-and-glass display case (glass nodes built for the engine's transparent re-material) and three tray nodes, six sculpted pastry heroes plus a wicker basket for cloning into stock and order icons, a loaf-and-preserves shelf rack, a vintage brass register with key rows and a crank on its own pivot, and a paned window with a herb pot. Drives the five-customer Morning Bakery game in the Unity Lab. Siblings ship as morningbakery-pastries / -shelfrack / -register / -window.glb.

Musicbox Workshop Set render

Unity · Blender asset

Musicbox Workshop Set

About this project

Music-box maker's kit: an open burl box whose pin cylinder and crank ship on their own pivot locators with five graded comb-teeth nodes, a pin-stud material reference and a mirrored lid; felt bench with pliers, pin jar and a finished mini box; green banker's lamp; wall shelf. Drives the player-composed Musicbox Workshop piece in the Unity Lab. Siblings ship as musicboxworkshop-bench / -lamp / -shelf.glb.

Lantern Lane Set render

Unity · Blender asset

Lantern Lane Set

About this project

Old-town lane kit: two timber house variants with glowing window nodes built for instancing into street rows, a cast-iron street lamp with an emissive cage, a maple-and-wall corner, and the ginger cat hero with a full leg-pivot rig and paw probes. Siblings ship as lanternlane-houseb / -lamp / -tree / -cat.glb.

Harbor Tug Set render

Unity · Blender asset

Harbor Tug Set

About this project

Dusk-harbor kit: a stout red tug whose prop and rudder ship as groups on stern pivot locators, a striped lantern buoy built for instancing, a plank dock with roped bollard and crook lamp, and a fused rock shoal. Siblings ship as harbortug-buoy / -dock / -rocks.glb.

Carousel Nights Fair Set render

Unity · Blender asset

Carousel Nights Fair Set

About this project

Night-carnival kit: an ornate carousel with a true-cone wedge-striped canopy and four carved galloping horses on pivot locators, a ferris wheel with gondola pivots at the rim so the engine keeps the buckets world-upright, a glowing ticket booth and sagging bunting. Siblings ship as carouselnights-ferris / -booth / -bunting.glb.

Tin Toybox Robot Kit render

Unity · Blender asset

Tin Toybox Robot Kit

About this project

Playable-hero kit: the wind-up tin robot ships one fused mass per rigid segment with deliberately segmented bellows arms, a full pivot locator rig, and a brass figure-8 key on its own KeyPivot. Siblings ship as tintoybox-blocks / -ball / -rug / -dresser.glb.

Glaze & Fire Kiln Set render

Unity · Blender asset

Glaze & Fire Kiln Set

About this project

Pottery workshop kit: a brick kiln whose arched iron door ships as a named group with its hinge rod node plus a cut peep window, a rack of four dripping glaze jars with tap-pad nodes, bisque bowl and vase as single meshes for clean finish swaps, and the banding wheel. Siblings ship as glazefire-bowl / -vase / -jarstand / -wheel.glb.

Marble Chime Machine render

Unity · Blender asset

Marble Chime Machine

About this project

Concept-first musical marble machine: four zigzag ramp boards as named nodes (each lower ramp overlaps the one above so a physics marble always lands its handoff), brass rails, funnel bowl, catch dish, and a solid-silhouette bell shipping separately as marblechime-bell.glb.

Mist Hollow Set render

Unity · Blender asset

Mist Hollow Set

About this project

Waterfall-grotto kit: pagoda stone lantern with an emissive firebox node, voxel-fused mossy arch, boulder and fern. The falls themselves are engine VFX. Siblings ship as misthollow-arch / -boulder / -fern.glb.

String Theater Puppet render

Unity · Blender asset

String Theater Puppet

About this project

Marionette kit: a jointed puppet whose limbs ship as pivot-grouped nodes for real string physics, the control bar, and the crimson stage. Drives the String Theater piece in the Unity Lab.

Wireless Nook Set render

Unity · Blender asset

Wireless Nook Set

About this project

Radio-den kit: a vintage wireless with dial and magic-eye nodes for the engine's tuning HUD, side table, mug and plant. Drives the Wireless Nook piece in the Unity Lab.

Clock Atelier Set render

Unity · Blender asset

Clock Atelier Set

About this project

Horology bench kit: a grandfather clock and mantel clock whose hands ship as pivot-seated nodes (the engine drives true clockwise time), workbench and gooseneck desk lamp. Siblings ship as clockatelier-mclock / -bench / -dlamp.glb.

Mallet Memory Kit render

Unity · Blender asset

Mallet Memory Kit

About this project

Workshop memory-game kit: a four-bar marimba whose bars ship as named tap nodes, a turned mallet, and the bench lamp with an emissive shade. Drives the Mallet Memory piece in the Unity Lab.

Canyon set render final

Unity · Blender asset

Red Gorge Set

About this project

Concept-first desert set: a voxel-fused sandstone arch whose strata bands are assigned by per-face height rules after the remesh (so the layers wrap the weathered form), a stacked stratified hoodoo spire with a cap stone, and a ribbed saguaro with curve-tube arms. All three drive the walkable Red Gorge canyon in the Unity Lab; hoodoo and saguaro ship as redgorge-hoodoo.glb and redgorge-saguaro.glb alongside.

Summit Line Rolling Stock final render

Unity · Blender asset

Summit Line Rolling Stock

About this project

A cog-railway set built for the wheel-roll proof: a banded locomotive with rack pinion and side rods, an open passenger wagon, and alpine pines — all authored so the engine can spin every wheel at true ground speed.

Beacon Point Lighthouse final render

Unity · Blender asset

Beacon Point Lighthouse

About this project

Lighthouse, keeper's cottage and rock islet: a tapered red/white banded shaft with gallery deck and railing, a glass lamp room with lattice ribs and an emissive lamp core, a stone gable cottage with lit windows, and a fused stone islet.

Potion Shop Counter final render

Unity · Blender asset

Potion Shop Counter

About this project

An apothecary counter set: a timbered shop counter, a rack of coloured potion bottles with emissive contents, and brass balance scales — modelled so the engine's shop economy HUD has real objects to price and move.

Kiln Yard Set final render

Unity · Blender asset

Kiln Yard Set

About this project

The materials are the piece: four pot finishes — glossy celadon, matte terracotta, dark metallic lustre and pale raw clay — that read differently hour by hour under a driven time-of-day cycle. Coursed brick kiln dome with a double-arch fire mouth and an emissive glow node.

Domino Run Kit final render

Unity · Blender asset

Domino Run Kit

About this project

A physics-play kit: weighted domino tiles, a launch ramp and a strike bell, authored with clean pivots and mass-appropriate proportions so the engine's rigidbody chain topples and rings for real.

Lantern Gnome final render

Unity · Blender asset

Lantern Gnome

About this project

A one-eyed hooded felt gnome for the lantern parade: fused matte cloak, dark face opening with a single glossy eye, stub mitt arms and feet on pivot locators for the hop-march and emotes, carrying a ribbed paper lantern on a stick.

Hive Keeper final render

Studio · Blender asset

Hive Keeper

About this project

A beekeeper built on the sphere-on-pivot articulation pattern: every rotation joint carries a sphere centred exactly on its pivot locator so limbs never open gaps, with name-prefixed gait groups the engine drives directly — no armature.

Floe Hovercraft final render

Studio · Blender asset

Floe Hovercraft

About this project

An ice-lagoon hovercraft: segmented navy skirt, cream deck and orange hull with boolean seam lines, a glazed cabin band, and a ducted rear fan whose blades group at a pivot so the engine spins them — plus the concept's asymmetric starboard rudder vane.

Repair-bay mech render

Unity · Blender asset

Repair-Bay Mech

About this project

Concept-first build: AI concept (left) recreated in code (right) — a chunky digitigrade mech in teal armour panels with bronze trim, an amber cockpit canopy and a raised claw arm, plus its orange service cradle. The ArmR group swings at a modeled pivot locator in the Bay Check HUD study; the mech ships X-mirrored so its raised arm lands on the concept's side in-engine.

Quay Nets in engine

Unity · Blender asset

Quay Nets

About this project

Concept, Blender recreate and the live engine frame from one cycle. Fishing nets drying on a harbour rack: the AI concept (left), the code-modelled drying rack with square-sawn posts and rope lashings (centre), and the piece running in Unity — pick a net, shake the catch out, crate it before the gulls take it, while gusts re-tangle what you have already cleared. The stiff net in the row is Unity's Cloth component, which does not simulate in a code-built WebGL build; leaving it hanging beside the hand-driven nets shows the result instead of stating it.

Reed Heron in engine

Unity · Blender asset

Reed Heron

About this project

Concept, Blender recreate and the live engine frame from one cycle. A grey heron stalking a marsh at first light: the AI concept (left), the code-modelled bird with a hocked leg and a cone-tapered dagger bill (centre), and the piece running in Unity (right) — wait for a fish to surface, then strike. The neck is a SkinnedMeshRenderer built entirely at runtime, bones and weights and bindposes in code, so it bends as one continuous curve instead of the segment chain this lab used for every character before it.

Gravel Stage in engine

Unity · Blender asset

Gravel Stage

About this project

Concept, Blender recreate and the live engine frame from one cycle. A boxy 1970s rally car on a gravel mountain stage: the AI concept (left), the code-modelled Blender export with cut wheel arches and a livery band sized arch-to-arch (centre), and the piece running in Unity with two cars racing a real WheelCollider against a rigidbody control, dust off the tyres and the rock bank behind (right).

Gravel stage rally car render

Unity · Blender asset

Gravel Stage Rally Car

About this project

Concept-first build: AI concept (left) recreated in code (right) — a boxy 1970s rally car in faded orange with a roof vent, a four-lamp bar, taped-over headlights and a worn livery stripe. Four Wheel refs drive real WheelColliders in the Gravel Stage physics study. Authored close-range: the greenhouse interpenetrates the body rather than resting on it, the tyres tuck inside cut arches instead of standing proud of the flank, and the livery band is sized arch-to-arch so it cannot cross a wheel opening.

Alchemy still render

Unity · Blender asset

Alchemist's Still

About this project

Concept-first build: AI concept (left) recreated in code (right) — a hammered copper pot still with onion dome, swan neck and a helix condenser dropping into a bellied receiving pot, plus long-necked glass flasks with modeled liquid volumes, glazed jars and a chamberstick. Four export units feed the Alchemy Still materials study; the still ships X-mirrored so its condenser lands on the concept's side in-engine.

Catapult render

Unity · Blender asset

Toy Catapult

About this project

Concept-first build: AI concept (left) recreated in code (right) — crossed-beam toy catapult with rope lashings, spoked wheels and a bucket arm; the Arm group re-pivots at a modeled axle locator to wind and fling in the Siege Green mini-game.

Castle kit render

Unity · Blender asset

Castle Kit

About this project

Concept-first build: AI concept (left) recreated in code (right) — modular keep kit: tiling crenellated wall, banner tower, arched gate and crate-and-barrel props. Assembles into the Keep Rise piece (22 instances from these 4 glbs).

Meadow rabbit render

Unity · Blender asset

Meadow Rabbit

About this project

Concept-first build: AI concept (left) recreated in code (right) — caramel-and-cream rabbit with pink-lined ears, glinting eyes and a white puff tail; ears, head, legs and tail are name-prefixed groups for the Clover Hop animation rig.

Rain Lane props render

Unity · Blender asset

Rain Lane Props

About this project

Concept-first build: AI concept (left) recreated in code (right) — Victorian lamppost with glowing framed lantern panes, scroll-legged slat bench and domed pillar postbox. Set the stage for the Rain Lane weather piece.

Dungeon props render

Unity · Blender asset

Dungeon Props

About this project

Concept-first build: AI concept (left) recreated in code (right) — iron-banded oak gate with hinge-locator nodes for runtime swinging, tripod coal brazier with emissive embers, and a wall sconce. Light the Torchlight Hall interior.

Hollow fox render

Unity · Blender asset

Hollow Fox

About this project

Concept-first build: AI concept (left) recreated in code (right) — sphere-assembled trotting fox with white chest ruff, dark stocking legs and a white-tipped tail; leg, tail and head nodes are name-prefixed for runtime gait rigging. Stars in the Fox Hollow piece.

Prize bears render

Unity · Blender asset

Prize Bears

About this project

Concept-first build: AI concept (left) recreated in code (right) — carnival prize shelf with three sphere-assembled plush bears in mint, pink and honey felt, muzzles and button eyes seated on the plank. Stars in the Midway Mania mini-game.

Apple render

Studio · Blender asset

Apple

About this project

Concept-first build: AI concept (left) recreated in code (right) — glossy red apple with stem and leaf, cut wedge with red skin rim, on a caramel board.

Treasure pile

Studio · Blender asset

Treasure Pile

About this project

A dragon's ransom — layered gold hoard crowned with a five-point crown and ruby, a sword sunk to the hilt, glowing gems, goblet and scattered coins.

Cake

Studio · Blender asset

Celebration Cake

About this project

Three strawberry-chocolate tiers on a gold pedestal stand — rose frosting rings, lit candles, berries on every ledge and a dessert plate on the side.

Burger

Studio · Blender asset

Burger

About this project

Stacked bun, patty, cheddar corners, tomato and lettuce on a wooden serving board — with a fry pile, ketchup pot and pickle slices.

Camping tent

Studio · Blender asset

Camping Tent

About this project

Orange canvas tent carved to a clean triangular prism — dark doorway with parted curtains, ridge pole, guy ropes to stakes, stone fire ring and a lantern.

Market stall

Studio · Blender asset

Market Stall

About this project

Produce stand under a striped sloped awning — apple and orange crates, a pumpkin on the counter, lower shelf, barrel, grain sack and crates.

Windmill

Studio · Blender asset

Windmill

About this project

Terracotta tower with a red cone cap and four blue-canvas lattice sails — glowing window, wooden door, hay bales, grain sack and fence.

Lighthouse

Studio · Blender asset

Lighthouse

About this project

Red-and-white striped tower on a rocky islet — open lantern deck with a glowing lamp between posts, cone roof, dock crates, barrel and mooring post.

Cottage

Studio · Blender asset

Cottage

About this project

Terracotta walls, gabled roof with chimney and ridge cap, glowing amber windows, brass-knobbed door, bushes and a stone path.

Cactus render

Studio · Blender asset

Cactus

About this project

Concept (left) to code (right): fused clay saguaro with a smiley face, thick sweeping tube arms, pink blob flower, terracotta pot with sand and pebbles.

Wishing well

Studio · Blender asset

Wishing Well

About this project

Stone well ring under a red gable roof — crank bar with handle, rope and hanging bucket over the dark mouth, flowers and grass tufts around.

Oak tree

Studio · Blender asset

Oak Tree

About this project

Clustered three-green canopy over a warm trunk with a reaching branch — red-cap mushrooms, grass tufts and a fallen log on the forest floor.

Crystal formation

Studio · Blender asset

Crystal Formation

About this project

Teal and violet spires erupting from a warm rock outcrop — a mix of glowing and glassy crystal, with shards and pebbles scattered around.

Campfire

Studio · Blender asset

Campfire

About this project

Stone ring, crossed and leaning logs with charred ends, a cluster of emissive flame tongues, glowing embers, firewood pile and stump.

Bookshelf

Studio · Blender asset

Bookshelf

About this project

Arcane library case with three packed rows of colorful spines and leaning books — blue globe, glowing potion and flat tomes on top, candle and book stack below.

Street lamp

Studio · Blender asset

Street Lamp

About this project

Victorian iron lamp post with a warm glowing lantern, flared base on cobbles — wooden bench and scattered autumn leaves complete the night corner.

Throne

Studio · Blender asset

Throne

About this project

Dark wood and gold on a stepped stone dais — crimson cushions, glowing gem crest, flanking torches and a red carpet runner.

Treasure chest

Studio · Blender asset

Treasure Chest

About this project

Iron-strapped wooden chest thrown open — mounded gold, coin stacks, glowing ruby, emerald and amethyst, coins spilled at its feet.

Shield

Studio · Blender asset

Shield

About this project

Round heraldic shield — deep blue face with a gold cross, riveted gold rim and polished steel boss, leaning against a stone block.

Warhammer

Studio · Blender asset

Warhammer

About this project

Two-handed warhammer with gold-banded steel head and leather grip, laid out at the smithy — anvil, glowing coal bed, quench bucket and ingots.

Arcane staff

Studio · Blender asset

Arcane Staff

About this project

Gold-ringed staff planted in a mossy rock mound, prongs cradling a glowing violet diamond crystal — lit candles, spellbook and rune stone around it.

Blaster

Studio · Blender asset

Blaster

About this project

Sci-fi energy blaster displayed on an ammo crate — gunmetal body, steel barrel with a glowing cyan muzzle ring, energy cells and spare crates.

Sword in the stone

Studio · Blender asset

Sword in the Stone

About this project

Steel blade with gold guard and pommel gem, buried in a mossy granite anvil stone — glowing teal cracks radiate from the entry.

Android render

Studio · Blender asset

Android

About this project

First concept-first build: AI concept art (left) recreated in code-built geometry (right) — slender ivory shell, graphite joints, glowing cyan core and eyes on a charging pad.

Spider-bot

Studio · Blender asset

Spider-Bot

About this project

Polished copper dome pod on six arched gunmetal legs — compound cyan sensor eyes, twin antennae, and stray bolts on the workshop floor.

Drone

Studio · Blender asset

Drone

About this project

Quadcopter parked on a marked landing pad — four rotor discs with LED caps, camera gimbal with a cyan lens, landing skids, toolbox and spare rotor.

Battle mech

Studio · Blender asset

Battle Mech

About this project

Wide-stance bipedal walker — slate armor, cyan visor and sensor eye, twin shoulder missile pods, arm cannons with glowing muzzles, battlefield rubble.

Worker bot

Studio · Blender asset

Worker Bot

About this project

Squat industrial mech — safety-yellow shell, hazard-orange belt, cyan visor and chest lights, clamp grippers, warning beacon on the backpack.

Sailboat render

Studio · Blender asset

Sailboat

About this project

Concept (left) to code (right): fused hull hollowed by boolean cut, bench, twin triangular sails sliced from panels, swallow-tail pennant, rippled water disc.

Biplane

Studio · Blender asset

Biplane

About this project

Barnstormer biplane on a tarmac pad — crimson fuselage, twin slate wing decks with struts, crossed prop and spinner, tail fin and wheeled landing gear.

Tank

Studio · Blender asset

Tank

About this project

Arctic-slate battle tank — tracked running gear with steel road wheels, traversed turret with a long cannon and muzzle brake, cyan sensor, tank trap and fuel drum.

Truck

Studio · Blender asset

Truck

About this project

Work truck with a red cab, glass canopy and side windows, wooden cargo bed loaded with crates and a barrel, amber roof beacon and glowing headlights.

Starfighter

Studio · Blender asset

Starfighter

About this project

Metallic hull, glossy glass canopy, swept wings with red trim, emissive twin thrusters.

Seaplane render

Unity · Blender asset

Seaplane

About this project

Concept (left) and code-built recreation (right) — round cowl with spinning prop nodes, strutted high wing, twin pontoons. Flies banked figure-eights in the 3D Pipeline Lab’s Seaplane Bay.

Forest shrine render

Unity · Blender asset

Forest Shrine Kit

About this project

Concept (left) and code-built recreation (right) — gate with hanging bronze bell, tiered-roof shrine hut and glowing stone lanterns. Rings with a code-synthesized chime in the 3D Pipeline Lab’s Shrine Glade.

Knock-down stall render

Unity · Blender asset

Knock-Down Stall

About this project

Concept (left) and code-built recreation (right) — carnival booth with scalloped striped awning plus a stackable tin-can kit. The cans get real rigid bodies in the 3D Pipeline Lab’s Can Alley piece.

Wind-up robot render

Unity · Blender asset

Wind-Up Robot

About this project

Concept (left) and code-built recreation (right) — red tin body, cream face plate, brass crest and clover key. Its named parts are re-pivoted and procedurally marched in the 3D Pipeline Lab’s Unity piece.

Night Market Kit render

Unity · Blender asset

Night Market Kit

About this project

Concept (left) and code-built recreation (right) — a three-glb kit: striped scalloped awning stall, ribbed paper lanterns, slatted produce crates. Streams into a lantern-lit Unity night scene in the 3D Pipeline Lab.

Tugboat render

Unity · Blender asset

Tugboat

About this project

Concept (left, backfilled) and code-built recreation (right) — big-bevel plump hull, cream wheelhouse, tire fenders, amber stack. Floats in a golden-hour Unity harbor in the 3D Pipeline Lab.

Penguin render

Unity · Blender asset

Penguin

About this project

Concept (left, backfilled) and code-built recreation (right) — sphere-assembled plump body, cream belly, catchlight eyes, procedural plumage micro-detail. Lives on an icy Unity shore in the 3D Pipeline Lab.

Octopus render

Studio · Blender asset

Octopus

About this project

Concept (left) recreated in code (right) — plump coral mantle, big amber-ringed glossy eyes, eight parametric tentacles with spiral tip curls and cream suction-cup rows.

Frog render

Studio · Blender asset

Frog

About this project

First fused-mesh creature: concept (left) rebuilt with the new voxel-weld pipeline (right) — one smooth clay body, gold eyes, cream belly, pink smile, notched lily pad.

Crab

Studio · Blender asset

Crab

About this project

Beach crab on a sand hummock — rounded carapace, eye stalks, big pincer claws and splayed legs, with a starfish, seashell and pebbles nearby.

Turtle

Studio · Blender asset

Turtle

About this project

Pond turtle with a tiered green shell dome, beady-eyed head, splayed stub legs and a cream belly plate — lily pads and stones around.

Dragon

Studio · Blender asset

Dragon

About this project

Perched crimson dragon — folded membrane wings, swept horns, amber belly and back spines, glowing fire eyes, tail curled around a scattered coin hoard.

Fox

Studio · Blender asset

Fox

About this project

Low-poly quadruped — snout, pointed ears, glowing eyes, bushy cream-tipped tail. Smooth-shaded organic forms.

Ninja

Studio · Blender asset

Ninja

About this project

Night-blue shinobi with a masked eye slit, crimson belt and scarf, katana slung across the back — shuriken and a kunai scattered on the ground.

Astronaut

Studio · Blender asset

Astronaut

About this project

Moonlit white suit with a mirrored gold visor dome, LED chest panel, life-support backpack and heavy boots — planted flag, moon rocks and a crater.

Wizard

Studio · Blender asset

Wizard

About this project

Violet robe and star-pinned hat, gold belt, staff crowned with a glowing orb — spellbook, scroll and potion bottles scattered at his feet.

Knight

Studio · Blender asset

Knight

About this project

Beveled steel plate, crimson shield and tabard, gold trim, teal helm crest — real metallic PBR + soft shadow.

The six-wheel survey rover on the ash plain in three.js

three.js · Blender asset

Ashfall Station: the survey rover

About this project

A six-wheel volcanic survey rover in all three phases. The orthographic turnaround (left), declared authoritative over the key art that paints the same rover dust-brown; the Blender build — a 19,228-triangle detail sculpt of panel seams, rivets and louvres baked down onto the 5,200-triangle hull that ships, with the six lugged wheels exported as separate named nodes (centre); and the rover live in three.js, each wheel driven by a Rapier raycast vehicle controller (right). Four audit rounds: round 3’s windscreen was invisible because its frame sat in front of the glass, and the chassis rail shipped 10cm below the tyre bottoms until the game’s own clearance self-test caught it.

The canvas-and-brass mail glider over the dawn sea in three.js

three.js · Blender asset

Saltwind Post: the mail glider

About this project

An engineless canvas-and-brass mail sailplane: a brass tube frame under doped canvas, an oxblood fuselage pod, gentle dihedral and a wire-braced tail, with rib tapes, wing lacing and a cockpit gauge baked from a high-poly source down onto the 2,192-triangle hull that ships. It is the studio’s first asset built from a written contract instead of a painted turnaround — the image generator was out of credit that morning, so the palette was committed as exact sRGB hex (canvas #ddd2b8, brass #b08d4a, oxblood #8e3b34) and the proportions pinned to numbers the contract could carry: 14 m span, a 17:1 design glide, dihedral readable head on. Stricter as a colour spec, weaker as art direction. The brass baked black on the first pass, the same DIFFUSE-of-a-metal fault as the previous cycle, so the bake was confined to canvas and timber.

AI agents model through Blender code

AI agents write and run Blender Python scripts, inspect the renders and revise the geometry, materials and motion. No mouse ever touches these models. An agent writes a Blender Python script — the shared sculpt kit fuses blobs, voxel-remeshes them into one clean mass, assigns per-surface materials and carves micro-detail — and headless Blender renders and exports the result. Every asset’s source is a script you could read.

$ blender --background --python build_asset.py
sculpt · blob-fuse + voxel remesh
materials · per-surface PBR regions
render · studio rig, audit frame
export · asset.glb (glTF 2.0)

High-poly sculpts, game-ready meshes

Hero assets are sculpted dense first — drip chains, strand fur, carved detail — then baked down: normal and occlusion passes from the high-poly land on a light game mesh with packed PBR maps. One rolling hero ships as a 3,000-triangle sphere that still reads as its full drip sculpt.

Bake pipeline — hero assethigh-poly → game mesh
Dense sculptfused runnels, hardened detail — audit target
Bakenormal + AO from the sculpt onto the low mesh
Ship3,000 tris, packed PBR + emissive maps

Sprites that carry their normals

For the 2D engines every frame is rendered twice — colour, and a camera-space normal pass — so real engine lights roll across pre-rendered sprites. The rigs underneath run retargeted CMU motion capture, rendered to sprite rows: real human weight in a 76-pixel character.

One frame, two passesdiffuse + normal
Generated colour-pass illustration of a walking adventurer sprite
colour pass
Generated camera-space normal-pass illustration of the same character, pose and silhouette
normal pass
The engine reads the second image as surface shape — its lights shade the sprite in real time.

Audited against the concept, round after round

Every build is rendered beside its concept sheet and audited — silhouette, proportions, palette, signature details — then rebuilt until a round finds nothing. The card captions keep the receipts: six-round strut hunts, fur rules minted, a real albedo defect flagged instead of shipped.

Form audit — round 4Clean
Silhouettematches the turnaround from four directions
Proportionsmeasured against the sheet, not eyeballed
Paletterender-sampled against the concept
Signature detailsevery element on the inventory present

How an asset gets made

01

Concept

AI key art and turnarounds set the target — the concept is the contract.

02

Sculpt in code

Sculpt-kit bpy: blob-fuse, voxel remesh, per-surface materials, fur, micro-detail.

03

Animate

CMU motion capture retargeted onto the rig; 2D targets render sprite rows with normal passes.

04

Audit

Rendered beside the concept and rebuilt — round after round — until a round finds nothing.

05

Export

glTF for the 3D engines, sprite sheets for the 2D ones — straight into the lab pieces.

Questions, answered

Are these really modeled by code?

Yes — every asset is authored as a Blender Python (bpy) script by an AI agent and built by headless Blender. No editor session, no downloaded models: the source of each model is a script, and the concept art beside it is the target it was audited against.

What do the downloads contain?

glTF 2.0 (.glb) exports with PBR materials — and, where the caption says so, the named pivot locators, control-point references and animation rigs the lab engines drive directly. Sibling exports listed on a card ship alongside the main file.

What’s the normal-map sprite trick?

2D-bound characters are rendered twice per frame — colour plus a camera-space normal pass — so engines like Godot, Defold and Phaser can light pre-rendered sprites with real dynamic lights. Motion comes from retargeted CMU motion capture.

Which labs contribute?

Every card names its source: Unity Lab, three.js Lab, Godot Lab, Defold Lab, Phaser Lab and Concept Art Lab pieces, plus the studio’s own showcase runs. The detail page of each asset links back to the piece it was built for.

How do I choose an asset for an engine workflow?

Inspect the project details and available files, then check the asset’s scale, orientation, materials and intended use. Different pieces demonstrate different parts of modeling and export.

Does every model include a rig or animation?

Do not assume so. The studio includes different kinds of assets and experiments; inspect the individual piece and its downloads to see whether a rig or animation is included.

How does concept art relate to the finished model?

Concept art provides the target silhouette, proportions, materials and mood. Compare the model from useful views and in the intended engine lighting to assess how closely it follows that direction.

Every game needs its art

Describe a game — the builder models its assets through this same studio.