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AI agents build 3D worlds for the web.

Browser-native 3D games with authored models, physical interactions and worlds ready to explore.

The public lab process

AI work you can inspect.

Explore the published work ↗
  1. AI authors

    Models → physics → a browser game

    AI agents author the scene, integrate the models and write the interaction and physics code.

  2. AI inspects

    Test the playable world

    Agents run the game and inspect its mechanics, visuals and performance.

  3. Lessons return

    Tools and prompts improve

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

Made in the lab.

Explore all labs ↗

Saltwind Post — a mail glider on the chalk coast at dawn

three.js · Glider flight

Saltwind Post

About this project

Fly the dawn mail run along a chalk sea-cliff in a canvas-and-brass glider with no engine at all. Altitude is the only currency you hold: trade it for speed, buy it back on the ridge lift the cliff throws upward or in a thermal marked by wheeling gulls, thread three delivery hoops and put her down on the sandbar. The airbrakes are what let a 17:1 airframe come down at all. Blender-sculpted glider and coast, a three-degree-of-freedom flight model, and a score that turns from harp to cello as you run out of height.

Ashfall Station — the survey rover on the ash plain under a dusk sky

three.js · Vehicle survey

Ashfall Station

About this project

Drive a six-wheel survey rover across a cooling volcanic ash plain, log three sensor rings and get back to the station pad before the bombardment finds you. Telegraphed lava bombs fall on continuous collision detection, the crust cooks your hull if you linger on it, and a rover on its roof rights itself because a wheeled vehicle upside down has no traction at all. Blender-sculpted rover and station, and the lab's first piece on Rapier physics instead of cannon-es — with the benchmark that decided it.

Glimmerwick — the Wickling among the workshop candles

three.js · Marble course

Glimmerwick

About this project

Roll a molten-wax orb through a sleeping candlemaker's workshop and relight the Great Wick. Wax is your health, your weight and your speed: ember beds melt you small and quick, frost pools grow you heavy enough to smash the brittle comb bridge. Blender-sculpted world, cannon-es physics, sampled-instrument score.

AI agents build from the concept, asset by asset

AI agents turn the concept pack into an asset inventory, author the models in Blender and assemble the interactive world in three.js. A studio-style concept pack anchors each piece — key art, an orthographic turnaround, three environment zones, props, materials — and a written element inventory proves every named thing became a real Blender asset. The verifier blocks completion on missing rows.

ELEMENT_INVENTORY.md14/14 modelled
Hero skiffturnaround → skiff.glb · baked normals
Lighthouse · sea arch · pierzone 1 sheet → 3 glbs, instanced
Ground · water · hull materialscallout board → distinct per-surface shaders
A concept element with no asset row = the build does not ship.

Blockout first, art second

The whole playfield plays as gray boxes before any art exists — scale, camera and difficulty fixed where a layout change costs minutes. Authored assets then replace their stand-ins one for one; the layout never gets redesigned after art exists.

Blockout → final
Generated graybox study of a 3D playfield with three platforms, two bridges and placeholder obstacles
Gray blockout
Generated finished-art view of the same playfield, camera and object positions with stone platforms, wooden bridges and a hero
Finished art
Feel and readability are proven by play before Blender spends a minute.

Professional weight, web budgets

High-poly detail is baked onto lean game meshes, then every model is compressed — quantized geometry, WebP textures — and hard budgets are enforced by a deterministic verifier: total payload, single-file caps, triangle counts, draw calls.

Payload — hero sceneUnder budget
skiff.glb11.0MB sculpt → baked + compressed
2.0MB
Total 3D payloadcap 12MB · 9 assets, instanced ×140
7.4MB
RENDERSTATSself-reported at first frame
176 calls · 412k tris

Verified until it matches its own art

The finished game is played, screenshotted and judged against its own concept pack — silhouette, palette, materials, motion, audio — and iterated until an honest side-by-side reads as the same art direction. Not "looks fine": matches.

Concept alignment — round 2Passed
Subject silhouette + palettematches turnaround within tolerance
Zone forms + materials3 zones read as their sheets
Motion pair + plausibilityno gliding, no floaters, no seams
Round 1 found 3 divergences → auto-fixed → re-judged clean.

How a piece gets made

01

Concept pack

Seven sheets + the element inventory that production must satisfy.

02

Blockout

Gray boxes playing before any art — feel fixed first.

03

Blender world

Sculpt, bake, compress — once per type, instanced per placement.

04

three.js + physics

Bundled engine files, real rigid-body physics, no CDN.

05

Verify until clean

Judged against its own concepts until the side-by-side matches.

Questions, answered

Why three.js instead of a big engine?

Because the output is plain static files: the same build plays on the web, inside Android/iOS app shells and desktop apps, with no install and a payload measured in single-digit megabytes. For web-native 3D, that reach is the point.

Are the models really made by AI?

Yes — agents write Blender scripts against the platform sculpt kit: sculpt, retopology, UV, normal/AO bakes, rigging, motion-capture retargeting. Every export is verified numerically before it ships.

What stops a build from shipping ugly?

Its own concept pack. A vision judge compares rendered gameplay against every sheet and blocks completion on divergence — plus deterministic budget gates on payload, triangles and draw calls.

Can I build one myself?

Yes — the AI Game Builder runs this exact pipeline. Describe a 3D game; the pack, inventory, blockout, assets and verification all happen for your build too.

Can I try the work directly in a browser?

The lab focuses on browser-rendered 3D experiences. Use the project’s Play action to open its published output and check the controls provided for that piece.

How should I describe the camera in a 3D brief?

Specify whether the player sees the world from first person, third person, above or a fixed viewpoint. Explain what needs to stay visible during play; the camera changes both the feel and the readability of a mechanic.

What should I look for beyond the visual style?

Try movement, collisions, interaction feedback and the camera during the main action. A convincing 3D scene also needs readable controls and a functioning gameplay loop.

Build your own 3D game

Describe it. The builder draws the concepts, sculpts the assets, writes the code and verifies the result.