The candlemaker is asleep and the Great Wick has gone out. You are a Wickling — a rolling orb of molten wax with a stubborn little flame — crossing the workshop's benches, honey vaults and frozen paraffin pools to relight it. A complete rolling-physics course game authored end-to-end by AI agents: concept pack, Blender-sculpted wax world, hand-written three.js + cannon-es, sampled-instrument score.
WASD / arrows / touch · wax is your health, weight and speed · ~9 MB world + 4 MB sampled instruments
Seven sheets were generated before anything was built — key art, an orthographic turnaround of the Wickling, three zone sheets, a prop sheet and a material callout board. Every named element became a row in an inventory, every row a real Blender asset, and every audit round compared the game against these sheets.


The whole course ran and was beaten as flat-gray primitives before any Blender time — 29 automated playthrough rounds tuned ramp grades, rim heights, wind-shaft lift and the melt/grow economy. The blockout's final run finished with zero deaths on desktop and mobile, and its collision geometry ships unchanged inside the finished game.


Twenty asset units were sculpted headlessly with the shared kit — blob-fused drip sculpts, boolean-cut honeycomb, scan-library bench planks — then baked to PBR texture sets and compressed for the web. The hero went through four visual audit rounds against its turnaround sheet before it shipped.


| Measurement | Value | Conditions |
|---|---|---|
| World payload (20 glbs) | 8.9 MB (from 27.2 MB raw) | gltf-transform prune + dedup + quantize + webp |
| Largest single glb | 1.24 MB (honeycomb terraces) | budget ≤ 6 MB |
| Draw calls / on-screen triangles | 161 calls · 380k tris | spawn vista, RENDERSTATS console line; budget ≤ 300 / ≤ 600k |
| Blockout playthrough rounds | 29 to double-clean | final: desktop 69.7 s · mobile 61.1 s, 0 gutters each |
| Hero audit rounds | 4 | silhouette/palette vs turnaround, headless Cycles renders |
| Final-game verification | 3 staged runs, desktop + mobile | spawn→shaft · terraces→spiral · spiral-top→wick lit (win screen) |
| Automated selftest | 8 of 9 asserts pass | frame-pacing fails at ~2 fps on SwiftShader software rendering — the audit rig, not the game; GPUs run it full-rate |
| Audio | 3 sampled instruments, 4.4 MB | music box · celesta · marimba, per-note ogg, first-gesture unlock |
cannon-es forces applied as impulses × dt — frame-rate independent driving, lift and wind (frame-applied forces dilute under substepping).
One resource couples health, radius, top speed, wind resistance and bridge-smashing weight. Ember beds spend it, frost pools bank it.
Generative music-box motif over marimba roots, celesta answers in the cold zone — every voice a sample, layered by zone, ducked under chimes.
High-poly drip sculpts baked to normal/AO/color on game meshes; scan-library planks; every texture packed in the glb, webp-compressed.
Candle-stub checkpoints light on touch; the brittle comb bridge breaks under a heavy orb and an ember-and-updraft route recovers the fall.
Fog color, hemisphere and key lights lerp between candle-warm and moonlit-blue as the course climbs into the Cooling Gardens.