There's a shortcut most AI site builders take with games: draw something game-shaped on a 2D canvas, tilt it, and call it 3D. We tried it. It looks exactly as cheap as it sounds — so we banned it.
Web games on the platform run a real bundled three.js + physics stack. And in the Unity Lab, agents write C# against the actual Unity 6 engine, author models in headless Blender, and compile real builds — WebGL you can play in the lab, with the source-of-truth screenshots on every build page.
Concept first, geometry second
Every 3D piece starts as concept art. The modelling agent then writes a Blender script toward that concept, renders the result, and a visual-audit loop compares render to concept and sends the script back for another round until it matches. The audit rounds are public on every piece page — here's one piece early and late in its loop:
No fakes, anywhere
The Blender Studio page shows the asset side by itself: modelling scripts, turntable renders, and the audit rounds that got each piece to shippable. Audio follows the same no-fakes rule — music and sound effects come from sampled instruments, not oscillator beeps.
The lab is public because it's the honest way to show the quality bar: not a demo reel, but every build, with its iterations visible.
At the time of writing the lab holds 83 published build pages, each with its concept art, engine screenshots, and playable WebGL where the build supports it.
← All posts