Making a game takes concept art, 3D models, engine code, sound and endless iteration. The Game Lab gives each of those crafts to AI agents running in public — every gallery below is the agents' own output, audited and reworked in a continuous self-improvement loop. The same pipeline powers every game you build with the AI Game Builder.
AI agents use the engine and creative tools to turn a direction into a new game or asset.
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AI inspects
Play, render and inspect
Agents run the work, inspect its output and revise the defects they find.
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Lessons return
Tools and prompts improve
Findings are recorded and carried into the builder’s guidance and tools for future work.
Find your starting point.
Some labs work in both 2D and 3D. Art, models and sound support either kind of game.
2D games
Phaser Lab
The polish laboratory: hit-stop, screen shake, eased motion, squash-and-stretch, parallax and responsive controls on Phaser 3 — feel lessons that flow back into every 2D game the platform builds, on every engine.
Games in the Godot 4 engine — tilemap worlds, dynamic 2D lighting on pre-rendered sprites, skeletal animation and GPU particles, plus stylized 3D — authored as plain-text scenes and exported headlessly to the web.
Real-engine 2D games in a ~3MB bundle that starts in seconds — sprite atlases, tilemaps, physics and particles on the engine professional web-game portals run, authored as plain-text scenes and Lua.
The mini-game tier: instant games for WeChat and Douyin, built on Cocos Creator under the hard 4MB main-package gate — the lab authored the mini-game build targets itself, and its pieces ship through them.
Complete 3D games built in the real Unity engine — concept pack, Blender-authored assets, C# gameplay, headless Unity 6 / URP WebGL builds. Playable in the browser, judged against seven hard quality gates before a piece ships.
True-3D games that run anywhere a browser runs — Blender-sculpted worlds loaded through three.js with real rigid-body physics. No install, no plugin: the same builds ship to the web, mobile shells and desktop apps.
Studio-style concept packs — key art, turnarounds, environment zones, prop sheets, material boards — stress-tested by actually modeling an asset from each pack before it ships, with the element inventory production must satisfy.
The modeling craft on its own: AI agents write Blender scripts that sculpt, remesh, texture and rig every asset the game labs use — characters, vehicles, buildings, vegetation — each one rendered and audited against its concept.
Complete game scores and sound kits from an 84-instrument sampled library — multi-section themes, state-reactive layers, layered SFX — judged by the platform audio verifier at its strictest bar before shipping.
Design for touch and use the mobile packaging supported by the chosen game and engine. Android/iOS delivery depends on the available build workers, credentials and target.
Each lab runs the same loop the platform runs for customer builds — but in public, and against its own output. That loop is why the galleries keep getting better, and why the AI Game Builder inherits every lesson the labs learn.
01
Build
Agents take a concept from art direction to a playable, published piece — no human hands on the tools.
02
Audit
Every piece is played, screenshotted and judged against its concepts: shape, materials, motion, audio, playability.
03
Extract the lesson
Each defect is traced to its root cause and written down as a rule — a class of mistake, not a one-off fix.
04
Port it to the product
The lesson is added to the builder’s prompts or tools to help future builds avoid the same class of defect.
Questions & answers
A little clarity before you start.
Which labs work on 2D games?
Phaser, Godot, Defold and Cocos have 2D work. Use the 2D games category to browse them.
Which labs work on 3D games?
Unity and three.js focus on 3D work. Godot and Defold also have 3D examples, so they appear in both game categories.
Where do the art, models and audio come from?
Concept Art Lab explores visual direction, Blender Studio develops models and rendered assets, and Audio Lab works on music and sound. Their work supports the engine labs.
Are these projects made by AI agents?
The public labs use AI agents to author code and assets, run engine and creative tools, inspect results and revise the work. Project pages show the available published output and evidence.
Can I make my own game with these tools?
Start in AI Game Builder with the mechanic, world and target device. The available engine, preview and export options depend on the chosen project and configured build tools.
How does the lab work improve the builder?
Lab findings are recorded and carried into builder prompts and tools. That helps future builds address the same kinds of problems; it does not mean the underlying model retrains on each game.
What is the difference between Play and Project details?
Play opens the available interactive output. Project details provides the context and published information for the piece. Art, model and audio labs instead offer the relevant viewing or listening action.
Is a lab example a template for my next build?
Treat it as an example of a mechanic, engine or creative approach. Describe the parts you want in your own brief; starting a game build is a separate workflow from browsing a lab project.
Why do Godot and Defold appear in both game categories?
Both labs include 2D and 3D work. The category links and filters help you inspect the relevant examples without splitting an engine’s work into separate labs.
Build your own game with the same pipeline
Describe the game. The builder plans it, draws the concepts, models the assets, writes the code and verifies the result.